GPUTexture: usage property

Limited availability

This feature is not Baseline because it does not work in some of the most widely-used browsers.

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.

Note: This feature is available in Web Workers.

The usage read-only property of the GPUTexture interface is the bitwise flags representing the allowed usages of the GPUTexture.

This is set via the usage property in the descriptor object passed into the originating GPUDevice.createTexture() call.

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

BCD tables only load in the browser

See also