• Fills a texture with random data and returns that data as an array of arrays of TexelView. The top level arrays are per aspect. For textures with 1 aspect it would just be [[textureViewsByMipLevel]]. For a depth-stencil textures it would be [[depthViewsByMipLevel], [stencilViewsByMipLevel]]

    For compressed textures the texture is filled with random bytes and then read back from the GPU by sampling so the GPU decompressed the texture.

    For uncompressed textures the TexelViews are generated and then copied to the texture.

    Parameters

    • t: GPUTest
    • descriptor: GPUTextureDescriptor
    • Optional options: RandomTextureOptions

    Returns Promise<{
        texels: TexelView[][];
        texture: GPUTexture;
    }>

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