| # Transient Attachments |
| |
| The `transient-attachments` feature allows creation of attachments that allow |
| render pass operations to stay in tile memory, avoiding VRAM traffic and |
| potentially avoiding VRAM allocation for the textures. |
| |
| Example Usage: |
| ``` |
| wgpu::TextureDescriptor desc; |
| desc.format = wgpu::TextureFormat::RGBA8Unorm; |
| desc.size = {1, 1, 1}; |
| desc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TransientAttachment; |
| |
| auto transientTexture = device.CreateTexture(&desc); |
| |
| // Can now create views from the texture to serve as transient attachments, e.g. |
| // as color attachments in a render pipeline. |
| ``` |
| |
| Notes: |
| - Only supported usage is wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::TransientAttachment |
| - It is not possible to load from or store to TextureViews that are used as |
| transient attachments |