The usage read-only property of the GPUTexture interface is the bitwise flags representing the allowed usages of the GPUTexture.
This is set via the usage property in the descriptor object passed into the originating GPUDevice.createTexture() call.
Value
The bitwise flags representing the original usages set when the GPUTexture was first created. The returned number is the sum of decimal values representing the different flags, as seen in the table below.
Usage flag
Usage description
Hex equiv.
Decimal equiv.
GPUTextureUsage.COPY_SRC
The texture can be used as the source of a copy operation, for example the source argument of a copyTextureToBuffer() call.
0x01
1
GPUTextureUsage.COPY_DST
The texture can be used as the destination of a copy/write operation, for example the destination argument of a copyBufferToTexture() call.
0x02
2
GPUBufferUsage.RENDER_ATTACHMENT
The texture can be used as a color or depth/stencil attachment in a render pass, for example as the view property of the descriptor object in a beginRenderPass() call.
0x10
16
GPUBufferUsage.STORAGE_BINDING
The texture can be bound for use as a storage texture in a shader, for example as a resource in a bind group entry when creating a GPUBindGroup (via createBindGroup()), which adheres to a GPUBindGroupLayout entry with a specified storage texture binding layout.
0x08
8
GPUBufferUsage.TEXTURE_BINDING
The texture can be bound for use as a sampled texture in a shader, for example as a resource in a bind group entry when creating a GPUBindGroup (via createBindGroup()), which adheres to a GPUBindGroupLayout entry with a specified texture binding layout.