The createView() method of the GPUTexture interface creates a GPUTextureView representing a specific view of the GPUTexture. 
 
createView()
createView(descriptor)
  
A GPUTextureView object instance.
 
The following criteria must be met when calling createView(), otherwise a GPUValidationError is generated and an invalid GPUTextureView object is returned:
 
 
In the WebGPU Samples Cubemap demo, you will see multiple examples of how createView() is used, both as to create a view resource for a GPUDevice.createBindGroup() call, and to provide a view in the depthStencilAttachment object of a GPUCommandEncoder.beginRenderPass() descriptor.
 
const uniformBindGroup = device.createBindGroup({
  layout: pipeline.getBindGroupLayout(0),
  entries: [
    {
      binding: 0,
      resource: {
        buffer: uniformBuffer,
        offset: 0,
        size: uniformBufferSize,
      },
    },
    {
      binding: 1,
      resource: sampler,
    },
    {
      binding: 2,
      resource: cubemapTexture.createView({
        dimension: "cube",
      }),
    },
  ],
});
const renderPassDescriptor: GPURenderPassDescriptor = {
  colorAttachments: [
    {
      view: undefined, 
      loadOp: "clear",
      storeOp: "store",
    },
  ],
  depthStencilAttachment: {
    view: depthTexture.createView(),
    depthClearValue: 1.0,
    depthLoadOp: "clear",
    depthStoreOp: "store",
  },
};
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);