Texture2D.getView¶
Summary¶
Texture2D.getView returns the current view value derived from this Texture2D runtime state.
Syntax¶
Texture2D.getView(device: GPUDevice, queue: GPUQueue, colorSpace: TextureColorSpace, fallbackView: GPUTextureView): GPUTextureView
const result = texture.getView(device, queue, colorSpace, fallbackView);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
device |
GPUDevice |
Yes | GPUDevice used to allocate pipelines, buffers, layouts, or textures. |
queue |
GPUQueue |
Yes | GPUQueue used for data uploads and command submissions. |
colorSpace |
TextureColorSpace |
Yes | Color-space mode used by this conversion or lookup. |
fallbackView |
GPUTextureView |
Yes | Fallback texture view returned while asynchronous upload is pending. |
Returns¶
GPUTextureView - Result produced by this API call as GPUTextureView.
Type Details¶
TextureColorSpace¶
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const texture = wgpu.texture.create2D({ source: { kind: "url", url: "./albedo.png" }, mipmaps: true });
const device = wgpu.gpu.device;
const queue = wgpu.gpu.queue;
const colorSpace = "linear";
const fallbackView = wgpu.gpu.device.createTexture({ size: { width: 1, height: 1 }, format: "rgba8unorm", usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST }).createView();
const result = texture.getView(device, queue, colorSpace, fallbackView);
console.log(result);