How to use CommandBuffer.IssuePluginCustomBlit on Unity Engine? - c#

On Unity Engine, I'm trying to convert an image effect (from the asset store) from the camera event OnRenderImage(RenderTexture source, RenderTexture destination) to a camera command buffer (UnityEngine.Rendering.CommandBuffer)(to control the rendering order of all the effects stack).
The image effect rendering C# method is pretty complicated and I would rather not modify it (redoing the effect from scratch might be faster).
So the ideal solution would be calling the effect rendering C# method by a command buffer triggered event.
CommandBuffer.IssuePluginCustomBlit looks like a solution, but I can't find any example how to set it up.
It references a callback method, a source render texture and a destination render texture.
There are examples of the method call (especially in the VRWorks plugin) :
buffer.IssuePluginCustomBlit(PluginExtGetIssueEventCallback(), (UInt32)command, source, dest, commandParam, commandFlags);
[DllImport("GfxPluginVRWorks32", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.StdCall)]
private static extern IntPtr PluginExtGetIssueEventCallback();
Nonetheless, I have no clue how the PluginExtGetIssueEventCallback is built and how it implement the source and destination render textures.
If someone would have an example to share of how to use CommandBuffer.IssuePluginCustomBlit and to create a callback method, it would be appreciated.
Thanks!

I would suggest CommandBuffer.Blit() instead. You can easily use custom shaders with it.
To create a native render plugin you would need to write separate implementations of it for each 3d api (d3d11, d3d12, vulkan, metal) for each platform you want to support (windows, android, ios). All of this in c++ except for apple where you would rather use objective c. You would also have to write your own shaders for each 3d api separately.
Just look at this small example here:
https://github.com/Unity-Technologies/NativeRenderingPlugin
Bear in mind that Unity native render plugin API is very poorly documented. You're pretty much on your own.

I struggled to find it, but this seems to work:
In your C#:
...
cmd.IssuePluginCustomBlit(GetCustomBlitCallback(), 0, source, destination, 0, 0);
...
private const string PluginName = "UnityRendering";
[DllImport(PluginName, CallingConvention = CallingConvention.StdCall)]
private static extern IntPtr GetCustomBlitCallback();
In your native plugin:
#include "Unity/IUnityRenderingExtensions.h"
extern "C" UNITY_INTERFACE_EXPORT void UNITY_INTERFACE_API CustomBlit(unsigned int command, UnityRenderingExtCustomBlitParams* iParams)
{
...
}
typedef void(UNITY_INTERFACE_API* UnityRenderingCustomBlit)(
unsigned int command,
UnityRenderingExtCustomBlitParams* iParams);
extern "C" UNITY_INTERFACE_EXPORT UnityRenderingCustomBlit UNITY_INTERFACE_API
GetCustomBlitCallback()
{
return CustomBlit;
}

Related

how to pass window handle to c++ win32 dll from C#

I have one project which capture images from multiple cameras which is in C++ .I want to use that project in my new project which is in C#.I had made dll of that project.My question is ,how can i use that dll in my project.I know by passing window handle to C++ dll we can use it but i dont know how to do it and what changes should i make in dll.
Please forgive ,if it is foolish question.
I had the exact problem as you and this article helped me.
http://blogs.msdn.com/b/jonathanswift/archive/2006/10/03/dynamically-calling-an-unmanaged-dll-from-.net-_2800_c_23002900_.aspx
To pass the handle, you can add another function in C++ end. Something like,
(in the header)
extern "C" __declspec(dllexport) void SetParent(HWND hWnd);
To use the SetParent in C#
class Program
{
...
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void SetParent(IntPtr hWnd);
public void testMethod()
{
...
IntPtr getAddress = NativeMethods.GetProcAddress(pDll, "SetParent");
...
SetParent setParent = (SetParent)Marshal.GetDelegateForFunctionPointer(getAddress, typeof(SetParent));
setParent(this.Handle);
...
}
}
If your C++ project is already in a DLL you can call any functions that it exports using P/Invoke. You will have to declare the method in your C# assembly as shown below, but then you can call it like a standard static method.
[DllImport("YourDllsName.dll")]
public static extern bool FunctionThatAWindowHandleAndReturnsBool(IntPtr hWnd);
Depending on the types of parameters that your C++ DLL's functions take the marshaling of the .Net datatypes to C data types can get complicated.

Function Parameters for LabVIEW DLL

I am trying to call a function from a DLL generated in LabVIEW. I thought this was going to be far more straightforward than it is turning out to be. The function is described below:
void __cdecl Device_Init(char DevName[]);
So in my C# code I am trying the following:
[DllImport(#"Device.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void Device_Init(StringBuilder name);
I call this in my application by simply using the following:
StringBuilder devName = new StringBuilder(DeviceName);
Device_Init(devName);
Rather than getting any initialization on my device, I see a LabVIEW vi window pop up that has a title akin to a different method within the dll (i.e. AF1_GetPressure.vi). The application then hangs with this LabVIEW window popped up and I have to exit the debugging session.
I guess my question is how my function signature might be erroneous... I used StringBuilder as I found an example on the NI website that seemed to indicate that LabVIEW requires this variable type to better ascertain the number of characters in the array. http://www.ni.com/example/31050/en/
I have tried all kinds of different combinations of parameter types but I simply can't seem to get this to work. If I try calling the dll from C++ then I can get things to work. Although, oddly, I had to dynamically load the dll in C++ because I was getting a dll initialization failure when I tried to load it with the application.
Any help would be greatly appreciated!
I was able to build a DLL with LabView 2012, and import it into a .NET 4.0 console application, call the function, and receive a result. Here is a screenshot of the VI:
And here is the import statement in C#:
[DllImport(#"SharedLib.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern int StringLength(string str);
I would recommend trying something very simple like this and see if you can get it working.
I should note that I tried passing my parameter as a StringBuilder object and that worked as well - and I didn't expect it to!
Also, I recommend posting this question on the LabView forums. I was always able to get a very quick response there, and I think with LabView, you're likely to get a better response there than StackOverflow.
As requested, here are the contents of the .h file generated by LabView:
#include "extcode.h"
#pragma pack(push)
#pragma pack(1)
#ifdef __cplusplus
extern "C" {
#endif
/*!
* StringLength
*/
int32_t __cdecl StringLength(char String[]);
long __cdecl LVDLLStatus(char *errStr, int errStrLen, void *module);
#ifdef __cplusplus
} // extern "C"
#endif
#pragma pack(pop)

How to hack Win32 API to get character limit to 32K

I want to use prefix \\\?\ as stated in this msdn BCL Team Blog, Long Paths in .NET, Part 2 of 3: Long Path Workarounds [Kim Hamilton]
Even after going through it again and again, I couldn't figure out how to actually use this feature, wondering if anyone can tell me simplest way to use it and how.
Note: I want to use it for creating a directory
You have to use Win32 functions and P/Invoke to achieve this. Use the Unicode version of the API.
Here's what you're looking for:
[DllImport("kernel32.dll", CharSet = CharSet.Unicode)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool CreateDirectory(string lpPathName, IntPtr lpSecurityAttributes);
public static void CreateDir(string dirPath)
{
if (!CreateDirectory(#"\\?\" + dirPath, IntPtr.Zero))
{
throw new IOException("Could not create dir");
}
}
CreateDirectory method
More information about how naming works in Windows

Use c++ libraries at C#

I'm working myself on a project, because performance is important i want to write some part of the code on c++ and want to call c++ codes from C#. I will write c++ library and want to write a C# wrapper, how can i do it? Have you any suggestion where i should begin to study? [any website, any link, any book]
Thanks !
Example:
Windows:
[DllImport("User32.dll")]
public static extern void SetWindowText(int h, String s);
Linux:
[System.Runtime.InteropServices.DllImport("/root/Desktop/q3noclient/libnoclient.so")]
static extern int DisconnectClient (string strServerIP, int iServerPort, string strClientIP, int iClientPort);
C#:
[DllImport("Comdlg32.dll", CharSet=CharSet.Auto, SetLastError=true)]
private static extern bool GetSaveFileName(ref OPENFILENAME lpofn);
VB.NET:
<DllImport("Comdlg32.dll", CharSet:=CharSet.Auto, SetLastError:=True)> _
Private Shared Function GetSaveFileName(ByRef lpofn As OPENFILENAME) As Boolean
End Function
You need to either make C style imports for P/Invoke to use, like
void World_Hello(World* self) { self->Hello(); }
or investigate CallingConvention.ThisCall. Thanks to name mangling, if you want to be portable to other OSes the former is a better choice.
Take a look at C++/CLI. I would recommend C++/CLI in Action by Nishant Sivakumar. Also, check this link out: http://msdn.microsoft.com/en-us/magazine/cc163855.aspx#S7

Dynamically loading a dll in C#

I have a window to use for editing. The editor should load a dll (which I have full control of) in response to the user's selection to know how to display the information visually.
(They're dll's, as a user will not necessarily want or need every single display model, and also allow new ones to be added without messing around with the main project)
They will all simply be stored in a subdirectory (for now anyway)
I'm pretty sure I can enumerate the available dlls but I need to do 2 more things that I'm not sure on
1) Some way to get metadata from\on the dll, so I can build the lists of possible display selections...
2) Load the selected dll, and unload it as necessary
Any suggestions would be greatly appreciated.
If you are using raw dll's and not .NET assemblies then here are some handy P/Invokes for you:
[DllImport("kernel32.dll", CharSet=CharSet.Auto)]
private static extern IntPtr LoadLibrary(string lpFileName);
[DllImport("kernel32.dll", CharSet=CharSet.Auto)]
private static extern void SetDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet=CharSet.Auto)]
privatestatic extern int GetModuleFileName(IntPtr module, [Out] StringBuilder fileName, int size);
[DllImport("kernel32.dll", CharSet=CharSet.Auto)]
private static bool FreeLibrary(IntPtr module);
[DllImport("kernel32.dll", CharSet=CharSet.Auto)]
private IntPtr GetProcAddress(IntPtr hModule, string lpProcName);
Note that SetDllDirectory may need some protection as it is not available on all versions of windows (Windows 2000, in particular doesn't have it).
And in use:
SetDllDirectory(candidateFolder);
IntPtr dllHandle = LoadLibrary(dllName);
if (dllHandle != IntPtr.Zero)
{
_dllHandle = dllHandle;
_location = candidateFolder;
_fullPath = Path.Combine(candidateFolder, dllName);
IntPtr p = GetProcAddress(_dllHandle, procName);
if (p == IntPtr.Zero)
throw new ArgumentException("procName");
SomeDelegateType d = (SomeDelegateType)Marshal.GetDelegateForFunctionPointer(p, typeof(SomeDelegateType));
d(/* args */);
}
otherwise, you will be using Assembly methods. Looking at assembly level attributes or object level attributes is a good way to get extra information, although if what you want is a plug-in system, you should use a plug-in system, like the Managed Add-In Framework at CodePlex. See also this SO question and answer.
Take a look at the Castle Windsor framework. It is designed to handle all of your requirements including DLL unloading. It's also free and open source.
I don't know if changing how your program works is an option, but, you could use dependency injection for this, as long as they adhere to a certain interface.
The user selects, you dynamically set class to be loaded, and then just get an instance of the class.
I am not dealing with the unloading, I am just thinking about how you could possibly get classes, and since plinth already gave links to the functions for actually handling the dll, I think I will just end here.
For a native module, the simplest way to get "metadata" would be to define some C-exported (non-name-mangled) functions that return the information you want. At their simplest, these would return pointers to static data within the modules, e.g.:
extern "C" const char* GetModuleDescription();
...
const char* GetModuleDescription() { return "Dummy Module"; }
You would then load each ".dll" file in the directory using LoadLibrary, load and call your known exports from it using GetProcAddress. If you can't load a file or find the exports, then it's not a valid plugin module, so skip it.
Once you're done with a module, you can call FreeLibrary. Windows will then unload the module from your address space.
OK, I;ve figured out I need to use a second AppDomain, load the dll into that, and then I can unload the AppDomain as required.
string SignalSystemDLLPath = AppDomain.CurrentDomain.BaseDirectory + MyApp.Properties.Resources.SystemModuleFolder;
AppDomainSetup info = new AppDomainSetup();
info.ApplicationBase = DLLPath;
DLLDomain = AppDomain.CreateDomain("EditorDomain", null, info);
DLLPath is set to the subdir that holds the dll's.
I then foreach on all the dll's to get the AssemblyName, then later
I use
DLLDomain.Load(SelectedAssemblyName)
to load the DLL. I keep getting FileNotFound exceptions though.
After much googling I've decided its to much work at the moment, and I can refactor it later If I really need to do it...
Thank you for your replies though!
Found out how to do this very easy using MEF, simply use a DirectoryCatalog pointed at your plugin dir, and as long as you have matching [Export]s and [Import]s it works great.

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