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WebGL2RenderingContext.copyBufferSubData()
方法在
WebGL 2 API
copies part of the data of a buffer to another buffer.
void gl.copyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
readTarget
writeTarget
GLenum
specifying the binding point (target) from whose data store should be read or written. Possible values:
gl.ARRAY_BUFFER
: Buffer containing vertex attributes, such as vertex coordinates, texture coordinate data, or vertex color data.
gl.ELEMENT_ARRAY_BUFFER
: Buffer used for element indices.
gl.COPY_READ_BUFFER
: Buffer for copying from one buffer object to another (provided specifically for copy operations).
gl.COPY_WRITE_BUFFER
: Buffer for copying from one buffer object to another (provided specifically for copy operations).
gl.TRANSFORM_FEEDBACK_BUFFER
: Buffer for transform feedback operations.
gl.UNIFORM_BUFFER
: Buffer used for storing uniform blocks.
gl.PIXEL_PACK_BUFFER
: Buffer used for pixel transfer operations.
gl.PIXEL_UNPACK_BUFFER
: Buffer used for pixel transfer operations.
readOffset
writeOffset
GLintptr
specifying the byte offset from which to start reading from or writing to the buffer.
size
GLsizei
in bytes specifying the size of the data to be copied from
readTarget
to
writeTarget
.
None.
var srcBuffer = gl.createBuffer(); var dstBuffer = gl.createBuffer(); var data = new Float32Array(vertices); var length = vertices.length * 4; gl.bindBuffer(gl.ARRAY_BUFFER, srcBuffer); gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); gl.bindBuffer(gl.COPY_READ_BUFFER, srcBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, dstBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(length), gl.STATIC_DRAW); gl.copyBufferSubData(gl.COPY_READ_BUFFER, gl.ARRAY_BUFFER, 0, 0, length);
| 规范 | 状态 | 注释 |
|---|---|---|
|
WebGL 2.0
The definition of 'copyBufferSubData' in that specification. |
编者草案 | Initial definition for WebGL. |
|
OpenGL ES 3.0
The definition of 'glCopyBufferSubData' in that specification. |
标准 | Man page of the (similar) OpenGL API. |
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
更新 GitHub 上的兼容性数据| 桌面 | 移动 | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
copyBufferSubData
|
Chrome 56 | Edge 79 | Firefox 51 | IE No | Opera 43 | Safari No | WebView Android 58 | Chrome Android 58 | Firefox Android 51 | Opera Android 43 | Safari iOS No | Samsung Internet Android 7.0 |
完整支持
不支持
WebGLRenderingContext.bufferData()
WebGLRenderingContext.bufferSubData()
WebGLRenderingContext.getBufferParameter()
WebGL2RenderingContext.getBufferSubData()
WebGL2RenderingContext
beginQuery()
beginTransformFeedback()
bindBufferBase()
bindBufferRange()
bindSampler()
bindTransformFeedback()
bindVertexArray()
blitFramebuffer()
clearBuffer[fiuv]()
clientWaitSync()
compressedTexSubImage3D()
copyBufferSubData()
copyTexSubImage3D()
createQuery()
createSampler()
createTransformFeedback()
createVertexArray()
deleteQuery()
deleteSampler()
deleteSync()
deleteTransformFeedback()
deleteVertexArray()
drawArraysInstanced()
drawBuffers()
drawElementsInstanced()
drawRangeElements()
endQuery()
endTransformFeedback()
fenceSync()
framebufferTextureLayer()
getActiveUniformBlockName()
getActiveUniformBlockParameter()
getActiveUniforms()
getBufferSubData()
getFragDataLocation()
getIndexedParameter()
getInternalformatParameter()
getQuery()
getQueryParameter()
getSamplerParameter()
getSyncParameter()
getTransformFeedbackVarying()
getUniformBlockIndex()
getUniformIndices()
invalidateFramebuffer()
invalidateSubFramebuffer()
isQuery()
isSampler()
isSync()
isTransformFeedback()
isVertexArray()
pauseTransformFeedback()
readBuffer()
renderbufferStorageMultisample()
resumeTransformFeedback()
samplerParameter[if]()
texImage3D()
texStorage2D()
texStorage3D()
texSubImage3D()
transformFeedbackVaryings()
uniform[1234][uif][v]()
uniformBlockBinding()
uniformMatrix[234]x[234]fv()
vertexAttribDivisor()
vertexAttribI4[u]i[v]()
vertexAttribIPointer()
waitSync()
ANGLE_instanced_arrays
EXT_blend_minmax
EXT_color_buffer_half_float
EXT_disjoint_timer_query
EXT_frag_depth
EXT_sRGB
EXT_shader_texture_lod
EXT_texture_filter_anisotropic
OES_element_index_uint
OES_standard_derivatives
OES_texture_float
OES_texture_float_linear
OES_texture_half_float
OES_texture_half_float_linear
OES_vertex_array_object
WEBGL_color_buffer_float
WEBGL_compressed_texture_atc
WEBGL_compressed_texture_etc1
WEBGL_compressed_texture_pvrtc
WEBGL_compressed_texture_s3tc
WEBGL_compressed_texture_s3tc_srgb
WEBGL_debug_renderer_info
WEBGL_debug_shaders
WEBGL_depth_texture
WEBGL_draw_buffers
WEBGL_lose_context
WebGLActiveInfo
WebGLBuffer
WebGLContextEvent
WebGLFramebuffer
WebGLObject
WebGLProgram
WebGLQuery
WebGLRenderbuffer
WebGLRenderingContext
WebGLSampler
WebGLShader
WebGLShaderPrecisionFormat
WebGLSync
WebGLTexture
WebGLTransformFeedback
WebGLUniformLocation
WebGLVertexArrayObject