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: mod.rs
    path of file: ./repos/wgpu-rs/src/util
    
    the code of the file until where you have to start completion: //! Utility structures and functions.

mod belt;
mod device;
mod encoder;

use std::{
    borrow::Cow,
    future::Future,
    mem::{align_of, size_of},
    ptr::copy_nonoverlapping,
};

pub use belt::StagingBelt;
pub use device::{BufferInitDescriptor, DeviceExt};
pub use encoder::RenderEncoder;

/// Treat the given byte slice as a SPIR-V module.
///
/// # Panic
///
/// This function panics if:
///
/// - Input length isn't multiple of 4
/// - Input is longer than [`usize::max_value`]
/// - SPIR-V magic number is missing from beginning of stream
pub fn make_spirv(data: &[u8]) -> super::ShaderSource {
    const MAGIC_NUMBER: u32 = 0x0723_0203;

    assert_eq!(
        data.len() % size_of::<u32>(),

    
pub fn make_spirv(data: &[u8]) -> super::ShaderSource {
    const MAGIC_NUMBER: u32 = 0x0723_0203;

    assert_eq!(
        data.len() % size_of::<u32>(),
        0,
        "data size is not a multiple of 4"
    );

    //If the data happens to be aligned, directly use the byte array,
    // otherwise copy the byte array in an owned vector and use that instead.
    let words = if data.as_ptr().align_offset(align_of::<u32>()) == 0 {
        let (pre, words, post) = unsafe { data.align_to::<u32>() };
        debug_assert!(pre.is_empty());
        debug_assert!(post.is_empty());
        Cow::from(words)
    } else {
        let mut words = vec![0u32; data.len() / size_of::<u32>()];
        unsafe {
            copy_nonoverlapping(data.as_ptr(), words.as_mut_ptr() as *mut u8, data.len());
        }
        Cow::from(words)
    };

    assert_eq!(
        words[0], MAGIC_NUMBER,
        "wrong magic word {:x}. Make sure you are using a binary SPIRV file.",
        words[0]
    );
    super::ShaderSource::SpirV(words)
}