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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.
SyntaxwriteTexture(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 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.
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
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.
size
An object or array specifying the extent of the copy â 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.
None (Undefined
).
The following criteria must be met when calling writeTexture()
, otherwise a GPUValidationError
is generated and the GPUQueue
becomes invalid:
mipLevel
is less than the destination GPUTexture.mipLevelCount
.origin.x
is a multiple of the texel block width of the destination GPUTexture.format
.origin.y
is a multiple of the texel block height of the destination GPUTexture.format
.GPUTexture.format
is a depth-or-stencil format or GPUTexture.sampleCount
is more than 1, the subresource size is equal to size
.GPUTexture.usage
includes the GPUTextureUsage.COPY_DST
flag.GPUTexture.sampleCount
is 1.destination.origin.x
+ the destination
GPUTexture.width
is less than or equal to the width of the subresource to write to the destination
GPUTexture
.destination.origin.y
+ the destination
GPUTexture.height
is less than or equal to the height of the subresource to write to the destination
GPUTexture
.destination.origin.z
+ the destination
GPUTexture.depthOrArrayLayers
is less than or equal to the depthOrArrayLayers of the subresource to write to the destination
GPUTexture
.destination
GPUTexture.width
is a multiple of the texel block width of the destination GPUTexture.format
.destination
GPUTexture.height
is a multiple of the texel block height of the destination GPUTexture.format
.destination.aspect
refers to a single aspect of the destination GPUTexture.format
.destination
is otherwise compatible with the GPUTexture.format
.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);
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