import type { ExtensionMetadata } from "../../extensions";
import type { Dict } from "../../utils";
import type { IRenderingContext } from '../IRenderer';
import type { Renderer } from '../Renderer';
import type { ISystem } from '../system/ISystem';
import type { GLProgram } from './GLProgram';
import type { Program } from './Program';
import type { Shader } from './Shader';
import type { UniformGroup } from './UniformGroup';
import type { UniformsSyncCallback } from './utils';
/**
 * System plugin to the renderer to manage shaders.
 * @memberof PIXI
 */
export declare class ShaderSystem implements ISystem {
    /** @ignore */
    static extension: ExtensionMetadata;
    processes: Record<string, ((source: string, options: any, isFragment?: boolean) => string)>;
    options: Record<string, any>;
    /**
     * The current WebGL rendering context.
     * @member {WebGLRenderingContext}
     */
    protected gl: IRenderingContext;
    shader: Shader;
    program: Program;
    id: number;
    destroyed: boolean;
    /** Cache to holds the generated functions. Stored against UniformObjects unique signature. */
    private cache;
    private _uboCache;
    private renderer;
    /** @param renderer - The renderer this System works for. */
    constructor(renderer: Renderer);
    /**
     * Overrideable function by `@vaux/unsafe-eval` to silence
     * throwing an error if platform doesn't support unsafe-evals.
     * @private
     */
    private systemCheck;
    protected contextChange(gl: IRenderingContext): void;
    /**
     * Changes the current shader to the one given in parameter.
     * @param shader - the new shader
     * @param dontSync - false if the shader should automatically sync its uniforms.
     * @returns the glProgram that belongs to the shader.
     */
    bind(shader: Shader, dontSync?: boolean): GLProgram;
    /**
     * Uploads the uniforms values to the currently bound shader.
     * @param uniforms - the uniforms values that be applied to the current shader
     */
    setUniforms(uniforms: Dict<any>): void;
    /**
     * Syncs uniforms on the group
     * @param group - the uniform group to sync
     * @param syncData - this is data that is passed to the sync function and any nested sync functions
     */
    syncUniformGroup(group: UniformGroup, syncData?: any): void;
    /**
     * Overrideable by the @vaux/unsafe-eval package to use static syncUniforms instead.
     * @param group
     * @param glProgram
     * @param syncData
     */
    syncUniforms(group: UniformGroup, glProgram: GLProgram, syncData: any): void;
    createSyncGroups(group: UniformGroup): UniformsSyncCallback;
    /**
     * Syncs uniform buffers
     * @param group - the uniform buffer group to sync
     * @param name - the name of the uniform buffer
     */
    syncUniformBufferGroup(group: UniformGroup, name?: string): void;
    /**
     * Will create a function that uploads a uniform buffer using the STD140 standard.
     * The upload function will then be cached for future calls
     * If a group is manually managed, then a simple upload function is generated
     * @param group - the uniform buffer group to sync
     * @param glProgram - the gl program to attach the uniform bindings to
     * @param name - the name of the uniform buffer (must exist on the shader)
     */
    protected createSyncBufferGroup(group: UniformGroup, glProgram: GLProgram, name: string): UniformsSyncCallback;
    /**
     * Takes a uniform group and data and generates a unique signature for them.
     * @param group - The uniform group to get signature of
     * @param group.uniforms
     * @param uniformData - Uniform information generated by the shader
     * @param preFix
     * @returns Unique signature of the uniform group
     */
    private getSignature;
    /**
     * Returns the underlying GLShade rof the currently bound shader.
     *
     * This can be handy for when you to have a little more control over the setting of your uniforms.
     * @returns The glProgram for the currently bound Shader for this context
     */
    getGlProgram(): GLProgram;
    /**
     * Generates a glProgram version of the Shader provided.
     * @param shader - The shader that the glProgram will be based on.
     * @returns A shiny new glProgram!
     */
    generateProgram(shader: Shader): GLProgram;
    /** Resets ShaderSystem state, does not affect WebGL state. */
    reset(): void;
    /**
     * Disposes shader.
     * If disposing one equals with current shader, set current as null.
     * @param shader - Shader object
     */
    disposeShader(shader: Shader): void;
    /** Destroys this System and removes all its textures. */
    destroy(): void;
}
