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GPUCommandEncoder: copyTextureToTexture() method

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

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

Syntax

js

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.

What follows is a sample copySize array:

js

[16, 16, 2];

The object equivalent would look like this:

js

{
  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.

What follows is a sample array:

js

[0, 0, 0];

The object equivalent would look like this:

js

{
  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

js

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

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
copyTextureToTexture
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

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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/GPUCommandEncoder/copyTextureToTexture