Game development
GPU texture row layout
Plan bytes-per-row padding for WebGPU buffer copies or OpenGL unpacking.
Your inputs
Start with an exampleYour result
Example resultAa — A small example of your colors.
How it works
Round width × bytes per texel up to the row alignment. WebGPU command-encoder copies use 256-byte row alignment; OpenGL uses the selected unpack alignment.
257 RGBA8 texels use 1028 data bytes; a WebGPU row stride is 1280 bytes. Two rows address at least 2308 bytes.
Limits
Uncompressed 2D data only. WebGPU writeTexture has different alignment requirements. OpenGL row-length/skip settings and compressed blocks are excluded.