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The usage read-only property of the GPUBuffer interface contains the bitwise flags representing the allowed usages of the GPUBuffer.
usage is set via the usage property in the descriptor object passed into the originating GPUDevice.createBuffer() call.
The bitwise flags representing the original usages set when the GPUBuffer was first created. The returned number is the sum of decimal values representing the different flags, as seen in the table below.Bitwise flag Usage description Hex equiv. Decimal equiv. GPUBufferUsage.COPY_SRCThe buffer can be used as the source of a copy operation, for example the source argument of a copyBufferToBuffer() call.0x0004 4 GPUBufferUsage.COPY_DSTThe buffer can be used as the destination of a copy/write operation, for example the destination argument of a copyTextureToBuffer() call.0x0008 8 GPUBufferUsage.INDEXThe buffer can be used as an index buffer, for example as the buffer argument passed to setIndexBuffer().0x0010 16 GPUBufferUsage.INDIRECTThe buffer can be used to store indirect command arguments, for example as the indirectBuffer argument of a drawIndirect() or dispatchWorkgroupsIndirect() call.0x0100 256 GPUBufferUsage.MAP_READThe buffer can be mapped for reading, for example when calling mapAsync() with a mode of GPUMapMode.READ. This flag may only be combined with GPUBufferUsage.COPY_DST.0x0001 1 GPUBufferUsage.MAP_WRITEThe buffer can be mapped for writing, for example when calling mapAsync() with a mode of GPUMapMode.WRITE. This flag may only be combined with GPUBufferUsage.COPY_SRC.0x0002 2 GPUBufferUsage.QUERY_RESOLVEThe buffer can be used to capture query results, for example as the destination argument of a resolveQuerySet() call.0x0200 512 GPUBufferUsage.STORAGEThe buffer can be used as a storage buffer, for example as a resource in a bind group entry when creating a GPUBindGroup (via createBindGroup()), which adheres to a GPUBindGroupLayout entry with a buffer binding layout type of "storage" or "read-only-storage".0x0080 128 GPUBufferUsage.UNIFORMThe buffer can be used as a uniform buffer, for example as a resource in a bind group entry when creating a GPUBindGroup (via createBindGroup()), which adheres to a GPUBindGroupLayout entry with a buffer binding layout type of "uniform".0x0040 64 GPUBufferUsage.VERTEXThe buffer can be used as a vertex buffer, for example as the buffer argument passed to setVertexBuffer().0x0020 32
const output = device.createBuffer({
size: BUFFER_SIZE,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
});
console.log(output.usage); // 132
const stagingBuffer = device.createBuffer({
size: BUFFER_SIZE,
usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
});
console.log(stagingBuffer.usage); // 9