GPUTexture: createView() method
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ThecreateView() method of theGPUTexture interface creates aGPUTextureView representing a specific view of theGPUTexture.
In this article
Syntax
createView()createView(descriptor)Parameters
descriptorOptionalAn object containing the following properties:
arrayLayerCountOptionalA number defining how many array layers are accessible to the view, starting with the
baseArrayLayervalue.If
arrayLayerCountis omitted, it is given a value as follows:- If
dimensionis"1d","2d", or"3d",arrayLayerCountis 1. - If
dimensionis"cube",arrayLayerCountis 6. - If
dimensionis"2d-array", or"cube-array",arrayLayerCountisGPUTexture.depthOrArrayLayers-baseArrayLayer.
- If
aspectOptionalAn enumerated value specifying which aspect(s) of the texture are accessible to the texture view. Possible values are:
"all"All available aspects of the texture format will be accessible to the view, which can mean all or any of color, depth, and stencil, depending on what kind of format you are dealing with.
"depth-only"Only the depth aspect of adepth-or-stencil format will be accessible to the view.
"stencil-only"Only the stencil aspect of a depth-or-stencil format will be accessible to the view.
If omitted,
aspecttakes a value of"all".baseArrayLayerOptionalA number defining the index of the first array layer accessible to the view. If omitted,
baseArrayLayertakes a value of 0.baseMipLevelOptionalA number representing the first (most detailed) mipmap level accessible to the view. If omitted,
baseMipLeveltakes a value of 0.dimensionOptionalAn enumerated value specifying the format to view the texture as. Possible values are:
"1d": The texture is viewed as a one-dimensional image."2d": The texture is viewed as a single two-dimensional image."2d-array": The texture is viewed as an array of two-dimensional images."cube": The texture is viewed as a cubemap. The view has 6 array layers, corresponding to the[+X, -X, +Y, -Y, +Z, -Z]faces of the cube. Sampling is done seamlessly across the faces of the cubemap."cube-array": The texture is viewed as a packed array of N cubemaps, each with 6 array layers corresponding to the[+X, -X, +Y, -Y, +Z, -Z]faces of the cube. Sampling is done seamlessly across the faces of the cubemaps."3d": The texture is viewed as a three-dimensional image.
If
dimensionis omitted, it is given a value as follows:- If
GPUTexture.dimensionis"1d",dimensionis"1d". - If
GPUTexture.dimensionis"2d"andGPUTexture.depthOrArrayLayersis 1,dimensionis"2d". - If
GPUTexture.dimensionis"2d"andGPUTexture.depthOrArrayLayersis more than 1,dimensionis"2d-array". - If
GPUTexture.dimensionis"3d",dimensionis"3d".
formatOptionalAn enumerated value specifying the format of the texture view. See theTexture formats section of the specification for all the possible values.
If
formatis omitted, it will be given a value as follows:- If
aspectis"depth-only"or"stencil-only", andGPUTexture.formatis adepth-or-stencil format,formatwill be set equal to the appropriateaspect-specific format. - Otherwise it will be set equal to
GPUTexture.format.
- If
labelOptionalA string providing a label that can be used to identify the object, for example in
GPUErrormessages or console warnings.mipLevelCountOptionalA number defining how many mipmap levels are accessible to the view, starting with the
baseMipLevelvalue.If
mipLevelCountis omitted, it will be given a value ofGPUTexture.mipLevelCount-baseMipLevel.swizzleOptionalA string containing four characters. The position of each character maps to the texture view's red, green, blue, and alpha channel values, respectively. The value of each character specifies the value each of those channels will take when the view is accessed by a shader. Possible values are:
rThe texture's red channel value.
gThe texture's green channel value.
bThe texture's blue channel value.
aThe texture's alpha channel value.
0Enforces a value of
0.1Enforces a value of
1.
For example,
swizzle: "grba"would result in the texture's red and green channel values being swapped when a shader accesses the view. Texture component swizzle allows developers to optimize performance, correct component ordering mismatches, and reuse shader code across various texture formats when sampling textures.Note:To use the
swizzleproperty, you must enable thetexture-component-swizzlefeature in yourGPUDeviceby specifying it in therequiredFeaturesarray of theGPUAdapter.requestDevice()descriptor. If this feature is not enabled, theswizzleproperty will have no effect.usageOptionalA set ofbitwise flags representing a subset of the source texture's usage flags (available in the
GPUTexture.usageproperty) that are compatible with the chosen view format. This can be used to restrict the allowed view usage in cases where the view format is incompatible with certain usages. The available usage flags are listed in theGPUTexture.usagevalue table.The default value is
0, which represents the source texture's full set of usage flags. If the view'sformatdoesn't support all of the texture's usages, the default will fail, and the view's usage must be specified explicitly.
Return value
AGPUTextureView object instance.
Validation
The following criteria must be met when callingcreateView(), otherwise aGPUValidationError is generated and an invalidGPUTextureView object is returned:
- If
aspectis"all",formatis equal toGPUTexture.format, or one of theviewFormatsspecified in the originatingGPUDevice.createTexture()call's descriptor object. - If
aspectis"depth-only"or"stencil-only",formatis equal to the appropriateaspect-specific format of thedepth-or-stencil format. mipLevelCountis greater than 0.mipLevelCount+baseMipLevelis less than or equal toGPUTexture.mipLevelCount.arrayLayerCountis greater than 0.arrayLayerCount+baseArrayLayeris less than or equal toGPUTexture.depthOrArrayLayersifGPUTexture.dimensionis"2d", or less than or equal to 1 ifGPUTexture.dimensionis"1d"or"3d".- If
sampleCountis greater than 1,dimensionis"2d". - If
dimensionis:"1d"GPUTexture.dimensionis"1d"arrayLayerCountis 1
"2d"GPUTexture.dimensionis"2d"arrayLayerCountis 1
"2d-array"GPUTexture.dimensionis"2d"
"cube"GPUTexture.dimensionis"2d"arrayLayerCountis 6GPUTexture.widthis equal toGPUTexture.height
"cube-array"GPUTexture.dimensionis"2d"arrayLayerCountis a multiple of 6GPUTexture.widthis equal toGPUTexture.height
"3d"GPUTexture.dimensionis"3d"arrayLayerCountis 1
- The view's
formatsupports all of the usages specified in theusageproperty.
Examples
>TypicalcreateView() usage
In the WebGPU SamplesCubemap demo, you will see multiple examples of howcreateView() is used, both as to create a viewresource for aGPUDevice.createBindGroup() call, and to provide aview in thedepthStencilAttachment object of aGPUCommandEncoder.beginRenderPass() descriptor.
const uniformBindGroup = device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [ { binding: 0, resource: { buffer: uniformBuffer, offset: 0, size: uniformBufferSize, }, }, { binding: 1, resource: sampler, }, { binding: 2, resource: cubemapTexture.createView({ dimension: "cube", }), }, ],});const renderPassDescriptor: GPURenderPassDescriptor = { colorAttachments: [ { view: undefined, // Assigned later loadOp: "clear", storeOp: "store", }, ], depthStencilAttachment: { view: depthTexture.createView(), depthClearValue: 1.0, depthLoadOp: "clear", depthStoreOp: "store", },};// …const commandEncoder = device.createCommandEncoder();const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);// …createView() with usage restriction
In this snippet, we create a texture and then create a view that has its usage restricted via theusage property.
const texture = myDevice.createTexture({ size: [4, 4], format: "rgba8unorm", usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING, viewFormats: ["rgba8unorm-srgb"],});const view = texture.createView({ format: "rgba8unorm-srgb", usage: GPUTextureUsage.RENDER_ATTACHMENT, // Restrict allowed usage});Specifications
| Specification |
|---|
| WebGPU> # dom-gputexture-createview> |
Browser compatibility
See also
- TheWebGPU API