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The copyBufferToTexture()
method of the GPUCommandEncoder
interface encodes a command that copies data from a GPUBuffer
to a GPUTexture
.
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
à 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 â 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.
For example, you can pass an array like [0, 0, 0]
, or its equivalent object { 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.
For example, you can pass an array [16, 16, 2]
, or its equivalent object { width: 16, height: 16, depthOrArrayLayers: 2 }
.
None (Undefined
).
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.source.buffer
's GPUBuffer.usage
includes the GPUBufferUsage.COPY_SRC
flag.For the destination
:
mipLevel
is less than the GPUTexture.mipLevelCount
.origin.x
is a multiple of the texel block width of the GPUTexture.format
.origin.y
is a multiple of the texel block height of the GPUTexture.format
.GPUTexture.format
is a depth-or-stencil format or GPUTexture.sampleCount
is more than 1, the subresource size is equal to size
.destination
's GPUTexture.usage
includes the GPUTextureUsage.COPY_DST
flag.destination
's GPUTexture.sampleCount
is 1.destination.aspect
refers to a single aspect of the GPUTexture.format
.destination
is compatible with the copySize
.commandEncoder.copyBufferToTexture(
{
buffer: sourceBuffer,
},
{
texture: destinationTexture,
},
{
width: 16,
height: 16,
depthOrArrayLayers: 2,
},
);
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