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use wgpu::{Queue, Texture, Extent3d}; pub fn write_texture(queue: &Queue, target: &Texture, data: &[u8], size: Extent3d) { queue.write_texture( wgpu::ImageCopyTexture { texture: &target, mip_level: 0, origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All, }, &data, wgpu::ImageDataLayout { offset: 0, bytes_per_row: Some(std::num::NonZeroU32::try_from((size.width * 4) as u32).unwrap()), rows_per_image: None, }, size, ); }