@luma.gl/core
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The luma.gl core Device API
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TypeScript
import { StatsManager } from "../utils/stats-manager.js";
import type { VertexFormat, VertexFormatInfo } from "../shadertypes/vertex-types/vertex-formats.js";
import type { TextureFormat, TextureFormatInfo, CompressedTextureFormat } from "../shadertypes/texture-types/texture-formats.js";
import type { CanvasContext, CanvasContextProps } from "./canvas-context.js";
import type { PresentationContext, PresentationContextProps } from "./presentation-context.js";
import type { BufferProps } from "./resources/buffer.js";
import { Buffer } from "./resources/buffer.js";
import type { RenderPipeline, RenderPipelineProps } from "./resources/render-pipeline.js";
import type { SharedRenderPipeline } from "./resources/shared-render-pipeline.js";
import type { ComputePipeline, ComputePipelineProps } from "./resources/compute-pipeline.js";
import type { Sampler, SamplerProps } from "./resources/sampler.js";
import type { Shader, ShaderProps } from "./resources/shader.js";
import type { Texture, TextureProps } from "./resources/texture.js";
import type { ExternalTexture, ExternalTextureProps } from "./resources/external-texture.js";
import type { Framebuffer, FramebufferProps } from "./resources/framebuffer.js";
import type { RenderPass, RenderPassProps } from "./resources/render-pass.js";
import type { ComputePass, ComputePassProps } from "./resources/compute-pass.js";
import type { CommandEncoder, CommandEncoderProps } from "./resources/command-encoder.js";
import type { CommandBuffer } from "./resources/command-buffer.js";
import type { VertexArray, VertexArrayProps } from "./resources/vertex-array.js";
import type { TransformFeedback, TransformFeedbackProps } from "./resources/transform-feedback.js";
import type { QuerySet, QuerySetProps } from "./resources/query-set.js";
import type { Fence } from "./resources/fence.js";
import type { Bindings, ComputeShaderLayout, ShaderLayout } from "./types/shader-layout.js";
import type { ExternalImage } from "../shadertypes/image-types/image-types.js";
/**
* Identifies the GPU vendor and driver.
* @note Chrome WebGPU does not provide much information, though more can be enabled with
* @see https://developer.chrome.com/blog/new-in-webgpu-120#adapter_information_updates
* chrome://flags/#enable-webgpu-developer-features
*/
export type DeviceInfo = {
/** Type of device */
type: 'webgl' | 'webgpu' | 'null' | 'unknown';
/** Vendor (name of GPU vendor, Apple, nVidia etc */
vendor: string;
/** Renderer (usually driver name) */
renderer: string;
/** version of driver */
version: string;
/** family of GPU */
gpu: 'nvidia' | 'amd' | 'intel' | 'apple' | 'software' | 'unknown';
/** Type of GPU () */
gpuType: 'discrete' | 'integrated' | 'cpu' | 'unknown';
/** GPU architecture */
gpuArchitecture?: string;
/** GPU driver backend. Can sometimes be sniffed */
gpuBackend?: 'opengl' | 'opengles' | 'metal' | 'd3d11' | 'd3d12' | 'vulkan' | 'unknown';
/** If this is a fallback adapter */
fallback?: boolean;
/** Shader language supported by device.createShader() */
shadingLanguage: 'wgsl' | 'glsl';
/** Highest supported shader language version: GLSL 3.00 = 300, WGSL 1.00 = 100 */
shadingLanguageVersion: number;
};
/** Limits for a device (max supported sizes of resources, max number of bindings etc) */
export declare abstract class DeviceLimits {
/** max number of TextureDimension1D */
abstract maxTextureDimension1D: number;
/** max number of TextureDimension2D */
abstract maxTextureDimension2D: number;
/** max number of TextureDimension3D */
abstract maxTextureDimension3D: number;
/** max number of TextureArrayLayers */
abstract maxTextureArrayLayers: number;
/** max number of BindGroups */
abstract maxBindGroups: number;
/** max number of DynamicUniformBuffers per PipelineLayout */
abstract maxDynamicUniformBuffersPerPipelineLayout: number;
/** max number of DynamicStorageBuffers per PipelineLayout */
abstract maxDynamicStorageBuffersPerPipelineLayout: number;
/** max number of SampledTextures per ShaderStage */
abstract maxSampledTexturesPerShaderStage: number;
/** max number of Samplers per ShaderStage */
abstract maxSamplersPerShaderStage: number;
/** max number of StorageBuffers per ShaderStage */
abstract maxStorageBuffersPerShaderStage: number;
/** max number of StorageTextures per ShaderStage */
abstract maxStorageTexturesPerShaderStage: number;
/** max number of UniformBuffers per ShaderStage */
abstract maxUniformBuffersPerShaderStage: number;
/** max number of UniformBufferBindingSize */
abstract maxUniformBufferBindingSize: number;
/** max number of StorageBufferBindingSize */
abstract maxStorageBufferBindingSize: number;
/** min UniformBufferOffsetAlignment */
abstract minUniformBufferOffsetAlignment: number;
/** min StorageBufferOffsetAlignment */
abstract minStorageBufferOffsetAlignment: number;
/** max number of VertexBuffers */
abstract maxVertexBuffers: number;
/** max number of VertexAttributes */
abstract maxVertexAttributes: number;
/** max number of VertexBufferArrayStride */
abstract maxVertexBufferArrayStride: number;
/** max number of InterStageShaderComponents */
abstract maxInterStageShaderVariables: number;
/** max number of ComputeWorkgroupStorageSize */
abstract maxComputeWorkgroupStorageSize: number;
/** max number of ComputeInvocations per Workgroup */
abstract maxComputeInvocationsPerWorkgroup: number;
/** max ComputeWorkgroupSizeX */
abstract maxComputeWorkgroupSizeX: number;
/** max ComputeWorkgroupSizeY */
abstract maxComputeWorkgroupSizeY: number;
/** max ComputeWorkgroupSizeZ */
abstract maxComputeWorkgroupSizeZ: number;
/** max ComputeWorkgroupsPerDimension */
abstract maxComputeWorkgroupsPerDimension: number;
}
/** Set-like class for features (lets apps check for WebGL / WebGPU extensions) */
export declare class DeviceFeatures {
protected features: Set<DeviceFeature>;
protected disabledFeatures?: Partial<Record<DeviceFeature, boolean>>;
constructor(features: DeviceFeature[] | undefined, disabledFeatures: Partial<Record<DeviceFeature, boolean>>);
[Symbol.iterator](): IterableIterator<DeviceFeature>;
has(feature: DeviceFeature): boolean;
}
/** Device feature names */
export type DeviceFeature = WebGPUDeviceFeature | WebGLDeviceFeature | WebGLCompressedTextureFeatures;
/** Chrome-specific extensions. Expected to eventually become standard features. */
export type WebGPUDeviceFeature = 'depth-clip-control' | 'depth32float-stencil8' | 'texture-compression-bc' | 'texture-compression-bc-sliced-3d' | 'texture-compression-etc2' | 'texture-compression-astc' | 'texture-compression-astc-sliced-3d' | 'timestamp-query' | 'indirect-first-instance' | 'shader-f16' | 'rg11b10ufloat-renderable' | 'bgra8unorm-storage' | 'float32-filterable' | 'float32-blendable' | 'clip-distances' | 'dual-source-blending' | 'subgroups';
export type WebGLDeviceFeature = 'compilation-status-async-webgl' | 'provoking-vertex-webgl' | 'polygon-mode-webgl' | 'shader-noperspective-interpolation-webgl' | 'shader-conservative-depth-webgl' | 'shader-clip-cull-distance-webgl' | 'float32-renderable-webgl' | 'float16-renderable-webgl' | 'rgb9e5ufloat-renderable-webgl' | 'snorm8-renderable-webgl' | 'norm16-webgl' | 'norm16-renderable-webgl' | 'snorm16-renderable-webgl' | 'float16-filterable-webgl' | 'texture-filterable-anisotropic-webgl' | 'bgra8unorm-storage' | 'texture-blend-float-webgl';
type WebGLCompressedTextureFeatures = 'texture-compression-bc5-webgl' | 'texture-compression-bc7-webgl' | 'texture-compression-etc1-webgl' | 'texture-compression-pvrtc-webgl' | 'texture-compression-atc-webgl';
/** Texture format capabilities that have been checked against a specific device */
export type DeviceTextureFormatCapabilities = {
format: TextureFormat;
/** Can the format be created and sampled?*/
create: boolean;
/** Is the format renderable. */
render: boolean;
/** Is the format filterable. */
filter: boolean;
/** Is the format blendable. */
blend: boolean;
/** Is the format storeable. */
store: boolean;
};
/** Device properties */
export type DeviceProps = {
/** string id for debugging. Stored on the object, used in logging and set on underlying GPU objects when feasible. */
id?: string;
/** Properties for creating a default canvas context */
createCanvasContext?: CanvasContextProps | true;
/** Control which type of GPU is preferred on systems with both integrated and discrete GPU. Defaults to "high-performance" / discrete GPU. */
powerPreference?: 'default' | 'high-performance' | 'low-power';
/** Hints that device creation should fail if no hardware GPU is available (if the system performance is "low"). */
failIfMajorPerformanceCaveat?: boolean;
/** WebGL specific: Properties passed through to WebGL2RenderingContext creation: `canvas.getContext('webgl2', props.webgl)` */
webgl?: WebGLContextProps;
/** Error handler. If it returns a probe logger style function, it will be called at the site of the error to optimize console error links. */
onError?: (error: Error, context?: unknown) => unknown;
/** Called when the size of a CanvasContext's canvas changes */
onResize?: (ctx: CanvasContext | PresentationContext, info: {
oldPixelSize: [number, number];
}) => unknown;
/** Called when the absolute position of a CanvasContext's canvas changes. Must set `CanvasContextProps.trackPosition: true` */
onPositionChange?: (ctx: CanvasContext | PresentationContext, info: {
oldPosition: [number, number];
}) => unknown;
/** Called when the visibility of a CanvasContext's canvas changes */
onVisibilityChange?: (ctx: CanvasContext | PresentationContext) => unknown;
/** Called when the device pixel ratio of a CanvasContext's canvas changes */
onDevicePixelRatioChange?: (ctx: CanvasContext | PresentationContext, info: {
oldRatio: number;
}) => unknown;
/** Turn on implementation defined checks that slow down execution but help break where errors occur */
debug?: boolean;
/** Enable GPU timestamp collection without enabling all debug validation paths. */
debugGPUTime?: boolean;
/** Show shader source in browser? The default is `'error'`, meaning that logs are shown when shader compilation has errors */
debugShaders?: 'never' | 'errors' | 'warnings' | 'always';
/** Renders a small version of updated Framebuffers into the primary canvas context. Can be set in console luma.log.set('debug-framebuffers', true) */
debugFramebuffers?: boolean;
/** Traces resource caching, reuse, and destroys in the PipelineFactory */
debugFactories?: boolean;
/** WebGL specific - Trace WebGL calls (instruments WebGL2RenderingContext at the expense of performance). Can be set in console luma.log.set('debug-webgl', true) */
debugWebGL?: boolean;
/** WebGL specific - Initialize the SpectorJS WebGL debugger. Can be set in console luma.log.set('debug-spectorjs', true) */
debugSpectorJS?: boolean;
/** WebGL specific - SpectorJS URL. Override if CDN is down or different SpectorJS version is desired. */
debugSpectorJSUrl?: string;
/** adapter.create() returns the existing Device if the provided canvas' WebGL context is already associated with a Device. */
_reuseDevices?: boolean;
/** WebGPU specific - Request a Device with the highest limits supported by platform. On WebGPU devices can be created with minimal limits. */
_requestMaxLimits?: boolean;
/** Disable specific features */
_disabledFeatures?: Partial<Record<DeviceFeature, boolean>>;
/** WebGL specific - Initialize all features on startup */
_initializeFeatures?: boolean;
/** Enable shader caching (via ShaderFactory) */
_cacheShaders?: boolean;
/**
* Destroy cached shaders when they become unused.
* Defaults to `false` so repeated create/destroy cycles can still reuse cached shaders.
* Enable this if the application creates very large numbers of distinct shaders and needs cache eviction.
*/
_destroyShaders?: boolean;
/** Enable pipeline caching (via PipelineFactory) */
_cachePipelines?: boolean;
/** Enable sharing of backend render-pipeline implementations when caching is enabled. Currently used by WebGL. */
_sharePipelines?: boolean;
/**
* Destroy cached pipelines when they become unused.
* Defaults to `false` so repeated create/destroy cycles can still reuse cached pipelines.
* Enable this if the application creates very large numbers of distinct pipelines and needs cache eviction.
*/
_destroyPipelines?: boolean;
/** @deprecated Internal, Do not use directly! Use `luma.attachDevice()` to attach to pre-created contexts/devices. */
_handle?: unknown;
};
type DeviceFactories = {
bindGroupFactory?: unknown;
};
/** WebGL independent copy of WebGLContextAttributes */
type WebGLContextProps = {
/** indicates if the canvas contains an alpha buffer. */
alpha?: boolean;
/** hints the user agent to reduce the latency by desynchronizing the canvas paint cycle from the event loop */
desynchronized?: boolean;
/** indicates whether or not to perform anti-aliasing. */
antialias?: boolean;
/** indicates that the render target has a stencil buffer of at least `8` bits. */
stencil?: boolean;
/** indicates that the drawing buffer has a depth buffer of at least 16 bits. */
depth?: boolean;
/** indicates if a context will be created if the system performance is low or if no hardware GPU is available. */
failIfMajorPerformanceCaveat?: boolean;
/** Selects GPU */
powerPreference?: 'default' | 'high-performance' | 'low-power';
/** page compositor will assume the drawing buffer contains colors with pre-multiplied alpha. */
premultipliedAlpha?: boolean;
/** buffers will not be cleared and will preserve their values until cleared or overwritten by the author. */
preserveDrawingBuffer?: boolean;
};
/**
* Create and attach devices for a specific backend. Currently static methods on each device
*/
export interface DeviceFactory {
type: string;
isSupported(): boolean;
create(props: DeviceProps): Promise<Device>;
attach?(handle: unknown): Device;
}
/**
* WebGPU Device/WebGL context abstraction
*/
export declare abstract class Device {
static defaultProps: Required<DeviceProps>;
get [Symbol.toStringTag](): string;
toString(): string;
/** id of this device, primarily for debugging */
readonly id: string;
/** type of this device */
abstract readonly type: 'webgl' | 'webgpu' | 'null' | 'unknown';
abstract readonly handle: unknown;
abstract commandEncoder: CommandEncoder;
/** A copy of the device props */
readonly props: Required<DeviceProps>;
/** Available for the application to store data on the device */
userData: {
[key: string]: unknown;
};
/** stats */
readonly statsManager: StatsManager;
/** Internal per-device factory storage */
_factories: DeviceFactories;
/** An abstract timestamp used for change tracking */
timestamp: number;
/** True if this device has been reused during device creation (app has multiple references) */
_reused: boolean;
/** Used by other luma.gl modules to store data on the device */
private _moduleData;
/** Information about the device (vendor, versions etc) */
abstract info: DeviceInfo;
/** Optional capability discovery */
abstract features: DeviceFeatures;
/** WebGPU style device limits */
abstract get limits(): DeviceLimits;
/** Optimal TextureFormat for displaying 8-bit depth, standard dynamic range content on this system. */
abstract preferredColorFormat: 'rgba8unorm' | 'bgra8unorm';
/** Default depth format used on this system */
abstract preferredDepthFormat: 'depth16' | 'depth24plus' | 'depth32float';
protected _textureCaps: Partial<Record<TextureFormat, DeviceTextureFormatCapabilities>>;
/** Internal timestamp query set used when GPU timing collection is enabled for this device. */
protected _debugGPUTimeQuery: QuerySet | null;
constructor(props: DeviceProps);
abstract destroy(): void;
getVertexFormatInfo(format: VertexFormat): VertexFormatInfo;
isVertexFormatSupported(format: VertexFormat): boolean;
/** Returns information about a texture format, such as data type, channels, bits per channel, compression etc */
getTextureFormatInfo(format: TextureFormat): TextureFormatInfo;
/** Determines what operations are supported on a texture format on this particular device (checks against supported device features) */
getTextureFormatCapabilities(format: TextureFormat): DeviceTextureFormatCapabilities;
/** Calculates the number of mip levels for a texture of width, height and in case of 3d textures only, depth */
getMipLevelCount(width: number, height: number, depth3d?: number): number;
/** Check if data is an external image */
isExternalImage(data: unknown): data is ExternalImage;
/** Get the size of an external image */
getExternalImageSize(data: ExternalImage): {
width: number;
height: number;
};
/** Check if device supports a specific texture format (creation and `nearest` sampling) */
isTextureFormatSupported(format: TextureFormat): boolean;
/** Check if linear filtering (sampler interpolation) is supported for a specific texture format */
isTextureFormatFilterable(format: TextureFormat): boolean;
/** Check if device supports rendering to a framebuffer color attachment of a specific texture format */
isTextureFormatRenderable(format: TextureFormat): boolean;
/** Check if a specific texture format is GPU compressed */
isTextureFormatCompressed(format: TextureFormat): boolean;
/** Returns the compressed texture formats that can be created and sampled on this device */
getSupportedCompressedTextureFormats(): CompressedTextureFormat[];
pushDebugGroup(groupLabel: string): void;
popDebugGroup(): void;
insertDebugMarker(markerLabel: string): void;
/** `true` if device is already lost */
abstract get isLost(): boolean;
/** Promise that resolves when device is lost */
abstract readonly lost: Promise<{
reason: 'destroyed';
message: string;
}>;
/**
* Trigger device loss.
* @returns `true` if context loss could actually be triggered.
* @note primarily intended for testing how application reacts to device loss
*/
loseDevice(): boolean;
/** A monotonic counter for tracking buffer and texture updates */
incrementTimestamp(): number;
/**
* Reports Device errors in a way that optimizes for developer experience / debugging.
* - Logs so that the console error links directly to the source code that generated the error.
* - Includes the object that reported the error in the log message, even if the error is asynchronous.
*
* Conventions when calling reportError():
* - Always call the returned function - to ensure error is logged, at the error site
* - Follow with a call to device.debug() - to ensure that the debugger breaks at the error site
*
* @param error - the error to report. If needed, just create a new Error object with the appropriate message.
* @param context - pass `this` as context, otherwise it may not be available in the debugger for async errors.
* @returns the logger function returned by device.props.onError() so that it can be called from the error site.
*
* @example
* device.reportError(new Error(...), this)();
* device.debug();
*/
reportError(error: Error, context: unknown, ...args: unknown[]): () => unknown;
/** Break in the debugger - if device.props.debug is true */
debug(): void;
/** Default / primary canvas context. Can be null as WebGPU devices can be created without a CanvasContext */
abstract canvasContext: CanvasContext | null;
/** Returns the default / primary canvas context. Throws an error if no canvas context is available (a WebGPU compute device) */
getDefaultCanvasContext(): CanvasContext;
/** Creates a new CanvasContext (WebGPU only) */
abstract createCanvasContext(props?: CanvasContextProps): CanvasContext;
/** Creates a presentation context for a destination canvas. WebGL requires the default canvas context to use an OffscreenCanvas. */
abstract createPresentationContext(props?: PresentationContextProps): PresentationContext;
/** Call after rendering a frame (necessary e.g. on WebGL OffscreenCanvas) */
abstract submit(commandBuffer?: CommandBuffer): void;
/** Create a buffer */
abstract createBuffer(props: BufferProps | ArrayBuffer | ArrayBufferView): Buffer;
/** Create a texture */
abstract createTexture(props: TextureProps): Texture;
/** Create a temporary texture view of a video source */
abstract createExternalTexture(props: ExternalTextureProps): ExternalTexture;
/** Create a sampler */
abstract createSampler(props: SamplerProps): Sampler;
/** Create a Framebuffer. Must have at least one attachment. */
abstract createFramebuffer(props: FramebufferProps): Framebuffer;
/** Create a shader */
abstract createShader(props: ShaderProps): Shader;
/** Create a render pipeline (aka program) */
abstract createRenderPipeline(props: RenderPipelineProps): RenderPipeline;
/** Create a compute pipeline (aka program). WebGPU only. */
abstract createComputePipeline(props: ComputePipelineProps): ComputePipeline;
/** Create a vertex array */
abstract createVertexArray(props: VertexArrayProps): VertexArray;
abstract createCommandEncoder(props?: CommandEncoderProps): CommandEncoder;
/** Create a transform feedback (immutable set of output buffer bindings). WebGL only. */
abstract createTransformFeedback(props: TransformFeedbackProps): TransformFeedback;
abstract createQuerySet(props: QuerySetProps): QuerySet;
/** Create a fence sync object */
createFence(): Fence;
/** Create a RenderPass using the default CommandEncoder */
beginRenderPass(props?: RenderPassProps): RenderPass;
/** Create a ComputePass using the default CommandEncoder*/
beginComputePass(props?: ComputePassProps): ComputePass;
/**
* Generate mipmaps for a WebGPU texture.
* WebGPU textures must be created up front with the required mip count, usage flags, and a format that supports the chosen generation path.
* WebGL uses `Texture.generateMipmapsWebGL()` directly because the backend manages mip generation on the texture object itself.
*/
generateMipmapsWebGPU(_texture: Texture): void;
/** Internal helper for creating a shareable WebGL render-pipeline implementation. */
_createSharedRenderPipelineWebGL(_props: RenderPipelineProps): SharedRenderPipeline;
/** Internal WebGPU-only helper for retrieving the native bind-group layout for a pipeline group. */
_createBindGroupLayoutWebGPU(_pipeline: RenderPipeline | ComputePipeline, _group: number): unknown;
/** Internal WebGPU-only helper for creating a native bind group. */
_createBindGroupWebGPU(_bindGroupLayout: unknown, _shaderLayout: ShaderLayout | ComputeShaderLayout, _bindings: Bindings, _group: number, _label?: string): unknown;
/**
* Internal helper that returns `true` when timestamp-query GPU timing should be
* collected for this device.
*/
_supportsDebugGPUTime(): boolean;
/**
* Internal helper that enables device-managed GPU timing collection on the
* default command encoder. Reuses the existing query set if timing is already enabled.
*
* @param queryCount - Number of timestamp slots reserved for profiled passes.
* @returns The device-managed timestamp QuerySet, or `null` when timing is not supported or could not be enabled.
*/
_enableDebugGPUTime(queryCount?: number): QuerySet | null;
/**
* Internal helper that disables device-managed GPU timing collection and restores
* the default command encoder to an unprofiled state.
*/
_disableDebugGPUTime(): void;
/** Internal helper that returns `true` when device-managed GPU timing is currently active. */
_isDebugGPUTimeEnabled(): boolean;
/**
* Determines what operations are supported on a texture format, checking against supported device features
* Subclasses override to apply additional checks
*/
protected abstract _getDeviceSpecificTextureFormatCapabilities(format: DeviceTextureFormatCapabilities): DeviceTextureFormatCapabilities;
/** @deprecated Use getDefaultCanvasContext() */
getCanvasContext(): CanvasContext;
/** @deprecated - will be removed - should use command encoder */
readPixelsToArrayWebGL(source: Framebuffer | Texture, options?: {
sourceX?: number;
sourceY?: number;
sourceFormat?: number;
sourceAttachment?: number;
target?: Uint8Array | Uint16Array | Float32Array;
sourceWidth?: number;
sourceHeight?: number;
sourceType?: number;
}): Uint8Array | Uint16Array | Float32Array;
/** @deprecated - will be removed - should use command encoder */
readPixelsToBufferWebGL(source: Framebuffer | Texture, options?: {
sourceX?: number;
sourceY?: number;
sourceFormat?: number;
target?: Buffer;
targetByteOffset?: number;
sourceWidth?: number;
sourceHeight?: number;
sourceType?: number;
}): Buffer;
/** @deprecated - will be removed - should use WebGPU parameters (pipeline) */
setParametersWebGL(parameters: any): void;
/** @deprecated - will be removed - should use WebGPU parameters (pipeline) */
getParametersWebGL(parameters: any): void;
/** @deprecated - will be removed - should use WebGPU parameters (pipeline) */
withParametersWebGL(parameters: any, func: any): any;
/** @deprecated - will be removed - should use clear arguments in RenderPass */
clearWebGL(options?: {
framebuffer?: Framebuffer;
color?: any;
depth?: any;
stencil?: any;
}): void;
/** @deprecated - will be removed - should use for debugging only */
resetWebGL(): void;
getModuleData<ModuleDataT extends Record<string, unknown>>(moduleName: string): ModuleDataT;
/** Helper to get the canvas context props */
static _getCanvasContextProps(props: DeviceProps): CanvasContextProps | undefined;
protected _getDeviceTextureFormatCapabilities(format: TextureFormat): DeviceTextureFormatCapabilities;
/** Subclasses use this to support .createBuffer() overloads */
protected _normalizeBufferProps(props: BufferProps | ArrayBuffer | ArrayBufferView): BufferProps;
}
/**
* Internal helper for resolving the default `debug` prop.
* Precedence is: explicit log debug value first, then `NODE_ENV`, then `false`.
*/
export declare function _getDefaultDebugValue(logDebugValue: unknown, nodeEnv?: string): boolean;
export {};
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