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: