pub fn create_texture_bind_group(
device: &Device,
queue: &Queue,
bgl: &BindGroupLayout,
bytes: &[u8],
) -> Result<(BindGroup, u32, u32), ImageError>pub fn create_texture_bind_group(
device: &Device,
queue: &Queue,
bgl: &BindGroupLayout,
bytes: &[u8],
) -> Result<(BindGroup, u32, u32), ImageError>