dxgi to fetch fps in rust

To fetch the FPS using DXGI in Rust, you'll need to use the dxgi and d3d11 crates. Here's a basic example of how to do it:

First, add the following dependencies to your Cargo.toml file:

[dependencies]
dxgi = "0.4.0"
d3d11 = "0.4.0"
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Then, you can use the following code to create a DXGI factory and a D3D11 device, and fetch the current FPS:

main.rs
use dxgi::{DxgiFactory, DxgiAdapter};
use d3d11::{D3d11Device, D3d11DeviceContext};
use winapi::um::dxgi::{DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SAMPLE_DESC};
use winapi::um::d3d11::{D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D_DRIVER_TYPE_HARDWARE};

fn main() {
    // Create a DXGI factory
    let factory = DxgiFactory::create();

    // Enumerate adapters and select the first one
    let adapter = factory.enumerate_adapters().next().unwrap();

    // Create a D3D11 device
    let device = D3d11Device::create(
        D3D_DRIVER_TYPE_HARDWARE,
        D3D11_CREATE_DEVICE_BGRA_SUPPORT,
        None,
        &adapter,
    );

    // Create a D3D11 device context
    let context = device.create_immediate_context();

    // Get the current frame rate
    let fps = get_fps(&device, &context);

    println!("Current FPS: {}", fps);
}

fn get_fps(device: &D3d11Device, context: &D3d11DeviceContext) -> f32 {
    // This is a very basic implementation, you may need to adjust it for your specific use case
    let start_time = std::time::Instant::now();
    let mut frame_count = 0;

    loop {
        // Render a frame
        context.clear_render_target_view(0, [0.0, 0.0, 0.0, 1.0]);
        context.present();

        // Increment frame count
        frame_count += 1;

        // Check if a second has passed
        if start_time.elapsed().as_secs() >= 1 {
            break;
        }
    }

    // Calculate FPS
    let elapsed_time = start_time.elapsed().as_secs_f32();
    let fps = frame_count as f32 / elapsed_time;

    fps
}
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This code creates a DXGI factory, enumerates adapters, creates a D3D11 device, creates a D3D11 device context, and then renders frames to calculate the current FPS.

Please note that this is a basic example and you may need to adjust it for your specific use case. Also, keep in mind that this code will consume 100% of one CPU core while running, because it's rendering frames as fast as possible. In a real-world application, you'd want to handle the rendering in a more efficient and controlled way.

Also, the get_fps function is a very basic implementation and may not be suitable for your use case. You might want to use a more robust method to measure the FPS, such as using a timer or a frame counter.

The above code is just to give you an idea of how to use DXGI and D3D11 to fetch FPS in Rust. You will need to modify it according to your needs.

Please make sure to handle errors and exceptions properly, as this code does not include any error handling.

Also, this code assumes you have the necessary dependencies installed, including the dxgi and d3d11 crates.

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