dotnet-native-interop

Calling native libraries via P/Invoke. LibraryImport, marshalling, cross-platform resolution.

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dotnet-native-interop

Platform Invoke (P/Invoke) patterns for calling native C/C++ libraries from .NET: [LibraryImport] (preferred, .NET 7+) vs [DllImport] (legacy), struct marshalling, string marshalling, function pointer callbacks, NativeLibrary.SetDllImportResolver for cross-platform library resolution, and platform-specific considerations for Windows, macOS, Linux, iOS, and Android.

Version assumptions: .NET 7.0+ baseline for [LibraryImport]. [DllImport] available in all .NET versions. NativeLibrary API available since .NET Core 3.0.

Scope boundary: This skill owns general P/Invoke guidance -- declaring native method signatures, marshalling data types, resolving library paths across platforms, and callback patterns. AOT-specific P/Invoke concerns (direct pinvoke, compile-time marshalling for AOT publishing) are in [skill:dotnet-native-aot]. Windows COM interop and CsWin32 source generator usage are in [skill:dotnet-winui]. WASM has no traditional P/Invoke support -- see [skill:dotnet-aot-wasm] for JavaScript interop via [JSImport]/[JSExport].

Out of scope: COM interop (Windows legacy). CsWin32 source generator -- see [skill:dotnet-winui]. JNI bridge for Android Java interop (different mechanism from P/Invoke). [JSImport]/[JSExport] for WASM -- see [skill:dotnet-aot-wasm].

Cross-references: [skill:dotnet-native-aot] for AOT-specific P/Invoke and [LibraryImport] in publish scenarios, [skill:dotnet-aot-architecture] for AOT-first design patterns including source-generated interop, [skill:dotnet-winui] for CsWin32 source generator and COM interop, [skill:dotnet-aot-wasm] for WASM JavaScript interop (not native P/Invoke).


LibraryImport vs DllImport

[LibraryImport] (.NET 7+) is the preferred attribute for new P/Invoke declarations. It uses source generation to produce marshalling code at compile time, making it fully AOT-compatible and eliminating runtime codegen overhead.

[DllImport] is the legacy attribute. It relies on runtime marshalling, which may require codegen not available in AOT scenarios. Use [DllImport] only when targeting .NET 6 or earlier, or when the SYSLIB1054 analyzer indicates [LibraryImport] cannot handle a specific signature.

Decision Guide

ScenarioUse
New code targeting .NET 7+[LibraryImport]
Targeting .NET 6 or earlier[DllImport]
SYSLIB1054 analyzer flags incompatibility[DllImport] (with comment explaining why)
Publishing with Native AOT[LibraryImport] (required for full AOT compat)

LibraryImport Declaration

using System.Runtime.InteropServices;

public static partial class NativeApi
{
    [LibraryImport("mylib")]
    internal static partial int ProcessData(
        ReadOnlySpan<byte> input,
        int length);

    [LibraryImport("mylib", StringMarshalling = StringMarshalling.Utf8)]
    internal static partial int OpenByName(string name);

    [LibraryImport("mylib", SetLastError = true)]
    [return: MarshalAs(UnmanagedType.Bool)]
    internal static partial bool CloseResource(nint handle);
}

Key requirements for [LibraryImport]:

  • Method must be static partial in a partial class
  • String marshalling must be explicitly specified via StringMarshalling or [MarshalAs] on each string parameter (only needed when strings are present)
  • Boolean return types require explicit [return: MarshalAs(UnmanagedType.Bool)]
  • Span<T> and ReadOnlySpan<T> parameters are supported directly -- [DllImport] does not support them (use arrays instead)

DllImport Declaration (Legacy)

using System.Runtime.InteropServices;

public static class NativeApiLegacy
{
    [DllImport("mylib", CharSet = CharSet.Unicode, SetLastError = true)]
    internal static extern int ProcessData(
        byte[] input,
        int length);

    [DllImport("mylib", SetLastError = true)]
    [return: MarshalAs(UnmanagedType.Bool)]
    internal static extern bool CloseResource(IntPtr handle);
}

Migrating DllImport to LibraryImport

The SYSLIB1054 analyzer suggests converting [DllImport] to [LibraryImport] and provides code fixes. Key changes:

  1. Replace [DllImport] with [LibraryImport]
  2. Change static extern to static partial
  3. Make the containing class partial
  4. Replace CharSet with StringMarshalling
  5. Replace IntPtr with nint where appropriate
  6. Add explicit [MarshalAs] for bool parameters and returns
// Before (DllImport)
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
static extern IntPtr LoadLibrary(string lpLibFileName);

// After (LibraryImport)
[LibraryImport("kernel32.dll", StringMarshalling = StringMarshalling.Utf16,
    SetLastError = true)]
internal static partial nint LoadLibrary(string lpLibFileName);

Platform-Specific Library Names

Native library names differ across platforms. Use NativeLibrary.SetDllImportResolver or conditional compilation to handle this.

Windows

Windows uses .dll files. The loader searches the application directory, system directories, and PATH.

// Windows library name includes .dll extension
[LibraryImport("sqlite3.dll")]
internal static partial int sqlite3_open(
    [MarshalAs(UnmanagedType.LPUTF8Str)] string filename,
    out nint db);

Windows also supports omitting the extension -- the loader appends .dll automatically:

[LibraryImport("sqlite3")]
internal static partial int sqlite3_open(
    [MarshalAs(UnmanagedType.LPUTF8Str)] string filename,
    out nint db);

macOS and Linux

macOS uses .dylib files; Linux uses .so files. The .NET runtime automatically probes common name variations (with and without lib prefix, with platform-specific extensions).

// Use the logical name without extension -- .NET probes:
// libsqlite3.dylib (macOS), libsqlite3.so (Linux), sqlite3.dll (Windows)
[LibraryImport("libsqlite3")]
internal static partial int sqlite3_open(
    [MarshalAs(UnmanagedType.LPUTF8Str)] string filename,
    out nint db);

.NET probing order for library name "foo":

  1. foo (exact name)
  2. foo.dll, foo.so, foo.dylib (platform extension)
  3. libfoo, libfoo.so, libfoo.dylib (lib prefix + extension)

iOS

iOS does not allow loading dynamic libraries at runtime. Native code must be statically linked into the application binary. Use __Internal as the library name to call functions linked into the main executable:

// Calls a function statically linked into the iOS app binary
[LibraryImport("__Internal")]
internal static partial int NativeFunction(int input);

For iOS, the native library must be compiled as a static library (.a) and linked during the Xcode build phase. MAUI and Xamarin handle this through native references in the project file:

<ItemGroup Condition="$([MSBuild]::GetTargetPlatformIdentifier('$(TargetFramework)')) == 'ios'">
  <NativeReference Include="libs/libmynative.a">
    <Kind>Static</Kind>
    <ForceLoad>true</ForceLoad>
  </NativeReference>
</ItemGroup>

Android

Android uses .so files loaded from the app's native library directory. The library name typically omits the lib prefix and .so extension in the P/Invoke declaration:

// Android loads libmynative.so from the APK's lib/<abi>/ directory
[LibraryImport("mynative")]
internal static partial int NativeFunction(int input);

Include platform-specific .so files for each target ABI in the project:

<ItemGroup Condition="$([MSBuild]::GetTargetPlatformIdentifier('$(TargetFramework)')) == 'android'">
  <AndroidNativeLibrary Include="libs/arm64-v8a/libmynative.so" Abi="arm64-v8a" />
  <AndroidNativeLibrary Include="libs/x86_64/libmynative.so" Abi="x86_64" />
</ItemGroup>

WASM

WebAssembly does not support traditional P/Invoke. Native C/C++ code cannot be called via [LibraryImport] or [DllImport] in browser WASM. For JavaScript interop, see [skill:dotnet-aot-wasm].


NativeLibrary.SetDllImportResolver

NativeLibrary.SetDllImportResolver (.NET Core 3.0+) provides runtime control over library resolution. This is the recommended approach for cross-platform library loading when static name probing is insufficient.

using System.Reflection;
using System.Runtime.InteropServices;

// Register once at startup (per assembly)
NativeLibrary.SetDllImportResolver(
    Assembly.GetExecutingAssembly(),
    DllImportResolver);

static nint DllImportResolver(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
{
    if (libraryName == "mynativelib")
    {
        if (OperatingSystem.IsWindows())
            return NativeLibrary.Load("mynative.dll", assembly, searchPath);

        if (OperatingSystem.IsMacOS())
            return NativeLibrary.Load("libmynative.dylib", assembly, searchPath);

        if (OperatingSystem.IsLinux())
            return NativeLibrary.Load("libmynative.so.1", assembly, searchPath);
    }

    // Fall back to default resolution
    return nint.Zero;
}

Common Use Cases for DllImportResolver

ScenarioWhy resolver is needed
Versioned .so on Linux (e.g., libfoo.so.2)Default probing does not check versioned names
Library in a non-standard pathLoad from a custom directory at runtime
Bundled native library per RIDResolve to runtimes/<rid>/native/ path
Feature detection at load timeTry multiple library names and fall back gracefully

NativeLibrary API

The NativeLibrary class provides low-level library management:

// Load a library explicitly
nint handle = NativeLibrary.Load("mylib");

// Try to load without throwing
if (NativeLibrary.TryLoad("mylib", out nint h))
{
    // Get a function pointer by name
    nint funcPtr = NativeLibrary.GetExport(h, "my_function");

    // Or try without throwing
    if (NativeLibrary.TryGetExport(h, "my_function", out nint fp))
    {
        // Use function pointer
    }

    NativeLibrary.Free(h);
}

Marshalling Patterns

Struct Marshalling

Structs passed to native code must have a well-defined memory layout. Use [StructLayout] to control layout and alignment.

using System.Runtime.InteropServices;

// Sequential layout -- fields laid out in declaration order
[StructLayout(LayoutKind.Sequential)]
public struct Point
{
    public int X;
    public int Y;
}

// Explicit layout -- fields at specific byte offsets (for unions)
[StructLayout(LayoutKind.Explicit)]
public struct ValueUnion
{
    [FieldOffset(0)] public int IntValue;
    [FieldOffset(0)] public float FloatValue;
    [FieldOffset(0)] public double DoubleValue;
}

// Sequential with packing -- override default alignment
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PackedHeader
{
    public byte Magic;
    public int Length;     // No padding before this field
    public short Version;
}

Blittable structs (containing only primitive value types with sequential/explicit layout) are passed directly to native code without copying. Non-blittable structs require marshalling, which incurs overhead.

Blittable primitive types: byte, sbyte, short, ushort, int, uint, long, ulong, float, double, nint, nuint.

Not blittable: bool (marshals as 4-byte BOOL by default), char (depends on charset), string, arrays of non-blittable types.

String Marshalling

Specify string encoding explicitly. Never rely on default marshalling behavior.

// UTF-8 strings (most common for cross-platform C APIs)
[LibraryImport("mylib", StringMarshalling = StringMarshalling.Utf8)]
internal static partial int ProcessText(string input);

// UTF-16 strings (Windows APIs)
[LibraryImport("mylib", StringMarshalling = StringMarshalling.Utf16)]
internal static partial int ProcessTextW(string input);

// Per-parameter marshalling when methods mix encodings
[LibraryImport("mylib")]
internal static partial int MixedApi(
    [MarshalAs(UnmanagedType.LPUTF8Str)] string utf8Param,
    [MarshalAs(UnmanagedType.LPWStr)] string utf16Param);

For output string buffers, use char[] or byte[] from ArrayPool instead of StringBuilder:

[LibraryImport("mylib")]
internal static partial int GetName(
    [Out, MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 1)] char[] buffer,
    int bufferSize);

// Usage
char[] buffer = ArrayPool<char>.Shared.Rent(256);
try
{
    int result = GetName(buffer, buffer.Length);
    string name = new string(buffer, 0, result);
}
finally
{
    ArrayPool<char>.Shared.Return(buffer);
}

Function Pointer Callbacks

Modern .NET (.NET 5+) prefers unmanaged function pointers over delegate-based callbacks for better performance and AOT compatibility.

Preferred: Unmanaged function pointers with [UnmanagedCallersOnly]

using System.Runtime.InteropServices;

// Native callback signature: int (*callback)(int value, void* context)
[LibraryImport("mylib")]
internal static unsafe partial void RegisterCallback(
    delegate* unmanaged[Cdecl]<int, nint, int> callback,
    nint context);

// Callback implementation
[UnmanagedCallersOnly(CallConvs = [typeof(System.Runtime.CompilerServices.CallConvCdecl)])]
static int MyCallback(int value, nint context)
{
    // Process value
    return 0;
}

// Registration
unsafe
{
    RegisterCallback(&MyCallback, nint.Zero);
}

Alternative: Delegate-based callbacks (when managed state is needed)

// Define delegate matching native signature
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
delegate int NativeCallback(int value, nint context);

[LibraryImport("mylib")]
internal static partial void RegisterCallbackDelegate(
    NativeCallback callback,
    nint context);

// Usage -- prevent GC collection during native use
static NativeCallback? s_callback;

static void Setup()
{
    s_callback = new NativeCallback(MyManagedCallback);
    RegisterCallbackDelegate(s_callback, nint.Zero);
    // Keep s_callback alive as long as native code may call it
}

static int MyManagedCallback(int value, nint context)
{
    return value * 2;
}

SafeHandle for Resource Lifetime

Use SafeHandle subclasses to manage native resource lifetimes instead of raw IntPtr/nint. This prevents resource leaks and use-after-free bugs.

using System.Runtime.InteropServices;
using Microsoft.Win32.SafeHandles;

// Custom SafeHandle for a native resource
public class NativeResourceHandle : SafeHandleZeroOrMinusOneIsInvalid
{
    private NativeResourceHandle() : base(ownsHandle: true) { }

    protected override bool ReleaseHandle()
    {
        NativeApi.CloseResource(handle);
        return true;
    }
}

public static partial class NativeApi
{
    [LibraryImport("mylib")]
    internal static partial NativeResourceHandle OpenResource(
        [MarshalAs(UnmanagedType.LPUTF8Str)] string name);

    [LibraryImport("mylib")]
    internal static partial void CloseResource(nint handle);

    [LibraryImport("mylib")]
    internal static partial int ReadResource(NativeResourceHandle handle,
        Span<byte> buffer, int count);
}

Cross-Platform Data Type Mapping

Map C/C++ types to .NET types carefully. Some C types have platform-dependent sizes.

Fixed-Size Types

C/C++ Type.NET TypeSize
int8_t / charsbyte1 byte
uint8_t / unsigned charbyte1 byte
int16_t / shortshort2 bytes
uint16_t / unsigned shortushort2 bytes
int32_t / intint4 bytes
uint32_t / unsigned intuint4 bytes
int64_t / long longlong8 bytes
uint64_t / unsigned long longulong8 bytes
floatfloat4 bytes
doubledouble8 bytes

Platform-Dependent Types

C/C++ Type.NET TypeNotes
size_t / ptrdiff_tnint / nuintPointer-sized
void* / pointer typesnint or void*Pointer-sized
long (C/C++)CLong (.NET 6+)4 bytes on Windows, 8 bytes on Unix 64-bit
unsigned longCULong (.NET 6+)Same platform variance as long
Windows BOOLint4 bytes (not bool)
Windows BOOLEANbyte1 byte

Do not use C# long for C/C++ long -- they have different sizes on Unix 64-bit. Use CLong/CULong for portable interop.


Agent Gotchas

  1. Do not use [DllImport] in new .NET 7+ code without justification. Use [LibraryImport] which generates marshalling at compile time. Only fall back to [DllImport] when SYSLIB1054 analyzer indicates incompatibility.
  2. Do not assume bool marshals as 1 byte. .NET marshals bool as a 4-byte Windows BOOL by default. Use [MarshalAs(UnmanagedType.U1)] for C _Bool/bool, or [MarshalAs(UnmanagedType.Bool)] for Windows BOOL explicitly.
  3. Do not use C# long to interop with C/C++ long. C long is 4 bytes on Windows but 8 bytes on 64-bit Unix. Use CLong/CULong (.NET 6+) for cross-platform correctness.
  4. Do not use StringBuilder for output string buffers. [LibraryImport] does not support StringBuilder at all, and with [DllImport] it allocates multiple intermediate copies. Use char[] or byte[] from ArrayPool instead.
  5. Do not use [LibraryImport] or [DllImport] for WASM. WebAssembly does not support traditional P/Invoke. For JavaScript interop in WASM, see [skill:dotnet-aot-wasm].
  6. Do not use dynamic library loading on iOS. iOS prohibits loading dynamic libraries at runtime. Use "__Internal" as the library name for statically linked native code.
  7. Do not use System.Delegate fields in interop structs. Use typed delegates or unmanaged function pointers (delegate* unmanaged). Untyped delegates can destabilize the runtime during marshalling.
  8. Do not forget to keep delegate instances alive during native use. The GC may collect a delegate that native code still references. Store delegates in a static field or use GCHandle for the duration of native callbacks.

Prerequisites

  • .NET 7+ SDK for [LibraryImport] source generation
  • .NET Core 3.0+ for NativeLibrary API
  • Native libraries compiled for each target platform/architecture
  • For iOS: Xcode with native static libraries linked via NativeReference
  • For Android: native .so files for each target ABI (arm64-v8a, x86_64)

References

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