GPUTexture: usage property - Web APIs | MDN

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 flag Usage description Hex equiv. Decimal equiv.
GPUTextureUsage.COPY_SRC The texture can be used as the source of a copy operation, for example the source argument of a copyTextureToBuffer() call. 0x01 1
GPUTextureUsage.COPY_DST The texture can be used as the destination of a copy/write operation, for example the destination argument of a copyBufferToTexture() call. 0x02 2
GPUTextureUsage.RENDER_ATTACHMENT The 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 beginRenderPass() call. 0x10 16
GPUTextureUsage.STORAGE_BINDING The 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 GPUBindGroup (via createBindGroup()), which adheres to a GPUBindGroupLayout entry with a specified storage texture binding layout. 0x08 8
GPUTextureUsage.TEXTURE_BINDING The 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 GPUBindGroup (via createBindGroup()), which adheres to a GPUBindGroupLayout entry with a specified texture binding layout. 0x04 4

Examples

js

// …

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

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

Specifications

Specification
WebGPU
# dom-gputexture-usage

Browser compatibility

See also

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