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.
writeTexture(destination, data, dataLayout, size)
The following criteria must be met when calling writeTexture(), otherwise a GPUValidationError is generated and the GPUQueue becomes invalid:
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);