GPUCommandEncoder: copyBufferToTexture() method
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. The x
, y
, and z
values default to 0 if any of all of origin
is omitted.
What follows is a sample array:
The object equivalent would look like this:
-
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:
The object equivalent would look like this:
{
width: 16,
height: 16,
depthOrArrayLayers: 2
}
Return value
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
's GPUBuffer.usage
includes the GPUBufferUsage.COPY_SRC
flag.
For the destination
:
Examples
commandEncoder.copyBufferToTexture(
{
buffer: sourceBuffer,
},
{
texture: destinationTexture,
},
{
width: 16,
height: 16,
depthOrArrayLayers: 2,
},
);
Specifications
Browser compatibility
|
Desktop |
Mobile |
|
Chrome |
Edge |
Firefox |
Internet Explorer |
Opera |
Safari |
WebView Android |
Chrome Android |
Firefox for Android |
Opera Android |
Safari on IOS |
Samsung Internet |
copyBufferToTexture |
113Currently supported on ChromeOS, macOS, and Windows only.
|
113Currently supported on ChromeOS, macOS, and Windows only.
|
previewCurrently supported on Linux and Windows only.
|
No |
99Currently supported on ChromeOS, macOS, and Windows only.
|
No |
No |
No |
No |
No |
No |
No |
See also