C#: Initial NativeAOT support
This commit adds initial support for games exported as NativeAOT shared libraries. At this moment, the NativeAOT runtime is experimental. Additionally, Godot is not trim-safe as it still makes some use of reflection. For the time being, a rd.xml file is needed to prevent code triming: ``` <Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata"> <Application> <Assembly Name="GodotSharp" Dynamic="Required All" /> <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" /> </Application> </Directives> ``` These are the csproj changes for publishing: ``` <PropertyGroup> <NativeLib>Shared</NativeLib> </PropertyGroup> <ItemGroup> <RdXmlFile Include="rd.xml" /> <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" /> </ItemGroup> ``` More info: - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
This commit is contained in:
parent
18f805b3aa
commit
4b90d16250
10 changed files with 133 additions and 54 deletions
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@ -2179,7 +2179,9 @@ bool CSharpScript::_update_exports(PlaceHolderScriptInstance *p_instance_to_upda
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if (exports_invalidated)
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#endif
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{
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#ifdef TOOLS_ENABLED
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exports_invalidated = false;
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#endif
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changed = true;
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@ -2222,6 +2224,7 @@ bool CSharpScript::_update_exports(PlaceHolderScriptInstance *p_instance_to_upda
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}
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});
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#ifdef TOOLS_ENABLED
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GDMonoCache::managed_callbacks.ScriptManagerBridge_GetPropertyDefaultValues(this,
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[](CSharpScript *p_script, GDMonoCache::godotsharp_property_def_val_pair *p_def_vals, int32_t p_count) {
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for (int i = 0; i < p_count; i++) {
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@ -2233,6 +2236,7 @@ bool CSharpScript::_update_exports(PlaceHolderScriptInstance *p_instance_to_upda
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p_script->exported_members_defval_cache[name] = value;
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}
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});
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#endif
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}
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}
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@ -26,14 +26,16 @@ namespace GodotPlugins.Game
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{
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internal static partial class Main
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{
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[UnmanagedCallersOnly]
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private static godot_bool InitializeFromGameProject(IntPtr outManagedCallbacks)
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[UnmanagedCallersOnly(EntryPoint = ""godotsharp_game_main_init"")]
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private static godot_bool InitializeFromGameProject(IntPtr godotDllHandle, IntPtr outManagedCallbacks)
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{
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try
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{
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DllImportResolver dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
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var coreApiAssembly = typeof(Godot.Object).Assembly;
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NativeLibrary.SetDllImportResolver(coreApiAssembly, GodotDllImportResolver.OnResolveDllImport);
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NativeLibrary.SetDllImportResolver(coreApiAssembly, dllImportResolver);
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ManagedCallbacks.Create(outManagedCallbacks);
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@ -197,10 +197,6 @@ namespace GodotTools.Build
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// Logger
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AddLoggerArgument(buildInfo, arguments);
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// Trimming is not supported for dynamically loaded assemblies, as is our case with self hosting:
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// https://github.com/dotnet/runtime/blob/main/docs/design/features/native-hosting.md#incompatible-with-trimming
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arguments.Add("-p:PublishTrimmed=false");
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// Custom properties
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foreach (string customProperty in buildInfo.CustomProperties)
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{
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@ -134,7 +134,16 @@ namespace GodotTools.Export
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throw new Exception("Failed to build project");
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}
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if (!File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.dll")))
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string soExt = ridOS switch
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{
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OS.DotNetOS.Win or OS.DotNetOS.Win10 => "dll",
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OS.DotNetOS.OSX or OS.DotNetOS.iOS => "dylib",
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_ => "so"
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};
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if (!File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.dll"))
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// NativeAOT shared library output
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&& !File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.{soExt}")))
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{
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throw new NotSupportedException(
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"Publish succeeded but project assembly not found in the output directory");
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@ -44,7 +44,7 @@ namespace GodotTools.Utils
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public const string HTML5 = "javascript";
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}
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private static class DotNetOS
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public static class DotNetOS
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{
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public const string Win = "win";
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public const string OSX = "osx";
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@ -20,22 +20,26 @@ namespace GodotPlugins
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AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
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AssemblyLoadContext.Default;
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private static DllImportResolver? _dllImportResolver;
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// Right now we do it this way for simplicity as hot-reload is disabled. It will need to be changed later.
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[UnmanagedCallersOnly]
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// ReSharper disable once UnusedMember.Local
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private static unsafe godot_bool InitializeFromEngine(godot_bool editorHint,
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private static unsafe godot_bool InitializeFromEngine(IntPtr godotDllHandle, godot_bool editorHint,
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PluginsCallbacks* pluginsCallbacks, ManagedCallbacks* managedCallbacks)
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{
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try
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{
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_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
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SharedAssemblies.Add(CoreApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(CoreApiAssembly, GodotDllImportResolver.OnResolveDllImport);
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NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
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if (editorHint.ToBool())
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{
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_editorApiAssembly = Assembly.Load("GodotSharpEditor");
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SharedAssemblies.Add(_editorApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(_editorApiAssembly, GodotDllImportResolver.OnResolveDllImport);
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NativeLibrary.SetDllImportResolver(_editorApiAssembly, _dllImportResolver);
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}
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*pluginsCallbacks = new()
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@ -97,7 +101,7 @@ namespace GodotPlugins
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var assembly = LoadPlugin(assemblyPath);
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NativeLibrary.SetDllImportResolver(assembly, GodotDllImportResolver.OnResolveDllImport);
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NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
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var method = assembly.GetType("GodotTools.GodotSharpEditor")?
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.GetMethod("InternalCreateInstance",
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@ -39,7 +39,12 @@ namespace Godot.Bridge
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try
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{
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Type nativeType = TypeGetProxyClass(nativeTypeName);
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using var stringName = StringName.CreateTakingOwnershipOfDisposableValue(
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NativeFuncs.godotsharp_string_name_new_copy(CustomUnsafe.AsRef(nativeTypeName)));
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string nativeTypeNameStr = stringName.ToString();
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Type nativeType = TypeGetProxyClass(nativeTypeNameStr) ?? throw new InvalidOperationException(
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"Wrapper class not found for type: " + nativeTypeNameStr);
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var obj = (Object)FormatterServices.GetUninitializedObject(nativeType);
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var ctor = nativeType.GetConstructor(
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@ -171,12 +176,9 @@ namespace Godot.Bridge
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}
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}
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private static unsafe Type TypeGetProxyClass(godot_string_name* nativeTypeName)
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private static Type TypeGetProxyClass(string nativeTypeNameStr)
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{
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// Performance is not critical here as this will be replaced with a generated dictionary.
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using var stringName = StringName.CreateTakingOwnershipOfDisposableValue(
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NativeFuncs.godotsharp_string_name_new_copy(CustomUnsafe.AsRef(nativeTypeName)));
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string nativeTypeNameStr = stringName.ToString();
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if (nativeTypeNameStr[0] == '_')
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nativeTypeNameStr = nativeTypeNameStr.Substring(1);
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@ -186,7 +188,7 @@ namespace Godot.Bridge
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if (wrapperType == null)
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{
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wrapperType = AppDomain.CurrentDomain.GetAssemblies()
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.First(a => a.GetName().Name == "GodotSharpEditor")
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.FirstOrDefault(a => a.GetName().Name == "GodotSharpEditor")?
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.GetType("Godot." + nativeTypeNameStr);
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}
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@ -6,9 +6,16 @@ using System.Runtime.InteropServices;
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namespace Godot.NativeInterop
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{
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public static class GodotDllImportResolver
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public class GodotDllImportResolver
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{
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public static IntPtr OnResolveDllImport(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
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private IntPtr _internalHandle;
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public GodotDllImportResolver(IntPtr internalHandle)
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{
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_internalHandle = internalHandle;
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}
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public IntPtr OnResolveDllImport(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
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{
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if (libraryName == "__Internal")
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{
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@ -18,7 +25,7 @@ namespace Godot.NativeInterop
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}
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else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
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{
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return Linux.dlopen(IntPtr.Zero, Linux.RTLD_LAZY);
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return _internalHandle;
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}
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else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
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{
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@ -40,18 +47,6 @@ namespace Godot.NativeInterop
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public static extern IntPtr dlopen(IntPtr path, int mode);
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}
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private static class Linux
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{
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// libdl.so was resulting in DllNotFoundException, for some reason...
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// libcoreclr.so should work with both CoreCLR and the .NET Core version of Mono.
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private const string SystemLibrary = "libcoreclr.so";
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public const int RTLD_LAZY = 1;
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[DllImport(SystemLibrary)]
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public static extern IntPtr dlopen(IntPtr path, int mode);
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}
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private static class Win32
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{
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private const string SystemLibrary = "Kernel32.dll";
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@ -48,6 +48,9 @@
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#include <coreclr_delegates.h>
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#include <hostfxr.h>
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#ifdef UNIX_ENABLED
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#include <dlfcn.h>
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#endif
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// TODO mobile
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#if 0
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#else
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#if defined(WINDOWS_ENABLED)
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return GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("hostfxr.dll");
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("hostfxr.dll");
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#elif defined(MACOS_ENABLED)
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return GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.dylib");
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.dylib");
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#elif defined(UNIX_ENABLED)
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return GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.so");
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.so");
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#else
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#error "Platform not supported (yet?)"
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#endif
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if (FileAccess::exists(probe_path)) {
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return probe_path;
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}
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return String();
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#endif
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}
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#endif
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#ifdef TOOLS_ENABLED
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using godot_plugins_initialize_fn = bool (*)(bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *);
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using godot_plugins_initialize_fn = bool (*)(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *);
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#else
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using godot_plugins_initialize_fn = bool (*)(GDMonoCache::ManagedCallbacks *);
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using godot_plugins_initialize_fn = bool (*)(void *, GDMonoCache::ManagedCallbacks *);
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#endif
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static String get_assembly_name() {
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.is_empty()) {
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appname_safe = "UnnamedProject";
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}
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return appname_safe;
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}
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#ifdef TOOLS_ENABLED
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godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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}
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#else
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godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.is_empty()) {
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appname_safe = "UnnamedProject";
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}
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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String assembly_name = appname_safe;
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String assembly_name = get_assembly_name();
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HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
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.plus_file(assembly_name + ".dll"));
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@ -351,6 +364,38 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime
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return godot_plugins_initialize;
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}
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godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
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String assembly_name = get_assembly_name();
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#if defined(WINDOWS_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dll");
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#elif defined(MACOS_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dylib");
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#elif defined(UNIX_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".so");
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#else
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#error "Platform not supported (yet?)"
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#endif
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if (FileAccess::exists(native_aot_so_path)) {
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Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle);
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if (err != OK) {
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return nullptr;
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}
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void *lib = r_aot_dll_handle;
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void *symbol = nullptr;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "godotsharp_game_main_init", symbol);
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ERR_FAIL_COND_V(err != OK, nullptr);
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return (godot_plugins_initialize_fn)symbol;
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}
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return nullptr;
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}
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#endif
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} // namespace
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@ -377,25 +422,46 @@ void GDMono::initialize() {
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_init_godot_api_hashes();
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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if (!load_hostfxr(hostfxr_dll_handle)) {
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#if !defined(TOOLS_ENABLED)
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godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
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if (godot_plugins_initialize != nullptr) {
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is_native_aot = true;
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} else {
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ERR_FAIL_MSG(".NET: Failed to load hostfxr");
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}
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#else
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ERR_FAIL_MSG(".NET: Failed to load hostfxr");
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#endif
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}
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godot_plugins_initialize_fn godot_plugins_initialize =
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initialize_hostfxr_and_godot_plugins(runtime_initialized);
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ERR_FAIL_NULL(godot_plugins_initialize);
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if (!is_native_aot) {
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godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
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ERR_FAIL_NULL(godot_plugins_initialize);
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}
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GDMonoCache::ManagedCallbacks managed_callbacks;
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void *godot_dll_handle = nullptr;
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#if defined(UNIX_ENABLED) && !defined(MACOS_ENABLED) && !defined(IOS_ENABLED)
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// Managed code can access it on its own on other platforms
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godot_dll_handle = dlopen(nullptr, RTLD_NOW);
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#endif
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#ifdef TOOLS_ENABLED
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gdmono::PluginCallbacks plugin_callbacks_res;
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bool init_ok = godot_plugins_initialize(Engine::get_singleton()->is_editor_hint(),
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bool init_ok = godot_plugins_initialize(godot_dll_handle,
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Engine::get_singleton()->is_editor_hint(),
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&plugin_callbacks_res, &managed_callbacks);
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ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
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plugin_callbacks = plugin_callbacks_res;
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#else
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bool init_ok = godot_plugins_initialize(&managed_callbacks);
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bool init_ok = godot_plugins_initialize(godot_dll_handle, &managed_callbacks);
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ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
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#endif
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@ -61,6 +61,7 @@ class GDMono {
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bool finalizing_scripts_domain;
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void *hostfxr_dll_handle = nullptr;
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bool is_native_aot = false;
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#ifdef TOOLS_ENABLED
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bool _load_project_assembly();
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