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The GPUTexture interface of the WebGPU API represents a container used to store 1D, 2D, or 3D arrays of data, such as images, to use in GPU rendering operations.
A GPUTexture object instance is created using the GPUDevice.createTexture() method.
depthOrArrayLayers Read onlyA number representing the depth or layer count of the GPUTexture (pixels, or number of layers).
dimension Read onlyAn enumerated value representing the dimension of the set of texels for each GPUTexture subresource.
format Read onlyAn enumerated value representing the format of the GPUTexture. See the Texture formats section of the specification for all the possible values. Also see Tier 1 and Tier 2 texture formats.
height Read onlyA number representing the height of the GPUTexture in pixels.
labelA string providing a label that can be used to identify the object, for example in GPUError messages or console warnings.
mipLevelCount Read onlyA number representing the number of mip levels of the GPUTexture.
sampleCount Read onlyA number representing the sample count of the GPUTexture.
usage Read onlyThe bitwise flags representing the allowed usages of the GPUTexture.
width Read onlyA number representing the width of the GPUTexture in pixels.
createView()Creates a GPUTextureView representing a specific view of the GPUTexture.
destroy()Destroys the GPUTexture.
In the WebGPU samples Textured Cube sample, a texture to use on the faces of a cube is created by:
HTMLImageElement and creating an image bitmap using createImageBitmap().GPUTexture using createTexture().GPUQueue.copyExternalImageToTexture().// …
let cubeTexture;
{
const img = document.createElement("img");
img.src = new URL(
"../../../assets/img/Di-3d.png",
import.meta.url,
).toString();
await img.decode();
const imageBitmap = await createImageBitmap(img);
cubeTexture = device.createTexture({
size: [imageBitmap.width, imageBitmap.height, 1],
format: "rgba8unorm",
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.copyExternalImageToTexture(
{ source: imageBitmap },
{ texture: cubeTexture },
[imageBitmap.width, imageBitmap.height],
);
}
// …