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: lib.rs
    path of file: ./repos/ruffle/render/webgl/src
    
    the code of the file until where you have to start completion: #![deny(clippy::unwrap_used)]
// Remove this when we start using `Rc` when compiling for wasm
#![allow(clippy::arc_with_non_send_sync)]

use bytemuck::{Pod, Zeroable};
use ruffle_render::backend::{
    BitmapCacheEntry, Context3D, Context3DProfile, PixelBenderOutput, PixelBenderTarget,
    RenderBackend, ShapeHandle, ShapeHandleImpl, ViewportDimensions,
};
use ruffle_render::bitmap::{
    Bitmap, BitmapFormat, BitmapHandle, BitmapHandleImpl, BitmapSource, PixelRegion, PixelSnapping,
    RgbaBufRead, SyncHandle,
};
use ruffle_render::commands::{CommandHandler, CommandList, RenderBlendMode};
use ruffle_render::error::Error as BitmapError;
use ruffle_render::quality::StageQuality;
use ruffle_render::shape_utils::{DistilledShape, GradientType};
use ruffle_render::tessellator::{
    Gradient as TessGradient, ShapeTessellator, Vertex as TessVertex,
};
    
    fn set_quality(&mut self, _quality: StageQuality) {}

    fn compile_pixelbender_shader(
        &mut self,
        _shader: ruffle_render::pixel_bender::PixelBenderShader,
    ) -> Result<ruffle_render::pixel_bender::PixelBenderShaderHandle, BitmapError> {
        Err(BitmapError::Unimplemented(
            "compile_pixelbender_shader".into(),
        ))
    }

    fn resolve_sync_handle(
        &mut self,
        _handle: Box<dyn SyncHandle>,
        _with_rgba: RgbaBufRead,
    ) -> Result<(), ruffle_render::error::Error> {
        Err(ruffle_render::error::Error::Unimplemented(
            "Sync handle resolution".into(),
        ))
    }

    fn run_pixelbender_shader(
        &mut self,
        _handle: ruffle_render::pixel_bender::PixelBenderShaderHandle,
        _arguments: &[ruffle_render::pixel_bender::PixelBenderShaderArgument],
        _target: &PixelBenderTarget,
    ) -> Result<PixelBenderOutput, BitmapError> {
        Err(BitmapError::Unimplemented("run_pixelbender_shader".into()))
    }

    fn create_empty_texture(
        &mut self,
        width: u32,
        height: u32,
    ) -> Result<BitmapHandle, BitmapError> {
        let texture = self
            .gl
            .create_texture()
            .ok_or_else(|| BitmapError::JavascriptError("Unable to create texture".into()))?;
        self.gl.bind_texture(Gl::TEXTURE_2D, Some(&texture));

        // You must set the texture parameters for non-power-of-2 textures to function in WebGL1.
        self.gl
            .tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32);
        self.gl
            .tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32);
        self.gl
            .tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32);
        self.gl
            .tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32);

        Ok(BitmapHandle(Arc::new(RegistryData {
            gl: self.gl.clone(),
            width,
            height,
            texture,
        })))
    }
}