Open VentuzTammoHinrichs opened 1 month ago
I suspect this change is a fallout of improving support in other areas where we discovered certain interop rules had to be honored, and this was an area where we weren't fully following the rules, causing failures in at least some cases.
I'll leave this active till we have a chance to confirm.
having the same issue with D3D11 after updating from 0.3.49-beta to 0.3.106
Same for me. It's actually a showstopper for upgrading nuget packages.
It wasn't that hard to work around this issue. Just had to spend the month learning x64 ASM and how to reverse engineer Windows binaries. Then produced the following elegant and idiomatic C# code which is required to both retain managed and unmanaged copies of the same COM objects, and properly handle both of their lifetimes. My new favorite part of coding in C# with projections is all the time one gets to spend reading and writing assembly.
[Guid("94D99BDB-F1F8-4AB0-B236-7DA0170EDAB1"), InterfaceType(ComInterfaceType.InterfaceIsIUnknown), ComImport()]
internal interface IDXGISwapChain3Extra : IDXGISwapChain3
{
void _VtblGap_6();
unsafe void GetBufferRaw(uint Buffer, Guid* riid, void** ppSurface);
}
List<ID3D12Resource> gSurfaces = new List<ID3D12Resource>();
List<nint> gSurfacesRaw = new List<nint>();
// ...
guid = typeof(ID3D12Resource).GUID;
void* ppSurface;
gSwapChain.GetBufferRaw(i, &guid, &ppSurface);
gSurfacesRaw.Add((nint)ppSurface);
gSurfaces.Add((ID3D12Resource)Marshal.GetObjectForIUnknown((nint)ppSurface));
gDevice.CreateRenderTargetView(gSurfaces.Last(), null, rtvHandle);
// ...
ID3D12Resource_unmanaged* p = (ID3D12Resource_unmanaged*)gSurfacesRaw[(int)gFrameIndex];
D3D12_RESOURCE_BARRIER[] b = [
new() {
Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
Anonymous = new()
{
Transition = new()
{
pResource = p,
Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
StateBefore = D3D12_RESOURCE_STATE_PRESENT,
StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET,
}
}
}
];
gCommandList.ResourceBarrier(1, b);
// ...
void ResizeBuffers(nint lParam)
{
if (gSwapChain != null && gFence != null && gSurfaces.Count > 0)
{
WaitForPreviousFrame();
for (int i = 0; i < 2; i++)
{
Marshal.ReleaseComObject(gSurfaces[i]);
((ID3D12Resource_unmanaged*)gSurfacesRaw[(int)i])->Release();
}
gSurfaces.Clear();
gSurfacesRaw.Clear();
// ...
Guid guid = typeof(ID3D12Resource).GUID;
void* ppSurface;
gSwapChain!.GetBufferRaw(i, &guid, &ppSurface);
gSurfacesRaw.Add((nint)ppSurface);
gSurfaces.Add((ID3D12Resource)Marshal.GetObjectForIUnknown((nint)ppSurface));
gDevice.CreateRenderTargetView(gSurfaces.Last(), null, rtvHandle);
Actual behavior
COM Out arguments in methods in the Graphics.DXGI and .D3D11 namespaces are now
I..._unmanaged**
(instead ofout I...
in 0.3.49beta). Look at e.g. all theCreate*
functions inID3D11Device
.Note that this doesn't apply to top level functions such as
D3D11CreateDevice
. Those still work as expected.Expected behavior
I'd really like to have the managed out arguments back if possible.
Repro steps
NativeMethods.txt
content:NativeMethods.json
content (if present):Context
CsWin32 version: 0.3.106 Target Framework: net8.0