You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: font.rs
    path of file: ./repos/bracket-lib/bracket-terminal/src/hal/webgpu
    
    the code of the file until where you have to start completion: //! WGPU Definition of a font
use crate::BResult;
use bracket_color::prelude::RGB;
use bracket_embedding::prelude::EMBED;
use image::GenericImageView;
use wgpu::{BindGroup, BindGroupLayout, Sampler, TextureView};

use super::WgpuLink;

/// BTerm's representation of a font or tileset file.
pub struct Font {
    pub bitmap_file: String,
    pub width: u32,
    pub height: u32,

    pub texture_id: Option<usize>,

    pub tile_size: (u32, u32),
    pub explicit_background: Option<RGB>,
    pub font_dimensions_glyphs: (u32, u32),
    pub font_dimensions_texture: (f32, f32),

    pub view: Option<TextureView>,
    pub sampler: Option<Sampler>,
    pub bind_group: Option<BindGroup>,
    pub bind_group_layout: Option<BindGroupLayout>,
}

#[allow(non_snake_case)]
impl Font {
    /// Creates an unloaded texture with filename and size parameters provided.
    pub fn new<S: ToString>(filename: S, width: u32, height: u32, tile_size: (u32, u32)) -> Font {
        Font {
            bitmap_file: filename.to_string(),
            width,
            height,
   
    
    pub fn setup_wgpu_texture(&mut self, wgpu: &WgpuLink) -> BResult<usize> {
        let texture = 0;

        // Ensure image is in the correct orientation and handle explicit backgrounds
        let img_orig = Font::load_image(&self.bitmap_file);
        let w = img_orig.width() as i32;
        let h = img_orig.height() as i32;
        self.width = w as u32;
        self.height = h as u32;
        let img_flip = img_orig.flipv();
        let img = img_flip.to_rgba8();
        let mut data = img.into_raw();
        if let Some(bg_rgb) = self.explicit_background {
            let bg_r = (bg_rgb.r * 255.0) as u8;
            let bg_g = (bg_rgb.g * 255.0) as u8;
            let bg_b = (bg_rgb.b * 255.0) as u8;
            let len = data.len() / 4;
            for i in 0..len {
                let idx = i * 4;
                if data[idx] == bg_r && data[idx + 1] == bg_g && data[idx + 2] == bg_b {
                    data[idx] = 0;
                    data[idx + 1] = 0;
                    data[idx + 2] = 0;
                    data[idx + 3] = 0;
                }
            }
        }

        // Setup the WGPU texture
        let texture_size = wgpu::Extent3d {
            width: self.width,
            height: self.height,
            depth_or_array_layers: 1,
        };
        let tex = wgpu.device.create_texture(&wgpu::TextureDescriptor {
            size: texture_size,
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Rgba8UnormSrgb,
            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
            label: None,
        });
        wgpu.queue.write_texture(
            wgpu::ImageCopyTexture {
                texture: &tex,
                mip_level: 0,
                origin: wgpu::Origin3d::ZERO,
                aspect: wgpu::TextureAspect::All,
            },
            &data,
            wgpu::ImageDataLayout {
                offset: 0,
                bytes_per_row: std::num::NonZeroU32::new(4 * self.width),
                rows_per_image: std::num::NonZeroU32::new(self.height),
            },
            texture_size,
        );

        // Build view and sampler
        let texture_view = tex.create_view(&wgpu::TextureViewDescriptor::default());
        let sampler = wgpu.device.create_sampler(&wgpu::SamplerDescriptor {
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            address_mode_w: wgpu::AddressMode::ClampToEdge,
            mag_filter: wgpu::FilterMode::Nearest,
            min_filter: wgpu::FilterMode::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });

        let texture_bind_group_layout =
            wgpu.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    entries: &[
                        wgpu::BindGroupLayoutEntry {
                            binding: 0,
                            visibility: wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Texture {
                                multisampled: false,
                                view_dimension: wgpu::TextureViewDimension::D2,
                                sample_type: wgpu::TextureSampleType::Float { filterable: true },
                            },
                            count: None,
                        },
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                            //wgpu::BindingType::Sampler {
                            //comparison: false,
                            //filtering: true,
                            //},
                            count: None,
                        },
                    ],
                    label: Some("texture_bind_group_layout"),
                });

        let bind_group = wgpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
            layout: &texture_bind_group_layout,
            entries: &[
                wgpu::BindGroupEntry {
                    binding: 0,
                    resource: wgpu::BindingResource::TextureView(&texture_view),
                },
                wgpu::BindGroupEntry {
                    binding: 1,
                    resource: wgpu::BindingResource::Sampler(&sampler),
                },
            ],
            label: Some("diffuse_bind_group"),
        });

        self.view = Some(texture_view);
        self.sampler = Some(sampler);
        self.bind_group_layout = Some(texture_bind_group_layout);
        self.bind_group = Some(bind_group);

        Ok(texture)
    }