nightshade 0.8.2

A cross-platform data-oriented game engine.
Documentation
const LUT_SIZE: u32 = 256;

pub fn generate_brdf_lut(
    device: &wgpu::Device,
    queue: &wgpu::Queue,
) -> (wgpu::Texture, wgpu::TextureView) {
    let texture = device.create_texture(&wgpu::TextureDescriptor {
        label: Some("BRDF LUT Texture"),
        size: wgpu::Extent3d {
            width: LUT_SIZE,
            height: LUT_SIZE,
            depth_or_array_layers: 1,
        },
        mip_level_count: 1,
        sample_count: 1,
        dimension: wgpu::TextureDimension::D2,
        format: wgpu::TextureFormat::Rgba16Float,
        usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::STORAGE_BINDING,
        view_formats: &[],
    });

    let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());

    let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
        label: Some("BRDF LUT Bind Group Layout"),
        entries: &[wgpu::BindGroupLayoutEntry {
            binding: 0,
            visibility: wgpu::ShaderStages::COMPUTE,
            ty: wgpu::BindingType::StorageTexture {
                access: wgpu::StorageTextureAccess::WriteOnly,
                format: wgpu::TextureFormat::Rgba16Float,
                view_dimension: wgpu::TextureViewDimension::D2,
            },
            count: None,
        }],
    });

    let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("BRDF LUT Bind Group"),
        layout: &bind_group_layout,
        entries: &[wgpu::BindGroupEntry {
            binding: 0,
            resource: wgpu::BindingResource::TextureView(&texture_view),
        }],
    });

    let shader = device.create_shader_module(wgpu::include_wgsl!("shaders/brdf_lut.wgsl"));

    let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
        label: Some("BRDF LUT Pipeline Layout"),
        bind_group_layouts: &[&bind_group_layout],
        push_constant_ranges: &[],
    });

    let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
        label: Some("BRDF LUT Compute Pipeline"),
        layout: Some(&pipeline_layout),
        module: &shader,
        entry_point: Some("main"),
        compilation_options: Default::default(),
        cache: None,
    });

    let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
        label: Some("BRDF LUT Command Encoder"),
    });

    {
        let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
            label: Some("BRDF LUT Compute Pass"),
            timestamp_writes: None,
        });

        compute_pass.set_pipeline(&pipeline);
        compute_pass.set_bind_group(0, &bind_group, &[]);
        compute_pass.dispatch_workgroups(LUT_SIZE / 16, LUT_SIZE / 16, 1);
    }

    queue.submit(Some(encoder.finish()));

    (texture, texture_view)
}