To get the FPS (Frames Per Second) of a GPU in Rust, you can use the following approaches:
1. Using the wgpu crate
The wgpu crate is a Rust API for working with graphics processing units (GPUs). Here's an example of how you can use it to get the FPS:
use wgpu::{Device, SurfaceConfiguration, SurfaceDescriptor};
async fn get_fps() {
// Create a new surface configuration
let surface_config = SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: 1024,
height: 768,
present_mode: wgpu::PresentMode::Fifo,
};
// Create a new surface descriptor
let surface_descriptor = SurfaceDescriptor {
label: None,
width: 1024,
height: 768,
};
// Create a new device and surface
let (device, surface) = futures::executor::block_on(async {
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(&surface_descriptor) };
let adapter = instance.request_adapter(wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
surface: Some(surface.as_ref()),
}).await.unwrap();
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None,
).await.unwrap();
(device, surface)
});
// Configure the surface
device.configure_surface(&surface, &surface_config);
// Create a new render pipeline
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::ProgrammableStageDescriptor {
module: wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("vertex.wgsl").into()),
},
entry_point: "main",
},
fragment: Some(wgpu::ProgrammableStageDescriptor {
module: wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(include_str!("fragment.wgsl").into()),
},
entry_point: "main",
}),
render_states: vec![],
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
depth_stencil: None,
});
// Create a new command encoder
let mut command_encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: None,
});
// Render a frame
{
let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &surface.get_current_texture().unwrap().view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&render_pipeline);
render_pass.draw(0..3, 0..1);
}
// Submit the command buffer
queue.submit(std::iter::once(command_encoder.finish()));
// Present the frame
surface.present();
// Measure the time it took to render the frame
let start_time = std::time::Instant::now();
loop {
// Render frames
let mut command_encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: None,
});
{
let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &surface.get_current_texture().unwrap().view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&render_pipeline);
render_pass.draw(0..3, 0..1);
}
queue.submit(std::iter::once(command_encoder.finish()));
surface.present();
// Measure the time it took to render the frame
let elapsed_time = start_time.elapsed().as_secs_f64();
// Calculate the FPS
let fps = 1.0 / elapsed_time;
// Print the FPS
println!("FPS: {}", fps);
// Limit the frame rate to 60 FPS
std::thread::sleep(std::time::Duration::from_millis(1000 / 60));
}
}
This example uses the wgpu crate to create a window and render a triangle. It then measures the time it takes to render each frame and calculates the FPS.
2. Using the gpu crate
The gpu crate is another Rust API for working with GPUs. Here's an example of how you can use it to get the FPS:
This example uses the gpu crate to create a window and render a frame. It then measures the time it takes to render each frame and calculates the FPS.
3. Using the glam and egl crates
The glam crate is a Rust library for working with graphics, and the egl crate is a Rust API for working with EGL (Embedded-System Graphics Library). Here's an example of how you can use them to get the FPS:
This example uses the glam and egl crates to create a window and render a frame. It then measures the time it takes to render each frame and calculates the FPS.