RTEX | GPUBufferUsage.COPY_DST,
  });
  device.queue.writeBuffer(vertexBuffer, 0, vertexData);

  const renderPassDescriptor = {
    label: 'our basic canvas renderPass',
    colorAttachments: [
      {
        // view: <- to be filled out when we render
        loadOp: 'clear',
        storeOp: 'store',
      },
    ],
    depthStencilAttachment: {
      // view: <- to be filled out when we render
      depthClearValue: 1.0,
      depthLoadOp: 'clear',
      depthStoreOp: 'store',
    },
  };

  const degT