WebGLRenderingContext: texImage2D() method

Note: This feature is available in Web Workers.

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

Syntax

js
// 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 GLenum specifying the binding point (target) of the active texture. Possible values:

level

A 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 GLenum specifying how the texture should be stored after it's loaded. See below for available values.

width

A GLsizei specifying the width of the texture in texels.

height

A GLsizei specifying the height of the texture in texels.

border

A GLint specifying the width of the border. Must be 0.

format

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

When the 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 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 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 TypedArray or DataView containing the compressed texture data. Its type must match the type parameter:

srcData typetype value
Int8ArrayBYTE
Uint8Array, Uint8ClampedArrayUNSIGNED_BYTE
Int16ArraySHORT
Uint16ArrayUNSIGNED_SHORT, UNSIGNED_SHORT_5_6_5, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_SHORT_4_4_4_4, HALF_FLOAT
Int32ArrayINT
Uint32ArrayUNSIGNED_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
Float32ArrayFLOAT

When type is FLOAT_32_UNSIGNED_INT_24_8_REV, srcData must be null.

srcOffset Optional

(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:

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 GLintptr specifying the starting address in the buffer bound to gl.PIXEL_UNPACK_BUFFER.

Return value

None (undefined).

Examples

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

Specifications

See also