import type { AbstractEngine } from "../Engines/abstractEngine"; import type { IGPUParticleSystemPlatform } from "./IGPUParticleSystemPlatform"; import type { Buffer, VertexBuffer } from "../Buffers/buffer"; import type { GPUParticleSystem } from "./gpuParticleSystem"; import type { DataArray, Nullable } from "../types"; import type { DataBuffer } from "../Buffers/dataBuffer"; import { UniformBufferEffectCommonAccessor } from "../Materials/uniformBufferEffectCommonAccessor"; import type { Effect } from "../Materials/effect"; import "../ShadersWGSL/gpuUpdateParticles.compute"; /** @internal */ export declare class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform { private _parent; private _engine; private _updateComputeShader; private _simParamsComputeShader; private _bufferComputeShader; private _renderVertexBuffers; readonly alignDataInBuffer = true; constructor(parent: GPUParticleSystem, engine: AbstractEngine); contextLost(): void; isUpdateBufferCreated(): boolean; isUpdateBufferReady(): boolean; createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor; createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer; }): void; createParticleBuffer(data: number[]): DataArray | DataBuffer; bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable): void; preUpdateParticleBuffer(): void; updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void; releaseBuffers(): void; releaseVertexBuffers(): void; }