stride3d/stride · error · ArgumentException

Invalid Texture used as staging Resource. It must have…

Error message

Invalid Texture used as staging Resource. It must have GraphicsResourceUsage.Staging

What it means

Thrown by Texture.GetDataAsImage when the supplied stagingTexture does not have GraphicsResourceUsage.Staging. Reading GPU texture data back to the CPU requires a staging resource that the GPU can copy into and the CPU can map. Any other usage type is rejected with ArgumentException.

Solutions

  1. Create a staging texture: var staging = Texture.New2D(services, width, height, mipLevel: 1, format, TextureFlags.None, usage: GraphicsResourceUsage.Staging); then copy and read from it.
  2. Check stagingTexture.Usage == GraphicsResourceUsage.Staging before calling GetDataAsImage.
  3. If you have an existing texture, commandList.Copy(texture, stagingTexture) into a staging texture first.

Example fix

// before
texture.GetDataAsImage(commandList, texture); // source is not staging
// after
var staging = Texture.New2D(services, texture.Width, texture.Height, 1, texture.Format, TextureFlags.None, usage: GraphicsResourceUsage.Staging);
commandList.Copy(texture, staging);
var image = texture.GetDataAsImage(commandList, staging);
Defensive patterns

Strategy: validation

Validate before calling

if (stagingTexture == null || stagingTexture.Usage != GraphicsResourceUsage.Staging)
    throw new InvalidOperationException("GetDataAsImage requires a GraphicsResourceUsage.Staging texture");

Type guard

bool IsStaging(Texture t) => t is not null && t.Usage == GraphicsResourceUsage.Staging;

Try / catch

try { var img = texture.GetDataAsImage(cmd, staging); }
catch (ArgumentException e) when (e.ParamName == "stagingTexture") { log.Error("Readback texture must be Staging", e); }

Prevention

When it happens

Trigger: Calling GetDataAsImage(commandList, stagingTexture) with a texture created with default Usage (e.g. Immutable or the render-target itself) instead of a dedicated staging texture created via Texture.New2D/3D with GraphicsResourceUsage.Staging.

Common situations: Passing the source texture directly instead of creating a staging copy; a helper that used to accept the render target changed API; copy-pasted texture creation missing the usage argument.

Understand the failure class

Background: "Must be a positive integer", "Invalid value", "Unsupported": the invalid-argument-value error family, when a library rejects the value you pass — this error's family across 35 libraries.

Related errors


AI-assisted analysis of stride3d/stride@96fad776d2 (2026-09-14). Data as JSON: /api/errors/b58af7e4a14949ec. Report an issue: GitHub.

Appendix: source

Thrown at sources/engine/Stride.Graphics/Texture.cs:1729

            return GetDataAsImage(commandList, stagingTexture);
        }

        /// <summary>
        ///   Gets the contents of the Texture on GPU memory to an <see cref="Image"/> on the CPU.
        /// </summary>
        /// <param name="commandList">The <see cref="CommandList"/> where to register the command.</param>
        /// <param name="stagingTexture">
        ///   The staging Texture used to temporarily transfer the image from GPU memory to CPU memory.
        /// </param>
        /// <exception cref="ArgumentException"><paramref name="stagingTexture"/> is not a staging Texture.</exception>
        /// <exception cref="ArgumentNullException"><paramref name="stagingTexture"/> is <see langword="null"/>.</exception>
        /// <returns>The Image on CPU memory.</returns>
        public unsafe Image GetDataAsImage(CommandList commandList, Texture stagingTexture)
        {
            ArgumentNullException.ThrowIfNull(stagingTexture);

            if (stagingTexture.Usage != GraphicsResourceUsage.Staging)
                throw new ArgumentException("Invalid Texture used as staging Resource. It must have GraphicsResourceUsage.Staging", nameof(stagingTexture));

            var image = Image.New(stagingTexture.Description);
            try
            {
                for (int arrayIndex = 0; arrayIndex < image.Description.ArraySize; arrayIndex++)
                {
                    for (int mipLevel = 0; mipLevel < image.Description.MipLevels; mipLevel++)
                    {
                        var pixelBuffer = image.PixelBuffer[arrayIndex, mipLevel];
                        GetData(commandList, stagingTexture, new Span<byte>((byte*) pixelBuffer.DataPointer, pixelBuffer.BufferStride), arrayIndex, mipLevel);
                    }
                }
            }
            catch
            {
                // If there was an exception, free the allocated image to avoid any memory leak
                image.Dispose();
                throw;

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