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GPUCommandEncoder: copyTextureToTexture() method

Limited availability

This feature is not Baseline because it does not work in some of the most widely-used browsers.

Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.

The copyTextureToTexture() method of the GPUCommandEncoder interface encodes a command that copies data from one GPUTexture to another.

Syntax

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 }.

Copy texture object structure

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 — 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.

Return value

None (Undefined).

Validation

The following criteria must be met when calling copyTextureToTexture(), otherwise a GPUValidationError is generated and the GPUCommandEncoder becomes invalid.

For the source:

For the destination:

For source and destination:

Examples

commandEncoder.copyTextureToTexture(
  {
    texture: sourceTexture,
  },
  {
    texture: destinationTexture,
  },
  {
    width: 16,
    height: 16,
    depthOrArrayLayers: 2,
  },
);

Specifications

Browser compatibility

Desktop Mobile
Chrome Edge Firefox Opera Safari Chrome Android Firefox for Android Opera Android Safari on IOS Samsung Internet WebView Android WebView on iOS
copyTextureToTexture
113Currently supported on ChromeOS, macOS, and Windows only.
113Currently supported on ChromeOS, macOS, and Windows only.
141Currently supported on Windows only, in all contexts except for service workers.
99Currently supported on ChromeOS, macOS, and Windows only.
26 121 No 81 26 25.0 121 26

See also

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https://developer.mozilla.org/en-US/docs/Web/API/GPUCommandEncoder/copyTextureToTexture