将 C# class 与 C++ 的引用成员一起编组
Marshal C# class with reference members to C++
我们的任务是将一个 class 与对另一个 class 的引用从 C# 传递到 C++。 C# class 看起来像这样:
[StructLayout(LayoutKind.Sequential, Pack=1)]
public class ImageInfo
{
public uint Width;
public uint Height;
public uint Stride;
}
[StructLayout(LayoutKind.Sequential, Pack=1)]
internal class FrameInfo
{
public int FrameNumber;
public double TimeStamp;
public ImageInfo Image; // This is the problem
}
C++ 结构如下所示(包也是 1):
struct FrameInfo
{
public:
unsigned int frameNumber;
double timeStamp;
ImageInfo *image;
};
struct ImageInfo
{
public:
unsigned int m_width;
unsigned int m_height;
unsigned int m_stride;
};
我们把C#class传给C++是这样的:
[DllImport("ourLib.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.Cdecl)]
public static extern int OnFrame(int pId, FrameInfo pFrame);
并在 C++ 中接受它:
extern "C" __declspec(dllexport) int OnFrame(int pId, const FrameInfo *pFrame);
因此在 FrameInfo
结构中我们没有引用而是嵌入的 class。内存布局如下所示:
0..3 bytes: uint frameNumber
4..11 bytes: double timeStamp
12..15 bytes: uint width
16..19 bytes: uint height
etc...
而不是:
0..3 bytes: uint frameNumber
4..11 bytes: double timeStamp
12..15 bytes: ImageInfo* image // pointer to the image
Class 嵌入会导致额外的数据复制,这让我们很不爽。我们试图在 Marshal.StructureToPtr()
的帮助下将引用作为 IntPtr
传递,但 MSDN 说
"StructureToPtr copies the contents of structure to the pre-allocated block of memory"
以便它也复制数据。
然后我们尝试在C#中使用C风格的指针:
[StructLayout(LayoutKind.Sequential, Pack=1)]
internal unsafe class FrameInfo
{
public int FrameNumber;
public double TimeStamp;
public ImageInfo *Image;
}
编译器说 "Cannot take the address of, get the size of, or declare a pointer to a managed type"
好的。然后我们尝试了一个奇怪的未记录的函数 __makeref()
然后将它转换为 IntPtr 但它也有相当奇怪的内存布局。
那么,有没有办法像往常引用一样传递引用呢?
So, is there any way to pass the reference just as usual reference?
不,由于垃圾收集器,引用不稳定,必须先固定一个对象。 pinvoke 编组器拒绝为非平凡的对象图这样做。您必须将 FrameInfo.Image 成员声明为 IntPtr 并使用 GC.Alloc + AddrOfPinnedObject
你可以在某处得到 在这种情况下,ImageInfo 应该是一个结构类型。这允许你声明一个指针:
[StructLayout(LayoutKind.Sequential)]
public struct ImageInfo {
public uint Width;
public uint Height;
public uint Stride;
}
[StructLayout(LayoutKind.Sequential)]
internal unsafe class FrameInfo {
public int FrameNumber;
public double TimeStamp;
public ImageInfo* Image;
}
只要结构存储在栈中(局部变量或方法参数),就可以轻松初始化FrameInfo.Image:
var info = new ImageInfo { Width = 5, Height = 6, Stride = 7 };
var frame = new FrameInfo { FrameNumber = 1, TimeStamp = 2, Image = &info };
OnFrame(42, frame);
Pack
可能是错误的。 Visual C++ 没有 Pack=1
,它通常 Pack=0
...
现在...你可以稍微作弊:
[StructLayout(LayoutKind.Sequential, Pack = 1)]
internal class FrameInfo
{
public int FrameNumber;
public double TimeStamp;
public IntPtr Image; // This is the problem
public uint Width;
public uint Height;
public uint Stride;
}
[DllImport("NativeLibrary", CharSet = CharSet.Auto, CallingConvention = CallingConvention.Cdecl)]
public static extern int OnFrame(int pId, FrameInfo fi);
然后
var fi = new FrameInfo { FrameNumber = 1, TimeStamp = 2, Width = 3, Height = 4, Stride = 5 };
var handle = GCHandle.Alloc(fi, GCHandleType.Pinned);
try
{
fi.Image = handle.AddrOfPinnedObject() + 2 * sizeof(double) + IntPtr.Size;
OnFrame(1, fi);
}
finally
{
handle.Free();
}
请注意我是如何 "merged" 将两个 class
放在一起的...IntPtr
现在指向 "inside" class
。
请注意,IntPtr Image
只会 "correct" 直到 handle.Free()
但在这一点上,我会用另一种方法封装所有内容,例如:
[DllImport("NativeLibrary", CharSet = CharSet.Auto, CallingConvention = CallingConvention.Cdecl)]
public static extern int OnFrame(int pId, IntPtr fi);
public static int OnFrameSharp(int pId, FrameInfo fi)
{
var handle = GCHandle.Alloc(fi, GCHandleType.Pinned);
try
{
IntPtr ptr = handle.AddrOfPinnedObject();
fi.Image = ptr + 2 * sizeof(double) + IntPtr.Size;
return OnFrame(pId, ptr);
}
finally
{
handle.Free();
}
}
通过这种方式,我会获得一些速度,因为我固定了 FrameInfo
而 CLR 不必重新固定它。
我们的任务是将一个 class 与对另一个 class 的引用从 C# 传递到 C++。 C# class 看起来像这样:
[StructLayout(LayoutKind.Sequential, Pack=1)]
public class ImageInfo
{
public uint Width;
public uint Height;
public uint Stride;
}
[StructLayout(LayoutKind.Sequential, Pack=1)]
internal class FrameInfo
{
public int FrameNumber;
public double TimeStamp;
public ImageInfo Image; // This is the problem
}
C++ 结构如下所示(包也是 1):
struct FrameInfo
{
public:
unsigned int frameNumber;
double timeStamp;
ImageInfo *image;
};
struct ImageInfo
{
public:
unsigned int m_width;
unsigned int m_height;
unsigned int m_stride;
};
我们把C#class传给C++是这样的:
[DllImport("ourLib.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.Cdecl)]
public static extern int OnFrame(int pId, FrameInfo pFrame);
并在 C++ 中接受它:
extern "C" __declspec(dllexport) int OnFrame(int pId, const FrameInfo *pFrame);
因此在 FrameInfo
结构中我们没有引用而是嵌入的 class。内存布局如下所示:
0..3 bytes: uint frameNumber
4..11 bytes: double timeStamp
12..15 bytes: uint width
16..19 bytes: uint height
etc...
而不是:
0..3 bytes: uint frameNumber
4..11 bytes: double timeStamp
12..15 bytes: ImageInfo* image // pointer to the image
Class 嵌入会导致额外的数据复制,这让我们很不爽。我们试图在 Marshal.StructureToPtr()
的帮助下将引用作为 IntPtr
传递,但 MSDN 说
"StructureToPtr copies the contents of structure to the pre-allocated block of memory"
以便它也复制数据。
然后我们尝试在C#中使用C风格的指针:
[StructLayout(LayoutKind.Sequential, Pack=1)]
internal unsafe class FrameInfo
{
public int FrameNumber;
public double TimeStamp;
public ImageInfo *Image;
}
编译器说 "Cannot take the address of, get the size of, or declare a pointer to a managed type"
好的。然后我们尝试了一个奇怪的未记录的函数 __makeref()
然后将它转换为 IntPtr 但它也有相当奇怪的内存布局。
那么,有没有办法像往常引用一样传递引用呢?
So, is there any way to pass the reference just as usual reference?
不,由于垃圾收集器,引用不稳定,必须先固定一个对象。 pinvoke 编组器拒绝为非平凡的对象图这样做。您必须将 FrameInfo.Image 成员声明为 IntPtr 并使用 GC.Alloc + AddrOfPinnedObject
你可以在某处得到 在这种情况下,ImageInfo 应该是一个结构类型。这允许你声明一个指针:
[StructLayout(LayoutKind.Sequential)]
public struct ImageInfo {
public uint Width;
public uint Height;
public uint Stride;
}
[StructLayout(LayoutKind.Sequential)]
internal unsafe class FrameInfo {
public int FrameNumber;
public double TimeStamp;
public ImageInfo* Image;
}
只要结构存储在栈中(局部变量或方法参数),就可以轻松初始化FrameInfo.Image:
var info = new ImageInfo { Width = 5, Height = 6, Stride = 7 };
var frame = new FrameInfo { FrameNumber = 1, TimeStamp = 2, Image = &info };
OnFrame(42, frame);
Pack
可能是错误的。 Visual C++ 没有 Pack=1
,它通常 Pack=0
...
现在...你可以稍微作弊:
[StructLayout(LayoutKind.Sequential, Pack = 1)]
internal class FrameInfo
{
public int FrameNumber;
public double TimeStamp;
public IntPtr Image; // This is the problem
public uint Width;
public uint Height;
public uint Stride;
}
[DllImport("NativeLibrary", CharSet = CharSet.Auto, CallingConvention = CallingConvention.Cdecl)]
public static extern int OnFrame(int pId, FrameInfo fi);
然后
var fi = new FrameInfo { FrameNumber = 1, TimeStamp = 2, Width = 3, Height = 4, Stride = 5 };
var handle = GCHandle.Alloc(fi, GCHandleType.Pinned);
try
{
fi.Image = handle.AddrOfPinnedObject() + 2 * sizeof(double) + IntPtr.Size;
OnFrame(1, fi);
}
finally
{
handle.Free();
}
请注意我是如何 "merged" 将两个 class
放在一起的...IntPtr
现在指向 "inside" class
。
请注意,IntPtr Image
只会 "correct" 直到 handle.Free()
但在这一点上,我会用另一种方法封装所有内容,例如:
[DllImport("NativeLibrary", CharSet = CharSet.Auto, CallingConvention = CallingConvention.Cdecl)]
public static extern int OnFrame(int pId, IntPtr fi);
public static int OnFrameSharp(int pId, FrameInfo fi)
{
var handle = GCHandle.Alloc(fi, GCHandleType.Pinned);
try
{
IntPtr ptr = handle.AddrOfPinnedObject();
fi.Image = ptr + 2 * sizeof(double) + IntPtr.Size;
return OnFrame(pId, ptr);
}
finally
{
handle.Free();
}
}
通过这种方式,我会获得一些速度,因为我固定了 FrameInfo
而 CLR 不必重新固定它。