GPUCommandEncoder: copyBufferToTexture() method
Limited availability
This feature is not Baseline because it does not work in some of the most widely-used browsers.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
The copyBufferToTexture() method of the
GPUCommandEncoder interface encodes a command that copies data from a GPUBuffer to a GPUTexture.
Syntax
copyBufferToTexture(source, destination, copySize)
Parameters
source-
An object that defines the buffer to copy from, plus the layout of the data in the buffer to be copied to the texture. Combined with
copySize, it defines the region of the source buffer.sourcecan take the following properties:buffer-
The
GPUBufferto copy from. offsetOptional-
The offset, in bytes, from the beginning of
datato the start of the image data to be copied. If omitted,offsetdefaults to 0. bytesPerRowOptional-
A number representing the stride, in bytes, between the start of each block row (i.e., a row of complete texel blocks) and the subsequent block row. This is required if there are multiple block rows (i.e., the copy height or depth is more than one block).
rowsPerImageOptional-
The number of block rows per single image inside the data.
bytesPerRow×rowsPerImagewill give you the stride, in bytes, between the start of each complete image. This is required if there are multiple images to copy.
destination-
An object defining the texture to write the data to. Combined with
copySize, defines the region of the destination texture subresource.destinationcan take the following properties:aspectOptional-
An enumerated value defining which aspects of the texture to write the data to. Possible values are:
"all"-
All available aspects of the texture format will be written to, which can mean all or any of color, depth, and stencil, depending on what kind of format you are dealing with.
"depth-only"-
Only the depth aspect of a depth-or-stencil format will be written to.
"stencil-only"-
Only the stencil aspect of a depth-or-stencil format will be written to.
If omitted,
aspecttakes a value of"all". mipLevelOptional-
A number representing the mip-map level of the texture to write the data to. If omitted,
mipLeveldefaults to 0. originOptional-
An object or array specifying the origin of the copy — the minimum corner of the texture region to write the data to. Together with
size, this defines the full extent of the region to copy to. Thex,y, andzvalues default to 0 if any of all oforiginis omitted.For example, you can pass an array like
[0, 0, 0], or its equivalent object{ x: 0, y: 0, z: 0 }. texture-
A
GPUTextureobject representing the texture to write the data to.
copySize-
An object or array specifying the width, height, and depth/array layer count of the copied data. The width value must always be specified, while the height and depth/array layer count values are optional and will default to 1 if omitted.
For example, you can pass an array
[16, 16, 2], or its equivalent object{ width: 16, height: 16, depthOrArrayLayers: 2 }.
Return value
None (Undefined).
Validation
The following criteria must be met when calling copyBufferToTexture(), otherwise a GPUValidationError is generated and the GPUCommandEncoder becomes invalid.
For the source:
source.bytesPerRowis a multiple of 256.- The
source.buffer'sGPUBuffer.usageincludes theGPUBufferUsage.COPY_SRCflag.
For the destination:
mipLevelis less than theGPUTexture.mipLevelCount.origin.xis a multiple of the texel block width of theGPUTexture.format.origin.yis a multiple of the texel block height of theGPUTexture.format.- If the
GPUTexture.formatis a depth-or-stencil format orGPUTexture.sampleCountis more than 1, the subresource size is equal tosize. - The
destination'sGPUTexture.usageincludes theGPUTextureUsage.COPY_DSTflag. - The
destination'sGPUTexture.sampleCountis 1. destination.aspectrefers to a single aspect of theGPUTexture.format.- That aspect is a valid image copy destination according to depth-or-stencil formats.
- The
destinationis compatible with thecopySize.
Examples
commandEncoder.copyBufferToTexture(
{
buffer: sourceBuffer,
},
{
texture: destinationTexture,
},
{
width: 16,
height: 16,
depthOrArrayLayers: 2,
},
);
Specifications
| Specification |
|---|
| WebGPU> # dom-gpucommandencoder-copybuffertotexture> |
Browser compatibility
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See also
- The WebGPU API