/**
 * @import { DynamicBufferAllocation } from '../dynamic-buffers.js'
 * @import { GraphicsDevice } from '../graphics-device.js'
 */
/**
 * A Null implementation of the dynamic buffers system. It hands out CPU-only storage so the
 * renderer's (unconditional) view uniform buffer path runs without errors and uploads nothing. A
 * single base DynamicBuffer is reused for every allocation - it provides getBindGroup (which caches
 * per uniform buffer size) and a no-op upload, which is all the null device needs.
 *
 * @ignore
 */
export class NullDynamicBuffers extends DynamicBuffers {
    /**
     * @param {GraphicsDevice} device - The graphics device.
     */
    constructor(device: GraphicsDevice);
    /** @type {DynamicBuffer} */
    buffer: DynamicBuffer;
}
import { DynamicBuffers } from '../dynamic-buffers.js';
import { DynamicBuffer } from '../dynamic-buffer.js';
import type { GraphicsDevice } from '../graphics-device.js';
