GPUTexture: usage property
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
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. |
0x04 | 4 |
Examples
js
// ...
const depthTexture = device.createTexture({
size: [canvas.width, canvas.height],
format: "depth24plus",
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
console.log(depthTexture.usage); // 16
Specifications
Specification |
---|
WebGPU # dom-gputexture-usage |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API