Back to Content

GPUTexture: usage property

files/en-us/web/api/gputexture/usage/index.md

latest3.7 KB
Original Source

{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}

The usage read-only property of the {{domxref("GPUTexture")}} interface is the {{glossary("bitwise flags")}} representing the allowed usages of the GPUTexture.

This is set via the usage property in the descriptor object passed into the originating {{domxref("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 flagUsage descriptionHex equiv.Decimal equiv.
GPUTextureUsage.COPY_SRCThe texture can be used as the source of a copy operation, for example the source argument of a {{domxref("GPUCommandEncoder.copyTextureToBuffer", "copyTextureToBuffer()")}} call.0x011
GPUTextureUsage.COPY_DSTThe texture can be used as the destination of a copy/write operation, for example the destination argument of a {{domxref("GPUCommandEncoder.copyBufferToTexture", "copyBufferToTexture()")}} call.0x022
GPUTextureUsage.RENDER_ATTACHMENTThe 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 {{domxref("GPUCommandEncoder.beginRenderPass", "beginRenderPass()")}} call.0x1016
GPUTextureUsage.STORAGE_BINDINGThe 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 {{domxref("GPUBindGroup")}} (via {{domxref("GPUDevice.createBindGroup", "createBindGroup()")}}), which adheres to a {{domxref("GPUBindGroupLayout")}} entry with a specified storage texture binding layout.0x088
GPUTextureUsage.TEXTURE_BINDINGThe 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 {{domxref("GPUBindGroup")}} (via {{domxref("GPUDevice.createBindGroup", "createBindGroup()")}}), which adheres to a {{domxref("GPUBindGroupLayout")}} entry with a specified texture binding layout.0x044

Examples

js
// …

const depthTexture = device.createTexture({
  size: [canvas.width, canvas.height],
  format: "depth24plus",
  usage: GPUTextureUsage.RENDER_ATTACHMENT,
});

console.log(depthTexture.usage); // 16

Specifications

{{Specifications}}

Browser compatibility

{{Compat}}

See also