GPUCommandEncoder: copyTextureToTexture() method

Limited availability

This feature is not Baseline because it does not work in some of the most widely-used browsers.

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.

The copyTextureToTexture() method of the GPUCommandEncoder interface encodes a command that copies data from one GPUTexture to another.

Syntax

js
copyTextureToTexture(source, destination, copySize)

Parameters

source

An object (see Copy texture object structure) defining the texture to copy the data from. Combined with copySize, this defines the region of the source texture subresource.

destination

An object (see Copy texture object structure) defining the texture to write the data to. Combined with copySize, this defines the region of the destination texture subresource.

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.

What follows is a sample copySize array:

js
[16, 16, 2];

The object equivalent would look like this:

js
{
  width: 16,
  height: 16,
  depthOrArrayLayers: 2
}

Copy texture object structure

A copy texture object has the following structure:

aspect Optional

An enumerated value defining which aspects of the texture to copy the data from/to. Possible values are:

"all"

All available aspects of the texture format will be copied from/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 copied from/to.

"stencil-only"

Only the stencil aspect of a depth-or-stencil format will be copied from/to.

If omitted, aspect takes a value of "all".

mipLevel Optional

A number representing the mip-map level of the texture to copy the data from/to. If omitted, mipLevel defaults to 0.

origin Optional

An object or array specifying the origin of the copy/destination — the minimum corner of the texture region to copy the data from/to. Together with size, this defines the full extent of the region to copy from/to. The x, y, and z values default to 0 if any of all of origin is omitted.

What follows is a sample array:

js
[0, 0, 0];

The object equivalent would look like this:

js
{
  x: 0,
  y: 0,
  z: 0
}
texture

A GPUTexture object representing the texture to copy the data from/to.

Return value

None (Undefined).

Validation

The following criteria must be met when calling copyTextureToTexture(), otherwise a GPUValidationError is generated and the GPUCommandEncoder becomes invalid.

For the source:

For the destination:

For source and destination:

Examples

js
commandEncoder.copyTextureToTexture(
  {
    texture: sourceTexture,
  },
  {
    texture: destinationTexture,
  },
  {
    width: 16,
    height: 16,
    depthOrArrayLayers: 2,
  },
);

Specifications

Specification
WebGPU
# dom-gpucommandencoder-copytexturetotexture

Browser compatibility

Report problems with this compatibility data on GitHub
desktopmobileserver
Chrome
Edge
Firefox
Opera
Safari
Chrome Android
Firefox for Android
Opera Android
Safari on iOS
Samsung Internet
WebView Android
WebView on iOS
Deno
copyTextureToTexture
Experimental

Legend

Tip: you can click/tap on a cell for more information.

Full support
Full support
Partial support
Partial support
In development. Supported in a pre-release version.
In development. Supported in a pre-release version.
No support
No support
Experimental. Expect behavior to change in the future.
See implementation notes.
User must explicitly enable this feature.
Has more compatibility info.

See also