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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)
sourceAn 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.
destinationAn 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.
copySizeAn 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 OptionalAn 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 OptionalA number representing the mip-map level of the texture to copy the data from/to. If omitted, mipLevel defaults to 0.
origin OptionalAn 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 }.
textureA 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.formats are copy-compatible.texture GPUTexture.sampleCounts 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,
},
);
| Specification |
|---|
| WebGPU> # dom-gpucommandencoder-copytexturetotexture> |
| 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 |
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https://developer.mozilla.org/en-US/docs/Web/API/GPUCommandEncoder/copyTextureToTexture