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The copyTextureToTexture()
method of the GPUCommandEncoder
interface encodes a command that copies data from one GPUTexture
to another.
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.
For example, you can pass an array [16, 16, 2]
, or its equivalent object { width: 16, height: 16, depthOrArrayLayers: 2 }
.
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 â 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.
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 copy the data from/to.
None (Undefined
).
The following criteria must be met when calling copyTextureToTexture()
, otherwise a GPUValidationError
is generated and the GPUCommandEncoder
becomes invalid.
For the source
:
source
's GPUTexture.usage
includes the GPUTextureUsage.COPY_SRC
flag.For the destination
:
source
's GPUTexture.usage
includes the GPUTextureUsage.COPY_DST
flag.For source
and 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
.texture
GPUTexture.format
s are copy-compatible.texture
GPUTexture.sampleCount
s are equal.GPUTexture.format
is a depth-or-stencil format or GPUTexture.sampleCount
is more than 1, the subresource size is equal to size
.texture
's GPUTexture.sampleCount
is 1.aspect
refers to a single aspect of the GPUTexture.format
.texture
is compatible with the copySize
.commandEncoder.copyTextureToTexture(
{
texture: sourceTexture,
},
{
texture: destinationTexture,
},
{
width: 16,
height: 16,
depthOrArrayLayers: 2,
},
);
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