GPUQueue: writeTexture() method
The writeTexture()
method of the GPUQueue
interface writes a provided data source into a given GPUTexture
.
This is a convenience function, which provides an alternative to setting texture data via buffer mapping and buffer-to-texture copies. It lets the user agent determine the most efficient way to copy the data over.
Syntax
writeTexture(destination, data, dataLayout, size)
Parameters
-
destination
-
An object defining the texture subresource and origin to write the data source to, which 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:
origin: {
x: 0,
y: 0,
z: 0
}
-
texture
-
A GPUTexture
object representing the texture to write the data to.
-
data
-
An object representing the data source to write into the GPUTexture
. This can be an ArrayBuffer
, TypedArray
, or DataView
.
-
dataLayout
-
An object that defines the layout of the content contained in data
. Possible values are:
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 of the texture. 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.
-
size
-
An object or array specifying the extent of the copy — the far corner of the texture region to write the data to. Together with destination.origin
, this defines the full extent of the region to copy to. See destination.origin
for examples of the object/array structure.
Return value
Validation
The following criteria must be met when calling writeTexture()
, otherwise a GPUValidationError
is generated and the GPUQueue
becomes invalid:
Examples
In Efficiently rendering glTF models, a function is defined for creating a solid color texture:
function createSolidColorTexture(r, g, b, a) {
const data = new Uint8Array([r * 255, g * 255, b * 255, a * 255]);
const texture = device.createTexture({
size: { width: 1, height: 1 },
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
});
device.queue.writeTexture({ texture }, data, {}, { width: 1, height: 1 });
return texture;
}
This can be used to define standard textures for use in material libraries:
const opaqueWhiteTexture = createSolidColorTexture(1, 1, 1, 1);
const transparentBlackTexture = createSolidColorTexture(0, 0, 0, 0);
const defaultNormalTexture = createSolidColorTexture(0.5, 0.5, 1, 1);
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 |
writeTexture |
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