Ant*_*rov 5 c# c++ pointers marshalling
我们有一个任务是将一个引用另一个类的类从C#传递给C++.C#类看起来像这样:
[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
}
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C++ struct看起来像这样(pack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;
};
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我们以这样的方式将C#类传递给C++:
[DllImport("ourLib.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.Cdecl)]
public static extern int OnFrame(int pId, FrameInfo pFrame);
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并在C++中接受它:
extern "C" __declspec(dllexport) int OnFrame(int pId, const FrameInfo *pFrame);
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作为FrameInfo
结构的结果,我们没有引用而是嵌入类.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...
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代替:
0..3 bytes: uint frameNumber
4..11 bytes: double timeStamp
12..15 bytes: ImageInfo* image // pointer to the image
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类嵌入会导致额外的数据复制,这让我们非常沮丧.我们试图在MSDN IntPtr
的帮助下传递引用,Marshal.StructureToPtr()
但MSDN说
"StructureToPtr将结构内容复制到预先分配的内存块"
这样它也可以复制数据.
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;
}
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编译器说"不能获取地址,获取大小,或声明指向托管类型的指针"
好.然后我们尝试了一个奇怪的未记录的函数__makeref()
,然后将其转换为IntPtr,但它也有相当奇怪的内存布局.
那么,有没有办法像通常的参考一样传递引用?
可能Pack
是错误的。Visual C++ 没有Pack=1
,它通常Pack=0
...
现在...你可以作弊一点:
[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);
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进而
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();
}
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请注意我如何将两者“合并”class
在一起...... IntPtr
now 指向class
.
请注意,IntPtr Image
只有在handle.Free()
但此时,我会将所有内容封装在另一种方法中,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();
}
}
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通过这种方式,我会提高速度,因为我固定了它,FrameInfo
并且 CLR 不需要重新固定它。