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The copyBufferToTexture() method of the GPUCommandEncoder interface encodes a command that copies data from a GPUBuffer to a GPUTexture.
An object that defines the buffer to copy from, plus the layout of the data in the buffer to be copied to the texture. Combined with copySize, it defines the region of the source buffer. source can take the following properties:
bufferThe GPUBuffer to copy from.
offset OptionalThe offset, in bytes, from the beginning of data to the start of the image data to be copied. If omitted, offset defaults to 0.
bytesPerRow OptionalA number representing the stride, in bytes, between the start of each block row (i.e., a row of complete texel blocks) and the subsequent block row. This is required if there are multiple block rows (i.e., the copy height or depth is more than one block).
rowsPerImage OptionalThe number of block rows per single image inside the data. bytesPerRow × rowsPerImage will give you the stride, in bytes, between the start of each complete image. This is required if there are multiple images to copy.
destinationAn object defining the texture to write the data to. Combined with copySize, defines the region of the destination texture subresource. destination can take the following properties:
aspect OptionalAn enumerated value defining which aspects of the texture to write the data to. Possible values are:
"all"All available aspects of the texture format will be written to, 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 a depth-or-stencil format will be written to.
"stencil-only"Only the stencil aspect of a depth-or-stencil format will be written to.
If omitted, aspect takes a value of "all".
mipLevel OptionalA number representing the mip-map level of the texture to write the data to. If omitted, mipLevel defaults to 0.
origin OptionalAn object or array specifying the origin of the copy — the minimum corner of the texture region to write the data to. Together with size, this defines the full extent of the region to copy to. The x, y, and z values default to 0 if any of all of origin is omitted.
For example, you can pass an array like [0, 0, 0], or its equivalent object { x: 0, y: 0, z: 0 }.
textureA GPUTexture object representing the texture to write the data to.
copySizeAn object or array specifying the width, height, and depth/array layer count of the copied data. The width value must always be specified, while the height and depth/array layer count values are optional and will default to 1 if omitted.
For example, you can pass an array [16, 16, 2], or its equivalent object { width: 16, height: 16, depthOrArrayLayers: 2 }.
None (Undefined).
The following criteria must be met when calling copyBufferToTexture(), otherwise a GPUValidationError is generated and the GPUCommandEncoder becomes invalid.
For the source:
For the destination:
| WebGPU # dom-gpucommandencoder-copybuffertotexture |
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This page was last modified on Jun 23, 2025 by MDN contributors.
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