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use log::info;
use wgpu::{Extent3d, Queue, Texture};
pub fn write_texture(queue: &Queue, target: &Texture, data: &[u8], size: Extent3d) {
info!("uploading texture {size:?} ({} bytes)", data.len());
let bytes_per_pixel = std::mem::size_of::<u32>() as u32;
let unpadded_bytes_per_row = size.width * bytes_per_pixel;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
let padded_bytes_per_row_padding = (align - unpadded_bytes_per_row % align) % align;
let padded_bytes_per_row = unpadded_bytes_per_row + padded_bytes_per_row_padding;
let mut padded = vec![];
for y in 0..(size.height as usize) {
for x in 0..(size.width as usize) {
for c in 0..4 {
padded.push(data[c + x * 4 + y * 4 * size.width as usize])
}
}
for _ in 0..padded_bytes_per_row_padding {
padded.push(0)
}
}
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &target,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&padded,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(std::num::NonZeroU32::try_from(padded_bytes_per_row).unwrap()),
rows_per_image: None,
},
size,
);
}
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