# Dawn Internal Usages 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::ImageCopyTexture 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. Note: copyTextureToTextureInternal will be removed in favor of `WGPUDawnEncoderInternalUsageDescriptor`.