7

目标:将 C++(指向?)的结构数组元帅到 C#。

C++: 创建顶点声明()

   HRESULT CreateVertexDeclaration(
     [in]           const D3DVERTEXELEMENT9 *pVertexElements,
     [out, retval]  IDirect3DVertexDeclaration9 **ppDecl
   );

C#:

我用来定义D3DVERTEXELEMENT9结构。SharpDX 是直接从 DirectX SDK C++ 标头生成的托管 DirectX 库,因此它应该与 COM 互操作非常兼容。实际上,我已经有 10 个其他钩子完美地工作,但这是第一个带有指向结构数组的指针。

以防 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:IntPtr devicePointer作为第一个参数应该不是问题。我有其他 10 个可以成功工作的钩子。

注意:这些是 Direct3D API 挂钩。因此,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:数组只有一个元素,但它的值是默认值(没有意义)。这意味着 , short Stream, short Offset, Type, Method,UsageUsageIndex都是 0(枚举取它们的第一个值)。

2:

CreateVertexDeclaration(IntPtr devicePointer, ref D3DVERTEXELEMENT9[] vertexElements, out IntPtr vertexDeclaration)

结果:数组本身为空。

3:

CreateVertexDeclaration(IntPtr devicePointer, [In, Out] D3DVERTEXELEMENT9[] vertexElements, out IntPtr vertexDeclaration)

同 1。没有好处。

4:

CreateVertexDeclaration(IntPtr devicePointer, D3DVERTEXELEMENT9 vertexElements, out IntPtr vertexDeclaration)

与 1 相同,不会改变任何内容。我得到一个默认结构。如果我打电话也是一样new D3DVERTEXELEMENT9()

5:

CreateVertexDeclaration(IntPtr devicePointer, ref D3DVERTEXELEMENT9 vertexElements, out IntPtr vertexDeclaration)

我忘记了结果,但它没有工作。我认为它实际上使钩子崩溃了。

6:

CreateVertexDeclaration(IntPtr devicePointer, IntPtr vertexElements, out IntPtr vertexDeclaration)

我认为这 #6 或 #1/#2 应该是正确的。我可能搞砸了这种方法的实现?

我尝试使用此代码:

var vertex = (D3DVERTEXELEMENT9)Marshal.PtrToStructure(vertexElements, typeof(D3DVERTEXELEMENT9));

但它不起作用!它与#1 相同。我的编组指针结构是一个默认结构,就像我调用new D3DVERTEXELEMENT9().

7:

CreateVertexDeclaration(IntPtr devicePointer, ref IntPtr vertexElements, out IntPtr vertexDeclaration)

空或零;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。50 个零的字段中可能有一个2字节。但从提供给该方法的 IntPtr 开始,几乎是 49 个字节的零。

这不是问题吗?这是否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,它们要么使程序崩溃,要么给我一个默认数组,就像我调用new D3DVERTEXELEMENT9().

pVertexElements问题:将结构数组从 C++正确编组到 C# 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,此特定数组的长度通过后缀 D3DDECL_END来定义。我不知道如果没有某种传递的长度参数,我应该如何在 C# 中获取相应的数组长度。


其他工作挂钩:

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.

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, [In, Out] PresentParameters presentParameters, out SwapChain swapChain);
CreateCubeTextureDelegate(IntPtr devicePointer, int edgeLength, int levels, Usage usage, Format format, Pool pool, out IntPtr cubeTexture, IntPtr sharedHandle);
...

其他钩子传递参数的日志:

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, Int32 width: 1346, Int32 height: 827, Format format: D24S8, MultisampleType multiSampleType: None, Int32 multiSampleQuality: 0, Boolean discard: False, IntPtr& surface: (out), 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 count: 0, IntPtr rects: (Empty), ClearFlags flags: Target, ColorBGRA color: A:0 R:0 G:0 B:0, Single z: 1, Int32 stencil: 0)
BeginScene(IntPtr devicePointer: 147414976)
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 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 count: 0, IntPtr rects: (Empty), ClearFlags flags: ZBuffer, ColorBGRA color: A:0 R:0 G:0 B:0, Single z: 1, Int32 stencil: 0)
BeginScene(IntPtr devicePointer: 147414976)

与此最相似的方法签名CreateVertexDeclaration()似乎是Clear(). 这是我的实现Clear()

private Result Clear(IntPtr devicePointer, int count, IntPtr rects, ClearFlags flags, ColorBGRA color, float z, 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, color, z, stencil);
                else
                    Device.Clear(flags, color, z, stencil, rectangles);
            }
            catch (Exception ex)
            {
                Log.Warn(ex.ToString());
            }

            return Result.Ok;
        }
4

1 回答 1

3

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

    [StructLayout(LayoutKind.Sequential, Pack = 2)]
    公共部分结构顶点元素{  
     ...
    }

此外,如果您想确定 marshal,请尽可能使用 unsafe,而不是 Marshal.StructureToPtr 或任何其他 marshal 方法(当结构直接映射到 C# 等效项时)。您将避免 Marshal 性能问题,并且您将确定内存布局(假设该结构已在 c# 中正确声明)

public unsafe static void CreateVertexDeclaration(IntPtr devicePointer, IntPtr vertexElementsPtr, out IntPtr vertexDeclaration)
{
    var vertexElements = (VertexElement*)vertexElementsPtr;

    // 访问所有 VertexElement(最后一个元素由 d3d9types.h 中的 Cmacro D3DDECL_END() 指定)
    ...
}
于 2012-11-16T00:53:46.223 回答