pub fn write_subtexture_rgba(
queue: &Queue,
texture: &Texture,
origin: Origin3d,
w: u32,
h: u32,
rgba: &[u8],
)Expand description
Writes a tight RGBA8 rectangle into a texture, padding rows to 256 bytes.
rgba should contain w * h * 4 bytes. Short data is zero-padded only when
row repacking is required; an already aligned short slice is passed directly
to wgpu and fails validation. Zero width produces a zero row pitch, which is
not a valid nonempty texture copy.
§Panics
Panics on arithmetic overflow, allocation failure, or a short source row during the padding copy.
§Examples
use ailloli_ui_render_wgpu::text::glyph_upload::write_subtexture_rgba;
fn upload(queue: &wgpu::Queue, texture: &wgpu::Texture) {
write_subtexture_rgba(queue, texture, wgpu::Origin3d::ZERO,
2, 2, &[255; 2 * 2 * 4]);
}