When I rebuild my c++ DLL (which I call from c#) into /CLR (originally native) the performance drops in halfSolution to PInvokeStackImbalance exception (Calling unmanaged C++ dll from C#) - VS2010Native C++ use C# dll via proxy C++ managed dllHow to add a C++ DLL in Windows Phone 8 (C#) FrameworkDebugger does not step into native code when debugging a static lib wrapped in a C++/CLI DLLconversation with typedef variable in c++C# Marshalling to call C++ DLL. COM and threading issueFileNotFoundException when calling remote C# dll from C++/CLRCall DLL C++ functions form C# without block the form controlsconnection sql database in qt in visual studioCalling C++ DLL from C++ and C#

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When I rebuild my c++ DLL (which I call from c#) into /CLR (originally native) the performance drops in half


Solution to PInvokeStackImbalance exception (Calling unmanaged C++ dll from C#) - VS2010Native C++ use C# dll via proxy C++ managed dllHow to add a C++ DLL in Windows Phone 8 (C#) FrameworkDebugger does not step into native code when debugging a static lib wrapped in a C++/CLI DLLconversation with typedef variable in c++C# Marshalling to call C++ DLL. COM and threading issueFileNotFoundException when calling remote C# dll from C++/CLRCall DLL C++ functions form C# without block the form controlsconnection sql database in qt in visual studioCalling C++ DLL from C++ and C#






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1















When I changed the DLL build options from native to /CLR, so that I could debug across the c#/c++ boundary, my performance was cut in half.



I developed a native C++ DLL with specific high performance algorithms to solve my computational problems. This DLL I needed to plug into a C# application developed by a business partner and it is used to replace their lower performance algorithm. All was going great, I plugged in my DLL using static wrapper calls, the DLL algorithm was working great showing a 2x performance improvement over original algorithm, but could not debug across boundary.
I then switched the c++ DLL build settings from native to /CLR in order to be able to debug across the c#/c++ DLL boundary and my performance dropped in half.



Cannot figure out why that is the case.



c++ DLL side:



extern "C"

__declspec(dllexport) void* NewCalc()

return (void*)new CalcCL;

__declspec(dllexport) double Calc(void* sCalc, int *Buf, int Cnt)

return ((CalcCl*)sCalc)->Calc(Buf, Cnt);




c# side:



 [DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int NewCalc();
[DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern double Calc(int sCalc, int[] Buf, int Cnt);
...
int sCalc = NewCalc();
...
double res;
int[] MyBuf = new int[1000];
// <Code that fills MyBuf with target data for algorithm>
res = Calc(sCalc, MyBuf, 1000);









share|improve this question



















  • 3





    Change the debugger type option in the project properties to "mixed" to enable debugging the native code with a C# project. (Or pick both "native" and the appropriate "managed" if attaching to a process.)

    – 1201ProgramAlarm
    Mar 24 at 5:01






  • 2





    Does it matter how well it performs during debugging if you can still get the best performance in production?

    – Robert Harvey
    Mar 24 at 5:06











  • Also note that code using /clr will have JIT-time optimizations disabled when debugging, regardless of compiler settings (this can be controlled by a debugger setting -- default is to inhibit optimizations whenever a debugger is attached)

    – Ben Voigt
    Mar 24 at 5:15











  • Is it really surprising that very specific optimized C++ code compiled to managed code would be a lot slower? I’m pretty sure Microsoft didn’t spend a lot of time trying to make the compiler produce the best code for these kinds of situations since you’d use native if needed, as you have.

    – Sami Kuhmonen
    Mar 24 at 5:16











  • Also note that you're paying both the penalty of reduced optimizations on the C++ side, and slow interop using p/invoke. Normally when using /clr you write ref class objects that C# can use directly with no p/invoke.

    – Ben Voigt
    Mar 24 at 5:17

















1















When I changed the DLL build options from native to /CLR, so that I could debug across the c#/c++ boundary, my performance was cut in half.



I developed a native C++ DLL with specific high performance algorithms to solve my computational problems. This DLL I needed to plug into a C# application developed by a business partner and it is used to replace their lower performance algorithm. All was going great, I plugged in my DLL using static wrapper calls, the DLL algorithm was working great showing a 2x performance improvement over original algorithm, but could not debug across boundary.
I then switched the c++ DLL build settings from native to /CLR in order to be able to debug across the c#/c++ DLL boundary and my performance dropped in half.



Cannot figure out why that is the case.



c++ DLL side:



extern "C"

__declspec(dllexport) void* NewCalc()

return (void*)new CalcCL;

__declspec(dllexport) double Calc(void* sCalc, int *Buf, int Cnt)

return ((CalcCl*)sCalc)->Calc(Buf, Cnt);




c# side:



 [DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int NewCalc();
[DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern double Calc(int sCalc, int[] Buf, int Cnt);
...
int sCalc = NewCalc();
...
double res;
int[] MyBuf = new int[1000];
// <Code that fills MyBuf with target data for algorithm>
res = Calc(sCalc, MyBuf, 1000);









share|improve this question



















  • 3





    Change the debugger type option in the project properties to "mixed" to enable debugging the native code with a C# project. (Or pick both "native" and the appropriate "managed" if attaching to a process.)

    – 1201ProgramAlarm
    Mar 24 at 5:01






  • 2





    Does it matter how well it performs during debugging if you can still get the best performance in production?

    – Robert Harvey
    Mar 24 at 5:06











  • Also note that code using /clr will have JIT-time optimizations disabled when debugging, regardless of compiler settings (this can be controlled by a debugger setting -- default is to inhibit optimizations whenever a debugger is attached)

    – Ben Voigt
    Mar 24 at 5:15











  • Is it really surprising that very specific optimized C++ code compiled to managed code would be a lot slower? I’m pretty sure Microsoft didn’t spend a lot of time trying to make the compiler produce the best code for these kinds of situations since you’d use native if needed, as you have.

    – Sami Kuhmonen
    Mar 24 at 5:16











  • Also note that you're paying both the penalty of reduced optimizations on the C++ side, and slow interop using p/invoke. Normally when using /clr you write ref class objects that C# can use directly with no p/invoke.

    – Ben Voigt
    Mar 24 at 5:17













1












1








1








When I changed the DLL build options from native to /CLR, so that I could debug across the c#/c++ boundary, my performance was cut in half.



I developed a native C++ DLL with specific high performance algorithms to solve my computational problems. This DLL I needed to plug into a C# application developed by a business partner and it is used to replace their lower performance algorithm. All was going great, I plugged in my DLL using static wrapper calls, the DLL algorithm was working great showing a 2x performance improvement over original algorithm, but could not debug across boundary.
I then switched the c++ DLL build settings from native to /CLR in order to be able to debug across the c#/c++ DLL boundary and my performance dropped in half.



Cannot figure out why that is the case.



c++ DLL side:



extern "C"

__declspec(dllexport) void* NewCalc()

return (void*)new CalcCL;

__declspec(dllexport) double Calc(void* sCalc, int *Buf, int Cnt)

return ((CalcCl*)sCalc)->Calc(Buf, Cnt);




c# side:



 [DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int NewCalc();
[DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern double Calc(int sCalc, int[] Buf, int Cnt);
...
int sCalc = NewCalc();
...
double res;
int[] MyBuf = new int[1000];
// <Code that fills MyBuf with target data for algorithm>
res = Calc(sCalc, MyBuf, 1000);









share|improve this question
















When I changed the DLL build options from native to /CLR, so that I could debug across the c#/c++ boundary, my performance was cut in half.



I developed a native C++ DLL with specific high performance algorithms to solve my computational problems. This DLL I needed to plug into a C# application developed by a business partner and it is used to replace their lower performance algorithm. All was going great, I plugged in my DLL using static wrapper calls, the DLL algorithm was working great showing a 2x performance improvement over original algorithm, but could not debug across boundary.
I then switched the c++ DLL build settings from native to /CLR in order to be able to debug across the c#/c++ DLL boundary and my performance dropped in half.



Cannot figure out why that is the case.



c++ DLL side:



extern "C"

__declspec(dllexport) void* NewCalc()

return (void*)new CalcCL;

__declspec(dllexport) double Calc(void* sCalc, int *Buf, int Cnt)

return ((CalcCl*)sCalc)->Calc(Buf, Cnt);




c# side:



 [DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int NewCalc();
[DllImport("CalcDLL.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern double Calc(int sCalc, int[] Buf, int Cnt);
...
int sCalc = NewCalc();
...
double res;
int[] MyBuf = new int[1000];
// <Code that fills MyBuf with target data for algorithm>
res = Calc(sCalc, MyBuf, 1000);






c# c++ dll visual-studio-2013






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 24 at 5:04







Tomasz

















asked Mar 24 at 4:55









TomaszTomasz

9217




9217







  • 3





    Change the debugger type option in the project properties to "mixed" to enable debugging the native code with a C# project. (Or pick both "native" and the appropriate "managed" if attaching to a process.)

    – 1201ProgramAlarm
    Mar 24 at 5:01






  • 2





    Does it matter how well it performs during debugging if you can still get the best performance in production?

    – Robert Harvey
    Mar 24 at 5:06











  • Also note that code using /clr will have JIT-time optimizations disabled when debugging, regardless of compiler settings (this can be controlled by a debugger setting -- default is to inhibit optimizations whenever a debugger is attached)

    – Ben Voigt
    Mar 24 at 5:15











  • Is it really surprising that very specific optimized C++ code compiled to managed code would be a lot slower? I’m pretty sure Microsoft didn’t spend a lot of time trying to make the compiler produce the best code for these kinds of situations since you’d use native if needed, as you have.

    – Sami Kuhmonen
    Mar 24 at 5:16











  • Also note that you're paying both the penalty of reduced optimizations on the C++ side, and slow interop using p/invoke. Normally when using /clr you write ref class objects that C# can use directly with no p/invoke.

    – Ben Voigt
    Mar 24 at 5:17












  • 3





    Change the debugger type option in the project properties to "mixed" to enable debugging the native code with a C# project. (Or pick both "native" and the appropriate "managed" if attaching to a process.)

    – 1201ProgramAlarm
    Mar 24 at 5:01






  • 2





    Does it matter how well it performs during debugging if you can still get the best performance in production?

    – Robert Harvey
    Mar 24 at 5:06











  • Also note that code using /clr will have JIT-time optimizations disabled when debugging, regardless of compiler settings (this can be controlled by a debugger setting -- default is to inhibit optimizations whenever a debugger is attached)

    – Ben Voigt
    Mar 24 at 5:15











  • Is it really surprising that very specific optimized C++ code compiled to managed code would be a lot slower? I’m pretty sure Microsoft didn’t spend a lot of time trying to make the compiler produce the best code for these kinds of situations since you’d use native if needed, as you have.

    – Sami Kuhmonen
    Mar 24 at 5:16











  • Also note that you're paying both the penalty of reduced optimizations on the C++ side, and slow interop using p/invoke. Normally when using /clr you write ref class objects that C# can use directly with no p/invoke.

    – Ben Voigt
    Mar 24 at 5:17







3




3





Change the debugger type option in the project properties to "mixed" to enable debugging the native code with a C# project. (Or pick both "native" and the appropriate "managed" if attaching to a process.)

– 1201ProgramAlarm
Mar 24 at 5:01





Change the debugger type option in the project properties to "mixed" to enable debugging the native code with a C# project. (Or pick both "native" and the appropriate "managed" if attaching to a process.)

– 1201ProgramAlarm
Mar 24 at 5:01




2




2





Does it matter how well it performs during debugging if you can still get the best performance in production?

– Robert Harvey
Mar 24 at 5:06





Does it matter how well it performs during debugging if you can still get the best performance in production?

– Robert Harvey
Mar 24 at 5:06













Also note that code using /clr will have JIT-time optimizations disabled when debugging, regardless of compiler settings (this can be controlled by a debugger setting -- default is to inhibit optimizations whenever a debugger is attached)

– Ben Voigt
Mar 24 at 5:15





Also note that code using /clr will have JIT-time optimizations disabled when debugging, regardless of compiler settings (this can be controlled by a debugger setting -- default is to inhibit optimizations whenever a debugger is attached)

– Ben Voigt
Mar 24 at 5:15













Is it really surprising that very specific optimized C++ code compiled to managed code would be a lot slower? I’m pretty sure Microsoft didn’t spend a lot of time trying to make the compiler produce the best code for these kinds of situations since you’d use native if needed, as you have.

– Sami Kuhmonen
Mar 24 at 5:16





Is it really surprising that very specific optimized C++ code compiled to managed code would be a lot slower? I’m pretty sure Microsoft didn’t spend a lot of time trying to make the compiler produce the best code for these kinds of situations since you’d use native if needed, as you have.

– Sami Kuhmonen
Mar 24 at 5:16













Also note that you're paying both the penalty of reduced optimizations on the C++ side, and slow interop using p/invoke. Normally when using /clr you write ref class objects that C# can use directly with no p/invoke.

– Ben Voigt
Mar 24 at 5:17





Also note that you're paying both the penalty of reduced optimizations on the C++ side, and slow interop using p/invoke. Normally when using /clr you write ref class objects that C# can use directly with no p/invoke.

– Ben Voigt
Mar 24 at 5:17












1 Answer
1






active

oldest

votes


















3














With the given interface there is no benefit to compiling with /clr at all. Make the native C++ code debuggable by right-clicking your main C# project > Properties > Debug tab > tick the "Enable native code debugging" checkbox. That enables both the managed and unmanaged debugging engines. You cannot single-step into the native code, a breakpoint on the Calc() function is required to effect a debug engine change. You might still favor a unit test written in native C++ if setting breakpoints is awkward.



The other thing you need to take care of is that you're building the C++ code with Debug settings enabled. You got that now, that's why the code seems to be half as slow. Only do a perf test with Release build settings so you're sure that the optimizer is enabled. Best thing to do is to include the native C++ project in the C# solution so you always build the right flavor. And you have to make sure that the correct DLL gets copied into the C# main project's build directory, usually done with a post-build event. That copy step must be different for the Debug and Release configurations.



Note that the [DllImport] declarations are not correct. The return type of NewCalc() must be IntPtr so it also works in 64-bit code. Perf-testing the 64-bit build of the C++ code is something else you want to try, it can boost perf if the Calc() function uses floating point math. Actually using /clr can be useful to make the interface better, you'll however have to learn how to write C++/CLI code and avoid building the native C++ code with /clr.






share|improve this answer


















  • 1





    Not only NewCalc also in the Calc function the sCalc parameter should be IntPtr.

    – ckuri
    Mar 24 at 7:45











  • Of course, the C# compiler reminds him about that.

    – Hans Passant
    Mar 24 at 7:47











  • Thank you this answer was very helpful and addressed my needs for debugging of the native DLL. Also good catch on the IntPtr.

    – Tomasz
    Mar 25 at 13:19











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1 Answer
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active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









3














With the given interface there is no benefit to compiling with /clr at all. Make the native C++ code debuggable by right-clicking your main C# project > Properties > Debug tab > tick the "Enable native code debugging" checkbox. That enables both the managed and unmanaged debugging engines. You cannot single-step into the native code, a breakpoint on the Calc() function is required to effect a debug engine change. You might still favor a unit test written in native C++ if setting breakpoints is awkward.



The other thing you need to take care of is that you're building the C++ code with Debug settings enabled. You got that now, that's why the code seems to be half as slow. Only do a perf test with Release build settings so you're sure that the optimizer is enabled. Best thing to do is to include the native C++ project in the C# solution so you always build the right flavor. And you have to make sure that the correct DLL gets copied into the C# main project's build directory, usually done with a post-build event. That copy step must be different for the Debug and Release configurations.



Note that the [DllImport] declarations are not correct. The return type of NewCalc() must be IntPtr so it also works in 64-bit code. Perf-testing the 64-bit build of the C++ code is something else you want to try, it can boost perf if the Calc() function uses floating point math. Actually using /clr can be useful to make the interface better, you'll however have to learn how to write C++/CLI code and avoid building the native C++ code with /clr.






share|improve this answer


















  • 1





    Not only NewCalc also in the Calc function the sCalc parameter should be IntPtr.

    – ckuri
    Mar 24 at 7:45











  • Of course, the C# compiler reminds him about that.

    – Hans Passant
    Mar 24 at 7:47











  • Thank you this answer was very helpful and addressed my needs for debugging of the native DLL. Also good catch on the IntPtr.

    – Tomasz
    Mar 25 at 13:19















3














With the given interface there is no benefit to compiling with /clr at all. Make the native C++ code debuggable by right-clicking your main C# project > Properties > Debug tab > tick the "Enable native code debugging" checkbox. That enables both the managed and unmanaged debugging engines. You cannot single-step into the native code, a breakpoint on the Calc() function is required to effect a debug engine change. You might still favor a unit test written in native C++ if setting breakpoints is awkward.



The other thing you need to take care of is that you're building the C++ code with Debug settings enabled. You got that now, that's why the code seems to be half as slow. Only do a perf test with Release build settings so you're sure that the optimizer is enabled. Best thing to do is to include the native C++ project in the C# solution so you always build the right flavor. And you have to make sure that the correct DLL gets copied into the C# main project's build directory, usually done with a post-build event. That copy step must be different for the Debug and Release configurations.



Note that the [DllImport] declarations are not correct. The return type of NewCalc() must be IntPtr so it also works in 64-bit code. Perf-testing the 64-bit build of the C++ code is something else you want to try, it can boost perf if the Calc() function uses floating point math. Actually using /clr can be useful to make the interface better, you'll however have to learn how to write C++/CLI code and avoid building the native C++ code with /clr.






share|improve this answer


















  • 1





    Not only NewCalc also in the Calc function the sCalc parameter should be IntPtr.

    – ckuri
    Mar 24 at 7:45











  • Of course, the C# compiler reminds him about that.

    – Hans Passant
    Mar 24 at 7:47











  • Thank you this answer was very helpful and addressed my needs for debugging of the native DLL. Also good catch on the IntPtr.

    – Tomasz
    Mar 25 at 13:19













3












3








3







With the given interface there is no benefit to compiling with /clr at all. Make the native C++ code debuggable by right-clicking your main C# project > Properties > Debug tab > tick the "Enable native code debugging" checkbox. That enables both the managed and unmanaged debugging engines. You cannot single-step into the native code, a breakpoint on the Calc() function is required to effect a debug engine change. You might still favor a unit test written in native C++ if setting breakpoints is awkward.



The other thing you need to take care of is that you're building the C++ code with Debug settings enabled. You got that now, that's why the code seems to be half as slow. Only do a perf test with Release build settings so you're sure that the optimizer is enabled. Best thing to do is to include the native C++ project in the C# solution so you always build the right flavor. And you have to make sure that the correct DLL gets copied into the C# main project's build directory, usually done with a post-build event. That copy step must be different for the Debug and Release configurations.



Note that the [DllImport] declarations are not correct. The return type of NewCalc() must be IntPtr so it also works in 64-bit code. Perf-testing the 64-bit build of the C++ code is something else you want to try, it can boost perf if the Calc() function uses floating point math. Actually using /clr can be useful to make the interface better, you'll however have to learn how to write C++/CLI code and avoid building the native C++ code with /clr.






share|improve this answer













With the given interface there is no benefit to compiling with /clr at all. Make the native C++ code debuggable by right-clicking your main C# project > Properties > Debug tab > tick the "Enable native code debugging" checkbox. That enables both the managed and unmanaged debugging engines. You cannot single-step into the native code, a breakpoint on the Calc() function is required to effect a debug engine change. You might still favor a unit test written in native C++ if setting breakpoints is awkward.



The other thing you need to take care of is that you're building the C++ code with Debug settings enabled. You got that now, that's why the code seems to be half as slow. Only do a perf test with Release build settings so you're sure that the optimizer is enabled. Best thing to do is to include the native C++ project in the C# solution so you always build the right flavor. And you have to make sure that the correct DLL gets copied into the C# main project's build directory, usually done with a post-build event. That copy step must be different for the Debug and Release configurations.



Note that the [DllImport] declarations are not correct. The return type of NewCalc() must be IntPtr so it also works in 64-bit code. Perf-testing the 64-bit build of the C++ code is something else you want to try, it can boost perf if the Calc() function uses floating point math. Actually using /clr can be useful to make the interface better, you'll however have to learn how to write C++/CLI code and avoid building the native C++ code with /clr.







share|improve this answer












share|improve this answer



share|improve this answer










answered Mar 24 at 7:33









Hans PassantHans Passant

802k11013482141




802k11013482141







  • 1





    Not only NewCalc also in the Calc function the sCalc parameter should be IntPtr.

    – ckuri
    Mar 24 at 7:45











  • Of course, the C# compiler reminds him about that.

    – Hans Passant
    Mar 24 at 7:47











  • Thank you this answer was very helpful and addressed my needs for debugging of the native DLL. Also good catch on the IntPtr.

    – Tomasz
    Mar 25 at 13:19












  • 1





    Not only NewCalc also in the Calc function the sCalc parameter should be IntPtr.

    – ckuri
    Mar 24 at 7:45











  • Of course, the C# compiler reminds him about that.

    – Hans Passant
    Mar 24 at 7:47











  • Thank you this answer was very helpful and addressed my needs for debugging of the native DLL. Also good catch on the IntPtr.

    – Tomasz
    Mar 25 at 13:19







1




1





Not only NewCalc also in the Calc function the sCalc parameter should be IntPtr.

– ckuri
Mar 24 at 7:45





Not only NewCalc also in the Calc function the sCalc parameter should be IntPtr.

– ckuri
Mar 24 at 7:45













Of course, the C# compiler reminds him about that.

– Hans Passant
Mar 24 at 7:47





Of course, the C# compiler reminds him about that.

– Hans Passant
Mar 24 at 7:47













Thank you this answer was very helpful and addressed my needs for debugging of the native DLL. Also good catch on the IntPtr.

– Tomasz
Mar 25 at 13:19





Thank you this answer was very helpful and addressed my needs for debugging of the native DLL. Also good catch on the IntPtr.

– Tomasz
Mar 25 at 13:19



















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