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readback_texture

Function readback_texture 

Source
pub fn readback_texture(
    device: &Device,
    queue: &Queue,
    texture: &Texture,
) -> Vec<u8> ⓘ
Expand description

Copy texture back to the host as tight rows.

The texture’s own dimensions and format decide the copy, so the result is its whole mip level 0 with no row padding: the buffer rows wgpu requires to be aligned to [wgpu::COPY_BYTES_PER_ROW_ALIGNMENT] are stripped back off. A row is the texture’s width rounded up to whole format blocks, so a block-compressed texture reads back block-aligned exactly as wgpu lays it out.

The bytes are in the texture’s format — an sRGB texture reads back sRGB values, a Rgba8Unorm one linear ones — and the call blocks until the copy has run.

§Panics

If the texture’s format has no block copy size (a depth-stencil format read without choosing an aspect, say), or if the copy cannot run.