GPUCommandEncoder: copyBufferToTexture() method
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
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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.source
can take the following properties:buffer
-
The
GPUBuffer
to copy from. offset
Optional-
The offset, in bytes, from the beginning of
data
to the start of the image data to be copied. If omitted,offset
defaults to 0. bytesPerRow
Optional-
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).
rowsPerImage
Optional-
The number of block rows per single image inside the data.
bytesPerRow
×rowsPerImage
will 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.destination
can take the following properties:aspect
Optional-
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,
aspect
takes a value of"all"
. mipLevel
Optional-
A number representing the mip-map level of the texture to write the data to. If omitted,
mipLevel
defaults to 0. origin
Optional-
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
, andz
values default to 0 if any of all oforigin
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 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.
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 }
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.bytesPerRow
is a multiple of 256.- The
source.buffer
'sGPUBuffer.usage
includes theGPUBufferUsage.COPY_SRC
flag.
For the destination
:
mipLevel
is less than theGPUTexture.mipLevelCount
.origin.x
is a multiple of the texel block width of theGPUTexture.format
.origin.y
is a multiple of the texel block height of theGPUTexture.format
.- If the
GPUTexture.format
is a depth-or-stencil format orGPUTexture.sampleCount
is more than 1, the subresource size is equal tosize
. - The
destination
'sGPUTexture.usage
includes theGPUTextureUsage.COPY_DST
flag. - The
destination
'sGPUTexture.sampleCount
is 1. destination.aspect
refers to a single aspect of theGPUTexture.format
.- That aspect is a valid image copy destination according to depth-or-stencil formats.
- The
destination
is compatible with thecopySize
.
Examples
commandEncoder.copyBufferToTexture(
{
buffer: sourceBuffer,
},
{
texture: destinationTexture,
},
{
width: 16,
height: 16,
depthOrArrayLayers: 2,
},
);
Specifications
Specification |
---|
WebGPU # dom-gpucommandencoder-copybuffertotexture |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API