IL2CPP Internals: P/Invoke Wrappers
This is the sixth post in the IL2CPP Internals series. In this post, we will explore how il2cpp.exe generates wrapper methods and types
use for interop between managed and native code. Specifically, we will look at the difference between blittable and non-blittable types,
understand string and array marshaling, and learn about the cost of marshaling.
I’ve written a good bit of managed to native interop code in my days, but getting p/invoke declarations right in C# is still difficult,
to say the least. Understanding what the runtime is doing to marshal my objects is even more of a mystery. Since IL2CPP does most of its
marshaling in generated C++ code, we can see (and even debug!) its behavior, providing much better insight for troubleshooting and
performance analysis.
This post does not aim to provide general information about marshaling and native interop. That is a wide topic, too large for one post.
The Unity documentation discusses how
native plugins
interact with Unity.Both
Mono and
Microsoft
provide plenty of excellent information about p/invoke in general.
As with all of the posts in this series, we will be exploring code that is subject to change and, in fact, is likely to change in a
newer version of Unity. However, the concepts should remain the same. Please take everything discussed in this series as implementation
details. We like to expose and discuss details like this when it is possible though!
The setup
For this post, I’m using Unity 5.0.2p4 on OSX. I’ll build for the iOS platform, using an “Architecture” value of “Universal”.
I’ve built my native code for this example in Xcode 6.3.2 as a static library for both ARMv7 and ARM64.
The native code looks like this:
#include
#include
extern "C" {
int Increment(int i) {
return i + 1;
}
bool StringsMatch(const char* l, const char* r) {
return strcmp(l, r) == 0;
}
struct Vector {
float x;
float y;
float z;
};
float ComputeLength(Vector v) {
return sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
}
void SetX(Vector* v, float value) {
v->x = value;
}
struct Boss {
char* name;
int health;
};
bool IsBossDead(Boss b) {
return b.health == 0;
}
int SumArrayElements(int* elements, int size) {
int sum = 0;
for (int i = 0; i < size; ++i) {
sum += elements[i];
}
return sum;
}
int SumBossHealth(Boss* bosses, int size) {
int sum = 0;
for (int i = 0; i < size; ++i) {
sum += bosses[i].health;
}
return sum;
}
}
The scripting code in Unity is again in the HelloWorld.cs file. It looks like this:
void Start () {
Debug.Log (string.Format ("Using a blittable argument: {0}", Increment (42)));
Debug.Log (string.Format ("Marshaling strings: {0}", StringsMatch ("Hello", "Goodbye")));
var vector = new Vector (1.0f, 2.0f, 3.0f);
Debug.Log (string.Format ("Marshaling a blittable struct: {0}", ComputeLength (vector)));
SetX (ref vector, 42.0f);
Debug.Log (string.Format ("Marshaling a blittable struct by reference: {0}", vector.x));
Debug.Log (string.Format ("Marshaling a non-blittable struct: {0}", IsBossDead (new Boss("Final Boss", 100))));
int[] values = {1, 2, 3, 4};
Debug.Log(string.Format("Marshaling an array: {0}", SumArrayElements(values, values.Length)));
Boss[] bosses = {new Boss("First Boss", 25), new Boss("Second Boss", 45)};
Debug.Log(string.Format("Marshaling an array by reference: {0}", SumBossHealth(bosses, bosses.Length)));
}
Each of the method calls in this code are made into the native code shown above. We will look at the managed method declaration for each
method as we see it later in the post.