HRESULT CreateVertexDeclaration( [in] const D3DVERTEXELEMENT9 *pVertexElements,[out,retval] IDirect3DVertexDeclaration9 **ppDecl );
C#:
我正在使用this来定义D3DVERTEXELEMENT9结构. SharpDX是一个托管的DirectX库generated directly from the DirectX SDK C++ headers,因此它可以与COM互操作完全兼容.我实际上已经有10个其他钩子完美地工作了,但这是第一个带有指向结构数组的指针.
为了防止SharpDX的结构定义不起作用,我也尝试用我自己的定义替换它:
[StructLayout(LayoutKind.Sequential,Pack = 1)] public class D3DVERTEXELEMENT9 { public short Stream; public short Offset; public DeclarationType Type; // Enum public DeclarationMethod Method; // Enum public DeclarationUsage Usage; // Enum public byte UsageIndex; }
我尝试了以下C#方法签名:
注意:将IntPtr devicePointer作为第一个参数应该不是问题.我有10个其他成功的钩子.
注意:这些是Direct3D API挂钩.所以我的程序正在传递我需要从非托管C环境编组到托管C#环境的数据.
1:
CreateVertexDeclaration(IntPtr devicePointer,D3DVERTEXELEMENT9 [] vertexElements,out IntPtr vertexDeclaration)
结果:数组有一个元素,但其值是默认值(没有意义).这意味着短流,短偏移,类型,方法,用法和用法索引都是0(枚举取其第一个值).
2:
CreateVertexDeclaration(IntPtr devicePointer,ref D3DVERTEXELEMENT9 [] vertexElements,out IntPtr vertexDeclaration)
结果:数组本身为null.
3:
CreateVertexDeclaration(IntPtr devicePointer,[In,Out] D3DVERTEXELEMENT9 [] vertexElements,out IntPtr vertexDeclaration)
与1.相同.没有任何好处.
4:
CreateVertexDeclaration(IntPtr devicePointer,D3DVERTEXELEMENT9 vertexElements,out IntPtr vertexDeclaration)
与1相同,不会改变任何东西.我得到一个默认的结构.如果我调用新的D3DVERTEXELEMENT9(),也是如此.
5:
CreateVertexDeclaration(IntPtr devicePointer,ref D3DVERTEXELEMENT9 vertexElements,out IntPtr vertexDeclaration)
我忘记了结果,但它没有用.我认为它实际上已经破坏了钩子.
6:
CreateVertexDeclaration(IntPtr devicePointer,IntPtr vertexElements,out IntPtr vertexDeclaration)
我认为这个#6或#1 /#2应该是正确的.我可能搞砸了这个方法的实现?
我试着用它来代码:
var vertex = (D3DVERTEXELEMENT9)Marshal.PtrToStructure(vertexElements,typeof(D3DVERTEXELEMENT9));
但它不起作用!它与#1相同.我编组的指针结构是一个默认结构,就像我调用新的D3DVERTEXELEMENT9()一样.
7:
CreateVertexDeclaration(IntPtr devicePointer,ref IntPtr vertexElements,out IntPtr vertexDeclaration)
零或零;无效.
对于方法#6(使用IntPtr),我尝试在Visual Studio中查看内存区域.接下来的50个字节左右都是零.在50个零的字段中可能有一个2字节.但是从提供给该方法的IntPtr开始,它几乎是49个字节的零.
这不是问题吗?这是不是意味着提供的指针已经不正确?所以我认为这意味着我有错误的方法签名.问题是我一直在尝试各种可能的组合,它们要么崩溃程序,要么给我一个默认数组,就像我调用新的D3DVERTEXELEMENT9()一样.
问题:正确编组从C到C#的pVertexElements结构数组的解决方案是什么,为什么我当前的签名不正确?
附加说明:在C中,此特定数组的长度由suffixing a D3DDECL_END定义.我不知道如何在没有某种传递长度参数的情况下在C#中获取相应的数组长度.
其他工作钩:
C :
BeginScene(LPDIRECT3DDEVICE9 pDevice) BeginStateBlock(LPDIRECT3DDEVICE9 pDevice) Clear(LPDIRECT3DDEVICE9 pDevice,DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) ColorFill(LPDIRECT3DDEVICE9 pDevice,IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color) CreateAdditionalSwapChain(LPDIRECT3DDEVICE9 pDevice,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain) CreateCubeTexture(LPDIRECT3DDEVICE9 pDevice,UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle)
…
C#:
注意:我为所有这些代表使用SharpDX枚举和结构,它们工作正常.它们也都以IntPtr devicePointer开头.
BeginSceneDelegate(IntPtr devicePointer); BeginStateBlocKDelegate(IntPtr devicePointer); ClearDelegate(IntPtr devicePointer,int count,IntPtr rects,ClearFlags flags,ColorBGRA color,float z,int stencil); ColorFillDelegate(IntPtr devicePointer,IntPtr surface,IntPtr rect,ColorBGRA color); CreateAdditionalSwapChainDelegate(IntPtr devicePointer,Out] PresentParameters presentParameters,out SwapChain swapChain); CreateCubeTextureDelegate(IntPtr devicePointer,int edgeLength,int levels,Usage usage,Format format,Pool pool,out IntPtr cubeTexture,IntPtr sharedHandle); ...
其他挂钩的传递参数的日志:
DLL injection suceeded. Setting up Direct3D 9 hooks... Activating Direct3D 9 hooks... CreateDepthStencilSurface(IntPtr devicePointer: 147414976,Int32 width: 1346,Int32 height: 827,Format format: D24S8,MultisampleType multiSampleType: None,Int32 multiSampleQuality: 0,Boolean discard: False,IntPtr& surface: (out),IntPtr sharedHandle: 0) CreateDepthStencilSurface(IntPtr devicePointer: 147414976,IntPtr sharedHandle: 0) Clear(IntPtr devicePointer: 147414976,Int32 count: 0,IntPtr rects: (Empty),ClearFlags flags: Target,ColorBGRA color: A:0 R:0 G:0 B:0,Single z: 1,Int32 stencil: 0) Clear(IntPtr devicePointer: 147414976,Int32 stencil: 0) BeginScene(IntPtr devicePointer: 147414976) Clear(IntPtr devicePointer: 147414976,ClearFlags flags: ZBuffer,Int32 stencil: 0) BeginScene(IntPtr devicePointer: 147414976)
与此CreateVertexDeclaration()最相似的方法签名似乎是Clear().这是我对Clear()的实现:
private Result Clear(IntPtr devicePointer,int stencil) { try { var structSize = Marshal.SizeOf(typeof (Rectangle)); var structs = new Rectangle[count]; for (int i = 0; i < count; i++) { structs[i] = (Rectangle) Marshal.PtrToStructure(rects,typeof (Rectangle)); } // Seems to work fine,not sure why it doesn't work for CreateVertexDeclaration var rectangles = structs; Log.LogMethodSignatureTypesAndValues(devicePointer,count,rectangles.PrintTypesNamesValues(),flags,color,z,stencil); GetOrCreateDevice(devicePointer); if (rectangles.Length == 0) Device.Clear(flags,stencil); else Device.Clear(flags,stencil,rectangles); } catch (Exception ex) { Log.Warn(ex.ToString()); } return Result.Ok; }
解决方法
[StructLayout(LayoutKind.Sequential,Pack = 2 )] public partial struct VertexElement { ... }
此外,如果你想确定元帅,更喜欢使用不安全的Marshal.StructureToPtr或任何其他的编组方法(当结构直接映射到C#等价物时).您将避免Marshal性能问题,并且您将确定内存布局(假设结构在c#中正确声明)
public unsafe static void CreateVertexDeclaration(IntPtr devicePointer,IntPtr vertexElementsPtr,out IntPtr vertexDeclaration) { var vertexElements = (VertexElement*)vertexElementsPtr; // Access to all VertexElement (last element is specified by Cmacro D3DDECL_END() in d3d9types.h) ... }