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WebGLRenderingContext: texImage2D() method

files/en-us/web/api/webglrenderingcontext/teximage2d/index.md

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{{APIRef("WebGL")}}{{AvailableInWorkers}}

The texImage2D() method of the {{domxref("WebGLRenderingContext")}} interface of the WebGL API specifies a two-dimensional texture image.

Syntax

js-nolint
// WebGL 1:
texImage2D(target, level, internalformat, width, height, border, format, type, srcData)
texImage2D(target, level, internalformat, format, type, source)

// Additionally available in WebGL 2:
texImage2D(target, level, internalformat, width, height, border, format, type, srcData, srcOffset)
texImage2D(target, level, internalformat, width, height, border, format, type, source)
texImage2D(target, level, internalformat, width, height, border, format, type, offset)

Parameters

  • target
    • : A {{domxref("WebGL_API/Types", "GLenum")}} specifying the binding point (target) of the active texture. Possible values:
      • gl.TEXTURE_2D: A two-dimensional texture.
      • gl.TEXTURE_CUBE_MAP_POSITIVE_X: Positive X face for a cube-mapped texture.
      • gl.TEXTURE_CUBE_MAP_NEGATIVE_X: Negative X face for a cube-mapped texture.
      • gl.TEXTURE_CUBE_MAP_POSITIVE_Y: Positive Y face for a cube-mapped texture.
      • gl.TEXTURE_CUBE_MAP_NEGATIVE_Y: Negative Y face for a cube-mapped texture.
      • gl.TEXTURE_CUBE_MAP_POSITIVE_Z: Positive Z face for a cube-mapped texture.
      • gl.TEXTURE_CUBE_MAP_NEGATIVE_Z: Negative Z face for a cube-mapped texture.
  • level
    • : A {{domxref("WebGL_API/Types", "GLint")}} specifying the level of detail. Level 0 is the base image level and level n is the n-th mipmap reduction level.
  • internalformat
    • : A {{domxref("WebGL_API/Types", "GLenum")}} specifying how the texture should be stored after it's loaded. See below for available values.
  • width
    • : A {{domxref("WebGL_API/Types", "GLsizei")}} specifying the width of the texture in texels.
  • height
    • : A {{domxref("WebGL_API/Types", "GLsizei")}} specifying the height of the texture in texels.
  • border
    • : A {{domxref("WebGL_API/Types", "GLint")}} specifying the width of the border. Must be 0.
  • format
    • : A {{domxref("WebGL_API/Types", "GLenum")}} specifying how each integer element in the raw texel data should be interpreted as color components. In WebGL 1, this must be the same as internalformat. See below for available values.
  • type
    • : A {{domxref("WebGL_API/Types", "GLenum")}} specifying the size of each integer element in the raw texel data.

      The internalformat, format, and type values must be compatible with each other. Possible combinations in both WebGL 1 and WebGL 2 (these internal formats are unsized because you can't specify how many bytes each pixel takes internally):

      internalformatformattypeInput bytes per pixelInput pixel layout (bits per channel)
      RGBRGBUNSIGNED_BYTE3(R, G, B) = (8, 8, 8)
      RGBRGBUNSIGNED_SHORT_5_6_52(R, G, B) = (5, 6, 5)
      RGBARGBAUNSIGNED_BYTE4(R, G, B, A) = (8, 8, 8, 8)
      RGBARGBAUNSIGNED_SHORT_4_4_4_42(R, G, B, A) = (4, 4, 4, 4)
      RGBARGBAUNSIGNED_SHORT_5_5_5_12(R, G, B, A) = (5, 5, 5, 1)
      LUMINANCE_ALPHALUMINANCE_ALPHAUNSIGNED_BYTE2(L, A) = (8, 8)
      LUMINANCELUMINANCEUNSIGNED_BYTE1(L) = (8)
      ALPHAALPHAUNSIGNED_BYTE1(A) = (8)

      When the {{domxref("OES_texture_float")}} extension is enabled, type can additionally be FLOAT. When the {{domxref("OES_texture_half_float")}} extension is enabled, type can additionally be ext.HALF_FLOAT_OES (constant provided by the extension).

      When the {{domxref("EXT_sRGB")}} extension is enabled, internalformat can additionally be ext.SRGB_EXT or ext.SRGB_ALPHA_EXT.

      In WebGL 2, when specifying the source as srcData or offset, the following combinations are additionally available (these internal formats are sized because the internal pixel layout is exactly specified; we omit the input layout here because it works similarly to the one above):

      internalformatformattypeInternal pixel layoutColor renderableTexture filterable
      R8REDUNSIGNED_BYTE(R) = (8)YY
      R8_SNORMREDBYTE(R) = (s8)Y
      R16FREDHALF_FLOAT, FLOAT(R) = (f16)Y
      R32FREDFLOAT(R) = (f32)
      R8UIRED_INTEGERUNSIGNED_BYTE(R) = (ui8)Y
      R8IRED_INTEGERBYTE(R) = (i8)Y
      R16UIRED_INTEGERUNSIGNED_SHORT(R) = (ui16)Y
      R16IRED_INTEGERSHORT(R) = (i16)Y
      R32UIRED_INTEGERUNSIGNED_INT(R) = (ui32)Y
      R32IRED_INTEGERINT(R) = (i32)Y
      RG8RGUNSIGNED_BYTE(R, G) = (8, 8)YY
      RG8_SNORMRGBYTE(R, G) = (s8, s8)Y
      RG16FRGHALF_FLOAT, FLOAT(R, G) = (f16, f16)Y
      RG32FRGFLOAT(R, G) = (f32, f32)
      RG8UIRG_INTEGERUNSIGNED_BYTE(R, G) = (ui8, ui8)Y
      RG8IRG_INTEGERBYTE(R, G) = (i8, i8)Y
      RG16UIRG_INTEGERUNSIGNED_SHORT(R, G) = (ui16, ui16)Y
      RG16IRG_INTEGERSHORT(R, G) = (i16, i16)Y
      RG32UIRG_INTEGERUNSIGNED_INT(R, G) = (ui32, ui32)Y
      RG32IRG_INTEGERINT(R, G) = (i32, i32)Y
      RGB8RGBUNSIGNED_BYTE(R, G, B) = (8, 8, 8)YY
      SRGB8RGBUNSIGNED_BYTE(R, G, B) = (8, 8, 8)Y
      RGB565RGBUNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5(R, G, B) = (5, 6, 5)YY
      RGB8_SNORMRGBBYTE(R, G, B) = (s8, s8, s8)Y
      R11F_G11F_B10FRGBUNSIGNED_INT_10F_11F_11F_REV, HALF_FLOAT, FLOAT(R, G, B) = (f11, f11, f10)Y
      RGB9_E5RGBUNSIGNED_INT_5_9_9_9_REV, HALF_FLOAT, FLOAT(R, G, B) = (f9, f9, f9), 5 shared bitsY
      RGB16FRGBHALF_FLOAT, FLOAT(R, G, B) = (f16, f16, f16)Y
      RGB32FRGBFLOAT(R, G, B) = (f32, f32, f32)
      RGB8UIRGB_INTEGERUNSIGNED_BYTE(R, G, B) = (ui8, ui8, ui8)Y
      RGB8IRGB_INTEGERBYTE(R, G, B) = (i8, i8, i8)Y
      RGB16UIRGB_INTEGERUNSIGNED_SHORT(R, G, B) = (ui16, ui16, ui16)Y
      RGB16IRGB_INTEGERSHORT(R, G, B) = (i16, i16, i16)Y
      RGB32UIRGB_INTEGERUNSIGNED_INT(R, G, B) = (ui32, ui32, ui32)Y
      RGB32IRGB_INTEGERINT(R, G, B) = (i32, i32, i32)Y
      RGBA8RGBAUNSIGNED_BYTE(R, G, B, A) = (8, 8, 8, 8)YY
      SRGB8_ALPHA8RGBAUNSIGNED_BYTE(R, G, B, A) = (8, 8, 8, 8)YY
      RGBA8_SNORMRGBABYTE(R, G, B, A) = (s8, s8, s8, s8)Y
      RGB5_A1RGBAUNSIGNED_BYTE, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_2_10_10_10_REV(R, G, B, A) = (5, 5, 5, 1)YY
      RGBA4RGBAUNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4(R, G, B, A) = (4, 4, 4, 4)YY
      RGB10_A2RGBAUNSIGNED_INT_2_10_10_10_REV(R, G, B, A) = (10, 10, 10, 2)YY
      RGBA16FRGBAHALF_FLOAT, FLOAT(R, G, B, A) = (f16, f16, f16, f16)Y
      RGBA32FRGBAFLOAT(R, G, B, A) = (f32, f32, f32, f32)
      RGBA8UIRGBA_INTEGERUNSIGNED_BYTE(R, G, B, A) = (ui8, ui8, ui8, ui8)Y
      RGBA8IRGBA_INTEGERBYTE(R, G, B, A) = (i8, i8, i8, i8)Y
      RGBA10_A2UIRGBA_INTEGERUNSIGNED_INT_2_10_10_10_REV(R, G, B, A) = (ui10, ui10, ui10, ui2)Y
      RGBA16UIRGBA_INTEGERUNSIGNED_SHORT(R, G, B, A) = (ui16, ui16, ui16, ui16)Y
      RGBA16IRGBA_INTEGERSHORT(R, G, B, A) = (i16, i16, i16, i16)Y
      RGBA32UIRGBA_INTEGERUNSIGNED_INT(R, G, B, A) = (ui32, ui32, ui32, ui32)Y
      RGBA32IRGBA_INTEGERINT(R, G, B, A) = (i32, i32, i32, i32)Y

      In WebGL 2, when specifying the source as srcData or offset, the following combinations are additionally available, and they can be enabled in WebGL 1 via the {{domxref("WEBGL_depth_texture")}} extension:

      internalformatformattypeInternal pixel layout
      DEPTH_COMPONENT16DEPTH_COMPONENTUNSIGNED_SHORT, UNSIGNED_INT(D) = (16)
      DEPTH_COMPONENT24DEPTH_COMPONENTUNSIGNED_INT(D) = (24)
      DEPTH_COMPONENT32FDEPTH_COMPONENTFLOAT(D) = (f32)
      DEPTH24_STENCIL8DEPTH_STENCILUNSIGNED_INT_24_8 (ext.UNSIGNED_INT_24_8_WEBGL)(D, S) = (24, 8)
      DEPTH32F_STENCIL8DEPTH_STENCILFLOAT_32_UNSIGNED_INT_24_8_REV(D, S) = (f32, 8)

      When the data source is a DOM pixel source, commonly each channel's representation is an unsigned integer type of at least 8 bits. Converting such representation to signed integers or unsigned integers with more bits is not clearly defined. For example, when converting RGBA8 to RGBA16UI, it is unclear whether or not the intention is to scale up values to the full range of a 16-bit unsigned integer. Therefore, only converting to unsigned integer of at most 8 bits, half float, or float is allowed.

The texture source can be provided in one of three ways: from an {{jsxref("ArrayBuffer")}} (possibly shared) using srcData and srcOffset; from a DOM pixel source; or, in WebGL 2, from gl.PIXEL_UNPACK_BUFFER using offset.

  • srcData

    • : A {{jsxref("TypedArray")}} or {{jsxref("DataView")}} containing the compressed texture data. Its type must match the type parameter:

      srcData typetype value
      {{jsxref("Int8Array")}}BYTE
      {{jsxref("Uint8Array")}}, {{jsxref("Uint8ClampedArray")}}UNSIGNED_BYTE
      {{jsxref("Int16Array")}}SHORT
      {{jsxref("Uint16Array")}}UNSIGNED_SHORT, UNSIGNED_SHORT_5_6_5, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_SHORT_4_4_4_4, HALF_FLOAT
      {{jsxref("Int32Array")}}INT
      {{jsxref("Uint32Array")}}UNSIGNED_INT, UNSIGNED_INT_5_9_9_9_REV, UNSIGNED_INT_2_10_10_10_REV, UNSIGNED_INT_10F_11F_11F_REV, UNSIGNED_INT_24_8
      {{jsxref("Float32Array")}}FLOAT

      When type is FLOAT_32_UNSIGNED_INT_24_8_REV, srcData must be null.

  • srcOffset {{optional_inline}}

    • : (WebGL 2 only) An integer specifying the index of srcData to start reading from. Defaults to 0.
  • source

    • : Read from a DOM pixel source, which can be one of:

      • {{domxref("ImageBitmap")}}
      • {{domxref("ImageData")}}
      • {{domxref("HTMLImageElement")}}
      • {{domxref("HTMLCanvasElement")}}
      • {{domxref("HTMLVideoElement")}}
      • {{domxref("OffscreenCanvas")}}
      • {{domxref("VideoFrame")}}

      In WebGL 1, the width and height are always inferred from the source. In WebGL 2, they can also be explicitly specified.

  • offset

    • : (WebGL 2 only) A {{domxref("WebGL_API/Types", "GLintptr")}} specifying the starting address in the buffer bound to gl.PIXEL_UNPACK_BUFFER.

Return value

None ({{jsxref("undefined")}}).

Examples

js
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

Specifications

{{Specifications}}

Browser compatibility

{{Compat}}

See also

  • {{domxref("WebGLRenderingContext.createTexture()")}}
  • {{domxref("WebGLRenderingContext.bindTexture()")}}
  • {{domxref("WebGLRenderingContext.texSubImage2D()")}}
  • {{domxref("WebGLRenderingContext.compressedTexImage2D()")}}
  • {{domxref("WebGLRenderingContext.copyTexImage2D()")}}
  • {{domxref("WebGLRenderingContext.getTexParameter()")}}
  • {{domxref("WEBGL_depth_texture")}}
  • {{domxref("OES_texture_float")}}
  • {{domxref("OES_texture_half_float")}}
  • {{domxref("EXT_texture_norm16")}}
  • {{domxref("EXT_sRGB")}}