I'm trying to pass raw texture data from Texture2D (byte array) to unmanaged C++ code. In C# code array length is about 1,5kk, however in C++ 'sizeof' always returns 8.
C# declaration of native method :
[DllImport("LibName", CallingConvention = CallingConvention.Cdecl)]
static extern IntPtr ProcessData(byte[] data);
C++:
extern "C" {
__declspec(dllexport) void ProcessData(uint8_t *data) {
//sizeof(data) is always 8
}
}
What am I doing wrong? Is there is a way to pass array without additional memory allocation in C++ code?
Few things you need to do with your current code:
1 .You have to send the size of the array to the C++ plugin in another parameter as UnholySheep mentioned.
2 .You also have to pin the array before sending it to the C++ side. This is done with the fixed
keyword or GCHandle.Alloc
function.
3 .If the C++ function has a void return type, your C# function should also have the void return type.
Below is a corrected version of your code. No additional memory allocation is performed.
C#:
[DllImport("LibName", CallingConvention = CallingConvention.Cdecl)]
static extern void ProcessData(IntPtr data, int size);
public unsafe void ProcessData(byte[] data, int size)
{
//Pin Memory
fixed (byte* p = data)
{
ProcessData((IntPtr)p, size);
}
}
C++:
extern "C"
{
__declspec(dllexport) void ProcessData(unsigned char* data, int size)
{
//sizeof(data) is always 8
}
}
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