Support the ImageBitmap interface: https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap
This includes createImageBitmap() with the options object (with settings like premultiplyAlpha). This is useful for better performance for preparing images for use in a canvas. In particular it helps speed up WebGL texture uploads, since the decode & premultiply step can be done asynchronously in advance instead of inside the texImage2D() call.
It will also unblock other APIs like the "imagebitmap" rendering context and OffscreenCanvas.
Micah Miller-Eshleman commented
I work at BeFunky.com, one of the most popular photo editing sites, powered by WebGL. Without ImageBitmap, user-uploaded/downloaded image blobs must be loaded into HTMLImageElements (via ObjectURLs) before being rendered to a Canvas.
This process is significantly slower than the image blob to ImageBitmap to Canvas pipeline, and forces us to recommend Chrome instead of Edge to our millions of active Windows users, b/c rendering images is our bread and butter.
It's been great to see the progress made by the Edge team over the past few years, and I hope you can prioritize ImageBitmap at some point down the road.