I have a native method that has to deliver a byte array to a .NET wrapper. The natove method looks like:
__declspec(dllexport) int WaitForData(unsigned char* pBuffer)
{
return GetData(pBuffer);
}
GetData allocates a memory region using malloc and copies some data (a byte stream) into it. This byte stream was received via a socket connection. The return value is the length of pBuffer.
This method has to be called from .NET. The import declaration looks as follows:
[DllImport("CommunicationProxy.dll")]
public static extern int WaitForData(IntPtr buffer);
[EDIT]
The the P/Invoke Interop Assistant, that dasblinkenlight advised, translates the prototype to the following import signature:
public static extern int WaitForData(System.IntPtr pBuffer)
The result is the same: ptr is 0 after calling the method.
[/EDIT]
Atfer the method was called, the result is extracted:
IntPtr ptr = new IntPtr();
int length = Wrapper.WaitForData(ref ptr);
byte[] buffer = new byte[length];
for(int i = 0;i<length;i++)
{
buffer[i] = System.Runtime.InteropServices.Marshal.ReadByte(ptr, i);
}
Wrapper.FreeMemory(ptr);
The problem is, that the managed variable ptr doesn't contain the value that the native varible pBuffer contains. ptr is always 0 when Wrapper.WaitForData returns although pBuffer pointed to an allocated memory area.
Is there a mistake in the prototype? How does a pointer to a byte array need to be marshalled?
you need to pass a reference to a pointer or 'double pointer' like that
__declspec(dllexport) int WaitForData(unsigned char** pBuffer)
and then change the value of the pointer(because it's passed by value)
*pBuffer = 'something'
other option - return the pointer(then you'll have to handle the int/length some other way)
btw that's why your automatically generated prototype looks like this(doesn't have out, ref modifiers)
Related
I have a library in C++ containing a library returning a Byte* :
typedef unsigned char Byte;
Byte* RotateImage90(Byte* data, int w, int h);
I'm using this library in a program in C# (Xamarin) :
[DllImport("libCpp", EntryPoint = "RotateImage90")]
public static extern IntPtr rotate90(byte[] data, int w, int h);
Byte[] test(Byte[] data, int w, int h)
{
IntPtr ptr = rotate90(data, w, h);
Byte[] img = ????;// <= function missing
return img;
}
It works good, but I don't know how to convert the pointer to a Byte array. Someone know a function to do that ?
A problem of your function interface is that the memory that the function dynamically allocates to return the rotated image byte array, must be allocated with the same memory allocator that the C# side (or whatever client code) will use to release the memory.
In other words, the module that allocates the memory and the module that frees it must use the same allocator.
When I needed to pass some array data between native code and C# code I successfully used Safe Arrays. On the C++ side, you can use ATL's CComSafeArray to simplify the safe array programming; on the other hand, C# and the CLR understand safe arrays well, so it's easy to get the array data in C# and consume it in managed code.
You can use a function like this to produce a safe array of bytes in C++ (in your case, the safe array will store the rotated image data):
extern "C" HRESULT __stdcall ProduceSafeArrayOfBytes(/* [out] */ SAFEARRAY** ppsa)
{
HRESULT hr = S_OK;
try
{
// Create the safe array to be returned to the caller
CComSafeArray<BYTE> sa( /* Element count */);
// Fill the safe array data.
// You can use a simple sa[i] syntax,
// where 'i' is a 0-based index
...
// Return the safe array to the caller (transfer ownership)
*ppsa = sa.Detach();
}
// Convert exceptions to HRESULT return codes
catch (const CAtlException& e)
{
hr = e;
}
catch (const std::exception& )
{
hr = E_FAIL;
}
return hr;
}
On the C# side, you can use this PInvoke signature:
[DllImport("NativeDll.dll", PreserveSig = false)]
public static extern void ProduceSafeArrayOfBytes(
[Out, MarshalAs(UnmanagedType.SafeArray, SafeArraySubType = VarEnum.VT_UI1)]
out byte[] result
);
The VT_UI1 enum field tells the .NET Marshaller that the safe array contains bytes.
You can get the array data in C# with simple code like this:
byte[] data;
ProduceSafeArrayOfBytes(out data);
As you can see, in your C# code you deal with a simple byte[] array; all the proper data marshalling (including freeing memory) happens automatically under the hood.
You can modify the aforementioned skeleton code, adding the other function parameters, like your image width and height.
As an alternative, another option would be developing a tiny bridging layer using C++/CLI, to convert from raw C-style arrays to .NET managed arrays.
Anyway, the note on your DLL function interface to use a common memory allocator for allocating and releasing the array memory is still valid.
As a third option, if you can modify your DLL function interface, you can require the caller to allocate an array and pass it to the DLL function. The function will write the result data in this caller-allocated array.
This would simplify the memory management, as you give the DLL function a block of memory that is already allocated by the caller. The caller will have the responsibility for both allocating and releasing that memory.
So, your DLL function would look like this:
extern "C" void __cdecl RotateImage90(Byte* result, Byte* data, int width, int height);
The result array is allocated by the caller, who is also responsible to free it.
The function just writes its output in this caller-allocated array.
PInvoke would look like this:
[DllImport("NativeDll.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void RotateImage90(byte[] result, byte[] data, int width, int height);
I have native C++ dll with function that finds the number of cameras connected to the computer and returns their serial number. I am trying to use native C++ dll in C# application but I keep getting the Access Violation error(Attempted to read or write protected memory).
The function in question is
uint32_t GetSerialNumList(char** theBufList, int theBufSize, int theListLength);
The way I am using PInvoke is as follows:
[DllImport(CameraDll, EntryPoint = "GetSerialNumList", CallingConvention = CallingConvention.Cdecl)]
private static extern uint GetSerialNumList(out byte[] pBuf, int BufSize, int ListLength);
If I create native C++ application to use the dll and use the function as follows:
char* theSerialNumb;
theSerialNumb = (char *) malloc(sizeof(char)* 8);
status = TRI_GetSerialNumList(&theSerialNumb, 8, 1);
It works fine however, if I use as follows in C# it give me above mentioned error:
byte[] BufList;
BufList = new byte[8];
rv = GetSerialNumList(out BufList, 8, 1);
The parameter you're passing in c# is a pointer to a byte array. What you're passing in c++ is a pointer to a pointer to a byte array. Also, in the C++ example, you're passing data to the function, but in the C# example, you're passing it as an out instead of a ref.
Although I'm not sure this would work, I would try to create a struct containing a byte array and pass the struct to the external function.
To answer some of the above comments, these functions typically modify memory passed to it rather than try to allocate additional memory due to the different ways programs create heaps.
The first thing I'd check is the C# import signature being used. There's the P/Invoke Interop Assistant tool available for free here.
Loading your function signature into the tool, translates it to:
public partial class NativeMethods {
/// Return Type: unsigned int
///theBufList: char**
///theBufSize: int
///theListLength: int
[System.Runtime.InteropServices.DllImportAttribute("<Unknown>", EntryPoint="GetSerialNumList")]
public static extern uint GetSerialNumList(ref System.IntPtr theBufList, int theBufSize, int theListLength) ;
}
The second thing, is that since you are allocating memory for the buffer in the C++/native version; perhaps you need to pass a pre-allocated buffer as well, when using C#.
Hope this helps.
Okay, I took pointers from Russell and kvr and did some digging around and following is the scheme that I came up with.
Original native function call:
uint32_t GetSerialNumList(char** theBufList, int theBufSize, int theListLength);
The way I am using PInvoke is as follows:
[DllImport(CameraDll, EntryPoint = "GetSerialNumList", CallingConvention = CallingConvention.Cdecl)]
private static extern int GetSerialNumList(ref IntPtr pBuf, int BufSize, int ListLength);
byte[] BufIn;
BufIn = new byte[8 * ListLength];
IntPtr pBuf = IntPtr.Zero;
pBuf = Marshal.AllocHGlobal(8 * ListLength);
Console.WriteLine("Calling GetSerialNumList");
rv = GetSerialNumList(ref pBuf, 8, ListLength);
Marshal.Copy(pBuf, BufIn, 0, 8*ListLength);
I feel this is somewhat long, but it gives me the desired result.
I need to pass a buffer containing audio stream from C# to native dll. Buffer resides in struct. It's desirable that buffer will pass via interface & not via disk path. I've seen this method:
// native
struct MyStruct
{
short* buffer
}
void Foo(MyStruct *myStruct);
// managed
[StructLayout(LayoutKind.Sequential)]
public struct MyStruct
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst=1000)]
public short[] buffer;
}
[DllImport("My.dll")]
public static extern void Foo(ref MyStruct myStruct);
First question is if this code is correct for short* buffer of size up to 1K shorts?
Second, size is unkown in advance: do I need to set maximum size in SizeConst (could be several MB)?
First of all, the two structures in your question don't match. The C# structure would match
struct MyStruct
{
short arr[1000];
};
That's what ByValArray means – an array allocated inline in the structure.
If the size is dynamic (that is only known at runtime), then you probably should not expect to get the marshaller to handle this for you. You certainly don't want to force marshalling to a constant sized buffer every time because that will be inefficient. In fact you really want to avoid copying the buffer around at all. And the p/invoke marshaler has an upper limit on the size of objects that it is prepared to marshal.
It is going to be far cleaner and efficient to pin the array manually, and pass its address. And you should also pass the length of the array so that the C++ code knows how much it is expected to read.
On the C++ side:
struct BufferStruct
{
int len;
short* arr;
};
void Foo(const BufferStruct buffer);
On the C# side:
[StructLayout(LayoutKind.Sequential)]
public struct BufferStruct
{
public int len;
public IntPtr arr;
}
[DllImport("My.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void Foo(BufferStruct buffer);
Then you call the function like this:
short[] arr = ...;
GCHandle gch = GCHandle.Alloc(arr, GCHandleType.Pinned);
try
{
BufferStruct buffer;
buffer.len = buffer.Length;
buffer.arr = gch.AddrOfPinnedObject();
Foo(buffer);
}
finally
{
gch.Free();
}
All of this would be easier still if you did not force the array into a struct. If you passed the length and array as parameters, then the marshaller would pin the array for you and make the code even simpler.
I am wrapping a c++ dll which does high quality sample rate conversion in c# and I am not sure what kind of type I should use for the op0 parameter. A C++ wrapper would call it like this:
int _cdecl process(double* const ip0, int l, double*& op0)
The documentation says about the parameter:
"#param[out] op0 This variable receives the pointer to the resampled data.
This pointer may point to the address within the "ip0" input buffer, or to
*this object's internal buffer. In real-time applications it is suggested
to pass this pointer to the next output audio block and consume any data
left from the previous output audio block first before calling the
process() function again. The buffer pointed to by the "op0" on return may
be owned by the resampler, so it should not be freed by the caller."
What I would like to do is the following:
[DllImport("r8bsrc.dll", EntryPoint="process", CallingConvention = CallingConvention.Cdecl)]
public static extern int Process([in] double[] ip0,
int length,
[out] double[] op0);
But I am pretty sure this would not work, since the marshaller cannot know how big the memory behind op1 is, or am I wrong?
So I guess I have to copy the values behind op1 back to a managed array myself. Maybe:
[DllImport("r8bsrc.dll", EntryPoint="process", CallingConvention = CallingConvention.Cdecl)]
public static extern int Process([in] double[] ip0,
int length,
out IntPtr op0); //or do i need out double* ?
And then wrap it again with:
private IntPtr FOutBufferPtr; //reuse it as recommeded
public int Process(double[] input, out double[] output)
{
var outSamples = R8BrainDLLWrapper.Process(input, input.Length, out FOutBufferPtr);
output = new double[outSamples];
Marshal.Copy(FOutBufferPtr, output, 0, outSamples);
}
What is the optimal way which involves the least number of copies?
EDIT2:
This is the current code, it works perfectly:
public int Process(double[] input, ref double[] output)
{
//pin the input during process
var pinnedHandle = GCHandle.Alloc(input, GCHandleType.Pinned);
//resample
var outSamples = R8BrainDLLWrapper.Process(FUnmanagedInstance, pinnedHandle.AddrOfPinnedObject(), input.Length, out FOutBufferPtr);
//copy to output array
if(output.Length < outSamples)
output = new double[outSamples];
Marshal.Copy(FOutBufferPtr, output, 0, outSamples);
//free pin
pinnedHandle.Free();
return outSamples;
}
The signature is now:
[DllImport("r8bsrc.dll", EntryPoint="r8b_process", CallingConvention = CallingConvention.Cdecl)]
public static extern int Process(IntPtr instance,
IntPtr ip0,
int length,
out IntPtr op0);
#param[out] op0
This variable receives the pointer to the resampled data. This pointer may point to the address within the "ip0" input buffer, or to *this object's internal buffer. In real-time applications it is suggested to pass this pointer to the next output audio block and consume any data left from the previous output audio block first before calling the process() function again. The buffer pointed to by the "op0" on return may be owned by the resampler, so it should not be freed by the caller.
This immediately presents a constraint on ip0. You must arrange that the buffer that ip0 points to is stable beyond the end of the call to the function. That implies that you must pin it before calling the function. Which in turn implies that it must be declared as IntPtr.
For op0, this points to either memory owned by the resampler, or to a location within the ip0 input buffer. So, again you are going to have to use an IntPtr, this time an out parameter.
So, the declaration must be:
[DllImport("r8bsrc.dll", EntryPoint="process",
CallingConvention = CallingConvention.Cdecl)]
public static extern int Process(IntPtr ip0, int length, out IntPtr op0);
And as discussed above, the pointer you pass in ip0 must be obtained using the GCHandle class so that you can pin the array.
In the past, I have passed a byte array from a C# method to an unmanaged C++ function. I am now trying to pass a pointer to a buffer of type unsigned char from a C++ method back into a C# method using reverse PInvoke, which uses a callback to get back to the C# code. I have tried several different ideas - like passing Ref Byte, Byte *, and IntPtr for the 2nd argument, but none of them seem to work. Here is my test code for using IntPtr:
C# code:
namespace TestPInvoke
{
class Program
{
static void Main(string[] args)
{
foo f = new foo();
f.DispMsg();
}
}
unsafe public class foo
{
public delegate void callback(int NumBytes, IntPtr pBuf);
public static void callee(int NumBytes, IntPtr pBuf)
{
System.Console.WriteLine("NumBytes = " + NumBytes.ToString() + ", pBuf = ");
String s = "";
Byte* p = (Byte*)pBuf.ToPointer();
for (int Loop = 0; Loop < 50; Loop++)
{
s += p++->ToString() + " ";
}
System.Console.WriteLine(s);
}
public void DispMsg()
{
caller(new callback(foo.callee));
}
[DllImport(#"C:\Users\Bob\Documents\Visual Studio 2008\Projects\AttackPoker1\Win32Client\TestPInvoke\bin\Debug\TestPInvokeDLLCPP.dll", CallingConvention = CallingConvention.StdCall)]
public static extern void caller(callback call);
}
}
C++ code:
#include <stdio.h>
#include <string.h>
typedef unsigned char Byte;
typedef void (__stdcall *callback)(const int bytesInMsg, Byte* pintBuf);
extern "C" __declspec(dllexport) void __stdcall caller(callback call)
{
// Debug Test on how to pass a pointer to a byte buffer to a C# method.
Byte* pBuf = new Byte[50];
// Initialize the buffer to something.
Byte* p = pBuf;
for (Byte Loop = 0; Loop < 50; Loop++)
*p = Loop;
// Initiate the callback into the C# code.
call(50, pBuf);
// Delete pBuf later.
}
When the C++ code calls the C# callback callee method, the bytesInMsg argument is correct. But, the returned pointer does not point to the start of the buffer. Dereferencing the pointer always seems to point to the last value in the buffer (49 or 0x31), but after looking at it in the memory window, the rest of the bytes both before and after are garbage.
Does anyone have any suggestions on how I can get this to work without marshaling a large array? What I'm hoping to do is pass a pointer to a large buffer created on the C++ side one time to a C# class that will then be able to read data from that buffer efficiently.
If this can not be done, then I will have to allocate the memory buffers from C#, pin them, and pass them into the C++ methods.
All the pinvoke is fine and works properly. You just have a silly bug in your C++ code, you are forgetting to increment the pointer so you only ever set the first element of the array. Use
*p++ = Loop;
Or the more sane version that simply indexes the array:
// Initialize the buffer to something.
for (int ix = 0; ix < 50; ++ix)
pBuf[ix] = ix;