GPUTexelCopyBufferLayout constructor
How texels are arranged in a buffer.
bytesPerRow must be a multiple of 256 for a copy — paddedBytesPerRow
is that arithmetic — and may be anything for a writeTexture, which is
the one asymmetry in this API worth remembering.
Implementation
external factory GPUTexelCopyBufferLayout({
int offset,
int bytesPerRow,
int rowsPerImage,
});