The title doesn't give justice to the content: it's about zero-copy texture upload in Chromium's Ozone-GBM when used on Intel integrated GPUs.
Videogame consoles have been doing "zero-copy" textures since they existed(except if you're on the PS3, but we won't go there). You also have things like EGL_image_external[1][2] that get you the same thing in OpenGL ES.
[1] https://www.khronos.org/registry/OpenGL/extensions/OES/OES_E...
[2] https://community.arm.com/graphics/b/blog/posts/eglimage---u...
If you really care about load time you can decode the image directly in a tiled layout in software but that's more annoying.
You get a nice 3-6x memory savings plus put less pressure on the texture samplers as memory bandwidth drops as well.