The dawn-internal-usages feature allows adding additional usage which affects how a texture is allocated, but does not affect normal frontend validation.
Adds WGPUDawnTextureInternalUsageDescriptor for specifying additional internal usages to create a texture with.
Example Usage:
wgpu::DawnTextureInternalUsageDescriptor internalDesc = {};
internalDesc.internalUsage = wgpu::TextureUsage::CopySrc;
wgpu::TextureDescriptor desc = {};
// set properties of desc.
desc.nextInChain = &internalDesc;
device.CreateTexture(&desc);
Adds WGPUDawnEncoderInternalUsageDescriptor which may be chained on WGPUCommandEncoderDescriptor. Setting WGPUDawnEncoderInternalUsageDescriptor::useInternalUsages to true means that internal resource usages will be visible during validation. ex.) A texture that has WGPUTextureUsage_CopySrc in WGPUDawnEncoderInternalUsageDescriptor::internalUsage, but not in WGPUTextureDescriptor::usage may be used as the source of a copy command.
Example Usage:
wgpu::DawnEncoderInternalUsageDescriptor internalEncoderDesc = { true };
wgpu::CommandEncoderDescriptor encoderDesc = {};
encoderDesc.nextInChain = &internalEncoderDesc;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(&encoderDesc);
// This will be valid
wgpu::TexelCopyTextureInfo src = {};
src.texture = texture;
encoder.CopyTextureToBuffer(&src, ...);
One use case for this is so that Chromium can use an internal copyTextureToTexture command to implement copies from a WebGPU texture-backed canvas to other Web platform primitives when the swapchain texture was not explicitly created with CopySrc usage in Javascript.