files/en-us/web/api/gpuqueue/writetexture/index.md
{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}
The writeTexture() method of the
{{domxref("GPUQueue")}} interface writes a provided data source into a given {{domxref("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)
destination
aspect {{optional_inline}}
: An enumerated value defining which aspects of the texture to write the data to. Possible values are:
"all"
"depth-only"
"stencil-only"
If omitted, aspect takes a value of "all".
mipLevel {{optional_inline}}
mipLevel defaults to 0.origin {{optional_inline}}
: An object or array specifying the origin of the copy — the minimum corner of the texture region to write the data to. Together with size, this defines the full extent of the region to copy 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 }.
texture
data
dataLayout
data. Possible values are:
offset {{optional_inline}}
data to the start of the image data to be copied. If omitted, offset defaults to 0.bytesPerRow {{optional_inline}}
rowsPerImage {{optional_inline}}
bytesPerRow × rowsPerImage will give you the stride, in bytes, between the start of each complete image. This is required if there are multiple images to copy.size
destination.origin, this defines the full extent of the region to copy to. See destination.origin for examples of the object/array structure.None ({{jsxref("Undefined")}}).
The following criteria must be met when calling writeTexture(), otherwise a {{domxref("GPUValidationError")}} is generated and the {{domxref("GPUQueue")}} becomes invalid:
mipLevel is less than the destination {{domxref("GPUTexture.mipLevelCount")}}.origin.x is a multiple of the texel block width of the destination {{domxref("GPUTexture.format")}}.origin.y is a multiple of the texel block height of the destination {{domxref("GPUTexture.format")}}.size.GPUTextureUsage.COPY_DST flag.destination.origin.x + the destination {{domxref("GPUTexture.width")}} is less than or equal to the width of the subresource to write to the destination {{domxref("GPUTexture")}}.destination.origin.y + the destination {{domxref("GPUTexture.height")}} is less than or equal to the height of the subresource to write to the destination {{domxref("GPUTexture")}}.destination.origin.z + the destination {{domxref("GPUTexture.depthOrArrayLayers")}} is less than or equal to the depthOrArrayLayers of the subresource to write to the destination {{domxref("GPUTexture")}}.destination {{domxref("GPUTexture.width")}} is a multiple of the texel block width of the destination {{domxref("GPUTexture.format")}}.destination {{domxref("GPUTexture.height")}} is a multiple of the texel block height of the destination {{domxref("GPUTexture.format")}}.destination.aspect refers to a single aspect of the destination {{domxref("GPUTexture.format")}}.destination is otherwise compatible with the {{domxref("GPUTexture.format")}}.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);
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