Tracking Issue for Bindings Generation & Improvements
Comments
We truly invite everyone to send us reports of any place where our bindings are not ideal. This issue will serve as a list of things we should fix in 3.0.
The following summary comments have been formulated from your feedback, and these comments can be consulted for further information on the specific tasks:
- https://github.com/dotnet/Silk.NET/issues/887#issuecomment-2127867602
This is a living document! Please do not hesitate to point out any other potential improvements - we may add them to this list. If you would like to work on a task, please contact @Perksey in Discord for a brain dump if it's unclear what is required of a task.
Priority 0 (required for the first 3.0 preview)
- [x] OpenGL generates both GLEnum and the stronger group enums. Functions taking enums as parameters are declared as a "duck type"
Constant<uint, GLEnum>orConstant<uint, GLEnum, BufferUsage>, meaning that you can pass in auint,GLEnum, orBufferUsageusing implicit casts thereby not requiring an explosion in overloads. - [x] All functions are now stored in the
GLclass directly.GLcan be used in a static way or as an instance ofIGL. The static mechanism essentially just forwards to a thread-localIGLinstance, but this won't be true for every binding. - [x] Automatically detect pointers to opaque structures and encapsulate these as handle structures e.g.
VkInstanceT*orPtr<VkInstanceT>/Ref<VkInstanceT>becomesVkInstancewhich contains avoid*- make sure this is generic and can work with any binding.- Vulkan, WebGPU, and SDL depend on this.
- [x] Handle suffix has been added to generated structs
- [x] Fixed buffer structs should be extracted and have a sensible name
- [x] Anonymous structs should be extracted and have a sensible name
Priority 1 (required for the first 3.0 preview that contains a binding dependent on the task)
- [ ] Automatically detect pointers to structs containing a vtable pointer
void**and encapsulate these as handle structures for them e.g.ID3D11Device*becomesD3D11Devicecontaining avoid***.- Required for any binding containing COM APIs.
- [ ] Generic methods will take a type implementing
IComVtblas they do today (aTSelfgeneric parameter may be required for codegen in terms of these interfaces) i.e.CreateFactory<T>() -> Twhere T : IComVtbl/IComVtbl<T>and get aDXGIFactory2out. These should be generated as they are in 2.X i.e. whereIID_PPV_ARGSwould be used in C/C++. - [ ] Handle types can implicitly case to their base types i.e.
DXGIFactory2will implicitly cast toDXGIFactory1for example, to address a comment raised in this thread about polymorphism.
- [ ] Per https://github.com/dotnet/Silk.NET/pull/2020: Note that we need to make changes with/in ClangSharp to allow us to get the canonical type details e.g.
HWNDis actuallyHWND__*but the attribute only shows usHWND. This is to ensure thatCreateBasicSymbolConstraintsand co works correctly.- Required for any binding containing COM APIs.
- [x] Implement Vulkan-style vtables i.e. using
vkLoad*ProcAddrfunctions correctly using handles captured fromvkCreateInstance/vkCreateDevicea la 2.X.- Required for Vulkan or OpenXR.
- [x] Ideally make it less complicated than 2.X and just throw (with a helpful message!) if the user tries to use multiple instance/device combos with one object, rather than maintaining a dictionary of vtables.
Priority 2 (required in any 3.0 preview)
- [ ] ClangSharp currently erroneously renames "param" to "param
". Once fixed upstream, remove this hack. https://discord.com/channels/521092042781229087/587346162802229298/1437503858849878037 - [ ] Don't drop the last word from a name trimming prefix if an enum name would start with a number once trimmed - instead, just prepend an
Xto the trimmed name. - [ ] Support OpenGL handle generation as if they were opaque pointer types.
- [ ] Document the Silk.NET DSL i.e. the duck types,
nullptr,AsRef, etc... Have a comprehensive documentation page describing all of our esoteric types and how to read function signatures defined in terms of them. - [ ] Enforce extensions and versions using the
SupportedApiProfileby using an analyser similar toSupportedOSPlatform. The analyser would encourage you to either annotate your function with its own attribute (such that the requirement bubbles up throughout the program) or to check that requirement a laGL.IsExtensionPresent("GL_KHR_debug")orGL.IsVersionAtLeast(4, 3). - [x] Introduce
Pfnstructures for function pointers that marshal invocations of the delegate being marshalled to DSL structures i.e. so users can usePtr<sbyte>whereas we lower it tosbyte*implicitly. This is like 2.X but better. - [ ] SAL attribute parsing into
SymbolConstraints. Might be better done in ClangSharp itself and copying code from win32metadata code where possible. - [ ] Per https://github.com/dotnet/Silk.NET/pull/2020: Note for a future PR: add [Flags] back
- [ ] We're not using
in/out/refas it currently stands for simplicity and keeping the overload count down, but we need to provide ample documentation and utilities for equivalent functionality
Priority 3 (preview 5/initial release)
- [ ] Introduce an analyser that directs the user to the most efficient usage model for each binding i.e. instance
IGLfor OpenGL, staticSdlfor SDL, etc...- [ ] Add an attribute to indicate this based on the "static default" vtable
- [ ] Generate actual interfaces for COM interface structs i.e.
ID3D11DevicebecomesD3D11Devicerepresenting the actualvoid***handle (this shall implementIComVtbl), andID3D11Deviceis generated as an actual interface to allow C# types to implement COM types.- [ ] Ideally not using
ComWrappers, consult @Perksey for a brain dump - [ ] Ideally the user experience is just "implicit cast to the handle type, SilkMarshal will handle the rest".
- [ ] Implement a demo for the #1951 use case
- [ ] Ideally not using
- [ ] Caps9.VertexShaderVersion doesn't seem to be as simple as just a uint (it seems to be similar to a Version32[?]) Should we provide utilities for this?
- [ ] Provide
Throw/Assert/Expectextension methods on result-like types. - [ ] Investigate the other miscellaneous improvements outlined in https://github.com/dotnet/Silk.NET/issues/887#issuecomment-2127867602
Priority 4 (initial release or following initial release)
- [ ] Add a Roslyn code completion provider that recurses into each T of a duck type such as
Constant. - [ ] Add a ReSharper/Rider plugin that implements the same code completion behaviour.
Priority 5 (stretch goal, likely future release)
- [ ] Introducing
Object-suffixed classes to enable C# classes to mirror OOP-style C functions. e.g. instead ofNamedBufferData, you could doBufferObject.BufferData.- The consensus on the maintainers team is that this doesn't add much to the bindings, but it does help make the library feel more at home with the rest of your C# code. Vulkan is probably going to be the primary use case for this.
- [ ] Overload functions like
vkEnumerate, DXGI'sEnumAdapteretc to return enumerables.
VkInstance and VkDevice handling behind the scenes in Vk.
Extensions.
It's kinda... complicated? There's some generic stuff, KhrSurface vs SurfaceKHR etc
VkInstance and VkDevice handling behind the scenes in Vk.
This will be removed in favor of handle groups, but is a pain point in 2.x
There's some generic stuff, KhrSurface vs SurfaceKHR etc
This is reasonable feedback, but it's unclear what we can do here, this is effectively upstream khronos naming
Currently on OpenGL there are several inconsistencies with what enum you can use with what function.
For example gl.TexImage2D does not accept GLEnum for all of its enum parameters.
I do agree that it may not be a great idea if you generate overloads for every single relevant enum there is with all of the combinations, but I think that being able to use GLenum everywhere would be nice, since it contains every native value (or atleast it should) and the other OpenGL relevant enums are just a subsets of it.
There are several instances of methods that have ridiculous amounts of overloads due to the sheer number of parameters and combinations of ptr/ref/span permutations also in combination with for example the GLEnum vs. enum types. TexImage2D for example has 48 different combinations. I've seen certain methods with upwards of 100 overload options. It may be beneficial to limit overloads by a common type - e.g. either all by ptr, all by ref or all by span if possible.
This would also solve something I wouldn't mind seeing - which would be allowing the entire api to be usable inside a safe context if so desired. Currently certain methods are completely unavailable outside of unsafe - and arguably there may be certain ones that would be extremely difficult to craft into a safe context. (I'm looking at you, Vulkan!) (e.g all ref/out or span params)
I do agree that it may not be a great idea if you generate overloads for every single relevant enum there is with all of the combinations, but I think that being able to use GLenum everywhere would be nice, since it contains every native value (or atleast it should) and the other OpenGL relevant enums are just a subsets of it.
Would it not be preferable to just eliminate GLEnum and strongly type the correct enum everywhere?
This would also solve something I wouldn't mind seeing - which would be allowing the entire api to be usable inside a safe context if so desired. Currently certain methods are completely unavailable outside of unsafe - and arguably there may be certain ones that would be extremely difficult to craft into a safe context. (I'm looking at you, Vulkan!) (e.g all ref/out or span params)
There has been some discussion about the number of overloads in regard to 3.0 (-> we want to further improve overloads with better overloads) I actually kind of like your idea, we could look to just generate one or a handful of safe methods + the pure native signature. If we do a really good job with safety I think most users would not miss the partially safe overloads. Seems like a thing to think about for sure!
Would it not be preferable to just eliminate GLEnum and strongly type the correct enum everywhere?
For OpenGL specifically, I would not be happy doing this unless someone from our team audited the entire OpenGL specification and ensured that the groups are correct and sane, and committed to reviewing all changes thereafter to ensure that remains the case. The strong typing situation has been a mess ever since the demise of Silicon Graphics, as they stopped being properly maintained at that point. Everything thereafter is best effort.
Would it not be preferable to just eliminate GLEnum and strongly type the correct enum everywhere?
For OpenGL specifically, I would not be happy doing this unless someone from our team audited the entire OpenGL specification and ensured that the groups are correct and sane, and committed to reviewing all changes thereafter to ensure that remains the case. The strong typing situation has been a mess ever since the demise of Silicon Graphics, as they stopped being properly maintained at that point. Everything thereafter is best effort.
I haven't looked at the spec in a really, really long time, but aren't new enums occasionally added specifically for EXT and ARB extensions? I think in cases like that you may want to still use the raw enums instead of encapsulating potentially constantly changing enum definitions. I know I'd personally like the option to use enums for those just-in-case moments.
Replace void* with nuint in Gl.VertexAttribPointer
TODO
We truly invite everyone to send us reports of any place where our bindings are not ideal. This issue will serve as a list of things we should fix in 3.0.
the ENTIRETY of dx11
separation of dsa and non dsa? Eg
interface BaseGL {
void UseProgram(uint id);
}
interface DSA {
void NamedBufferData(uint id, ...);
}
interface DSALess {
void BufferData(...);
}
the ENTIRETY of dx11
That’s not helpful feedback :P what’s not ideal about them?
the ENTIRETY of dx11
That’s not helpful feedback :P what’s not ideal about them?
mostly the UUID shenanigans, see Vortice
ID3D11Texture2D backBuffer = this._swapChain.GetBuffer<ID3D11Texture2D>(0);
vs Silk.NET
ComPtr<ID3D11Texture2D> backBuffer;
_swapChain.Get().GetBuffer(0, SilkMarshal.GuidPtrOf<ID3D11Texture2D>(), ref backBuffer.Handle); //i dont know if this actually compiles, but i yoinked it from a line you posted in discord perskey so im going to assume it does
while its usable, its quite less sharpie and a bit harder to read
i think this little code example of me once trying to use silk.net d3d11 illustrates how to me, unusable they are:
void* factoryOut = null;
//you need to get GUIDs for alot of stuff
Guid dxgiGuid = typeof(IDXGIFactory2).GUID;
dxgi.CreateDXGIFactory2(0, ref dxgiGuid, ref factoryOut);
//you need to cast this to be correct aswell..
this._iDxgiFactory = (IDXGIFactory2*) factoryOut;
//then this, this is just horrifying to me, and is the only way i knew how to get a swapchain going
//Gotta get the pointer to a IUnknown pointer for the device because thats what CreateSwapChainForHwnd wants
fixed (IUnknown* device = &this._device) {
this._iDxgiFactory->CreateSwapChainForHwnd(device, window.Native.Win32.Value.Hwnd, ref swapChainDesc, ref fullscreenDesc, null, ref this._swapChain);
}
not a huge fan of having to get alot of GUIDs just to be able to create something like a texture or factory, and the pointer shenanigans just make it really unpleasant to use, yes ComPtr exists but it doesn't eliminate almost any of that, its just as if i were writing c++ but with c#, it just doesnt work
Yeah the DX stuff certainly needs fixing - I think that work is inline with function groups.
Additionally we should look at overloads for methods that take a single GUID* like GetBuffer above, maybe creating a generic parameter, and replacing the GUID* with a call to SilkMarshal.GuidPtrOf<T>() 🤔
While yes, you can do that, it still feels weird, especially the
fixed (IUnknown* device = &this._device)
I can live with the UUIDs but thats just ridiculous, and I think alot of the API has that, which is why currently I'm using vortice instead of silk for my d3d11 needs
Not an DX expert, but I don't see how we can do anything about that? That's just what it looks like when you store IUnknown in a field and need a pointer to it later.
We can of course create ref overloads, which makes this much nicer, but retrieving the IUnknown from a GC managed location will always require some form of pinning
I mean, I don't know how Vortice does it, but it has to be possible somehow if they've done it right? although I don't know if they regenerate their bindings often, which Silk does, which might hinder smth like this, the thing I'm looking for is making the API more natural, something like vortice, and taking a pointer to a pointer and casting that to a IUnknown pointer then using that is far from natural
Technically if we're talking native C code, it IS natural to do that with COM. Nothing wrong with it from the purist standpoint, but you are right in that it's not exactly intuitive to use even in C++ anymore.
I haven't played with it at all, but how did XNA wrap Direct3D? There may be some hints there that could be leveraged to making a more sane managed interface to D3D.
On Thu, Apr 28, 2022, 5:52 AM Furball @.***> wrote:
I mean, I don't know how Vortice does it, but it has to be possible somehow if they've done it right? although I don't know if they regenerate their bindings often, which Silk does, which might hinder smth like this, the thing I'm looking for is making the API more natural, something like vortice, and taking a pointer to a pointer and casting that to a IUnknown pointer then using that is far from natural
— Reply to this email directly, view it on GitHub https://github.com/dotnet/Silk.NET/issues/887#issuecomment-1112061637, or unsubscribe https://github.com/notifications/unsubscribe-auth/AFMMZU2TJUVDFBWDESJRK4DVHJUWPANCNFSM5TUFZQ2A . You are receiving this because you commented.Message ID: <dotnet/Silk. @.***>
I entirely agree that we can improve things here, using ref for cases like this seems like a good idea. I just mean that the fixed statement specifically is just an artifact of using pointers with managed fields.
SDL bidings tend to not match up the Enums with their respective functions very well, only doing it sometimes spirattically
We’ll solve this in 3.0 by removing SDL
glDebugMessageInsert has no string overload
glDebugMessageCallback doesn't have delegate* overload
NamedBufferSubData and NamedBufferData are missing ReadOnlySpan<> overloads
I'm not entirely sure how the bindings work currently in this regard, but how about automatic error checking for all the Vulkan functions which return a Result? For example Vulkan-Hpp does that, and only returns Results for functions where it makes sense to check for anything else other than Succcess, like with AcquireNextImage.
Use safe fixed size buffers (https://github.com/dotnet/csharplang/blob/main/proposals/low-level-struct-improvements.md)
The GLFW bindings seem to be missing the {Get,Set}WindowUserPointer functions, despite having the equivalents for Monitor and Joystick.
The function definition for PfnDebugUtilsMessengerCallbackEXT in vulkan is incorrect, it should return a Boolean32, not a uint
the DebugUtilsMessageSeverityFlagsEXT enum is named very redundantly, with fields like DebugUtilsMessageSeverityFlagsEXT.DebugUtilsMessageSeverityVerboseBitExt and DebugUtilsMessageSeverityFlagsEXT.DebugUtilsMessageSeverityInfoBitExt
same with other EXT ones like DebugUtilsMessageTypeFlagsEXT