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: triangle.rs
    path of file: ./repos/coffee/src/graphics/backend_wgpu
    
    the code of the file until where you have to start completion: use std::mem;

use crate::graphics::Transformation;
use zerocopy::AsBytes;

pub struct Pipeline {
    pipeline: wgpu::RenderPipeline,
    transform: wgpu::Buffer,
    constants: wgpu::BindGroup,
    vertices: wgpu::Buffer,
    indices: wgpu::Buffer,
    buffer_size: u32,
}

impl Pipeline {
    const INITIAL_BUFFER_SIZE: u32 = 100_000;

    pub fn new(device: &mut wgpu::Device) -> Pipeline {
        let transform_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: Some("coffee::backend::triangle transform"),
                bindings: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStage::VERTEX,
                    ty: wgpu::BindingType::UniformBuffer { dynamic: false },
                }],
            });

        let matrix: [f32; 16] = Transformation::identity().into();

        let transform_buffer = device.create_buffer_with_data(
            matrix.as_bytes(),
            wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
        );

        let constant_bind_group =
            device.create_bind_group(&wgpu::BindGroupDescriptor {
                label: Some("coffee::backend::triangle constants"),
                layout: &transform_layout,
                bindings: &[wgpu::Binding {
                    binding: 0,
                    resource: wgpu::BindingResource::Buffer {
                        buffer: &transform_buffer,
                        range: 0..64,
                    },
                }],
            });

        let layout =
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                bind_group_layouts: &[&transform_layout],
            });

        let vs = include_bytes!("shader/triangle.vert.spv");
        let vs_module = device.create_shader_module(
            &wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
                .expect("Read triangle vertex shader as SPIR-V"),
        );

        let fs = include_bytes!("shader/triangle.frag.spv");
        let fs_module = device.create_shader_module(
            &wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
                .expect("Read triangle fragment shader as SPIR-V"),
        );

        let pipeline =
            device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                layout: &layout,
                vertex_stage: wgpu::ProgrammableStageDescriptor {
                    module: &vs_module,
                    entry_point: "main",
                },
                fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
                    module: &fs_m
    
    pub fn new(device: &mut wgpu::Device) -> Pipeline {
        let transform_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: Some("coffee::backend::triangle transform"),
                bindings: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStage::VERTEX,
                    ty: wgpu::BindingType::UniformBuffer { dynamic: false },
                }],
            });

        let matrix: [f32; 16] = Transformation::identity().into();

        let transform_buffer = device.create_buffer_with_data(
            matrix.as_bytes(),
            wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
        );

        let constant_bind_group =
            device.create_bind_group(&wgpu::BindGroupDescriptor {
                label: Some("coffee::backend::triangle constants"),
                layout: &transform_layout,
                bindings: &[wgpu::Binding {
                    binding: 0,
                    resource: wgpu::BindingResource::Buffer {
                        buffer: &transform_buffer,
                        range: 0..64,
                    },
                }],
            });

        let layout =
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                bind_group_layouts: &[&transform_layout],
            });

        let vs = include_bytes!("shader/triangle.vert.spv");
        let vs_module = device.create_shader_module(
            &wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
                .expect("Read triangle vertex shader as SPIR-V"),
        );

        let fs = include_bytes!("shader/triangle.frag.spv");
        let fs_module = device.create_shader_module(
            &wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
                .expect("Read triangle fragment shader as SPIR-V"),
        );

        let pipeline =
            device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                layout: &layout,
                vertex_stage: wgpu::ProgrammableStageDescriptor {
                    module: &vs_module,
                    entry_point: "main",
                },
                fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
                    module: &fs_module,
                    entry_point: "main",
                }),
                rasterization_state: Some(wgpu::RasterizationStateDescriptor {
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: wgpu::CullMode::None,
                    depth_bias: 0,
                    depth_bias_slope_scale: 0.0,
                    depth_bias_clamp: 0.0,
                }),
                primitive_topology: wgpu::PrimitiveTopology::TriangleList,
                color_states: &[wgpu::ColorStateDescriptor {
                    format: wgpu::TextureFormat::Bgra8UnormSrgb,
                    color_blend: wgpu::BlendDescriptor {
                        src_factor: wgpu::BlendFactor::SrcAlpha,
                        dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
                        operation: wgpu::BlendOperation::Add,
                    },
                    alpha_blend: wgpu::BlendDescriptor {
                        src_factor: wgpu::BlendFactor::One,
                        dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
                        operation: wgpu::BlendOperation::Add,
                    },
                    write_mask: wgpu::ColorWrite::ALL,
                }],
                depth_stencil_state: None,
                vertex_state: wgpu::VertexStateDescriptor {
                    index_format: wgpu::IndexFormat::Uint32,
                    vertex_buffers: &[wgpu::VertexBufferDescriptor {
                        stride: mem::size_of::<Vertex>() as u64,
                        step_mode: wgpu::InputStepMode::Vertex,
                        attributes: &[
                            wgpu::VertexAttributeDescriptor {
                                shader_location: 0,
                                format: wgpu::VertexFormat::Float2,
                                offset: 0,
                            },
                            wgpu::VertexAttributeDescriptor {
                                shader_location: 1,
                                format: wgpu::VertexFormat::Float4,
                                offset: 4 * 2,
                            },
                        ],
                    }],
                },
                sample_count: 1,
                sample_mask: !0,
                alpha_to_coverage_enabled: false,
            });

        let vertices = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("coffee::backend::triangle vertices"),
            size: mem::size_of::<Vertex>() as u64
                * Self::INITIAL_BUFFER_SIZE as u64,
            usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
        });

        let indices = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("coffee::backend::triangle indices"),
            size: mem::size_of::<u32>() as u64
                * Self::INITIAL_BUFFER_SIZE as u64,
            usage: wgpu::BufferUsage::INDEX | wgpu::BufferUsage::COPY_DST,
        });

        Pipeline {
            pipeline,
            transform: transform_buffer,
            constants: constant_bind_group,
            vertices,
            indices,
            buffer_size: Self::INITIAL_BUFFER_SIZE,
        }
    }