困难的编组DirectX数组结构从C到C#

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目标:Marshal C(指向?)的结构数组到C#.

C:CreateVertexDeclaration()

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

首先,SharpDX中的声明使用Pack = 2(而不是Pack = 1):
    [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)
    ...
}

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