๐ Extremely small standalone C# executables using NativeAOT
SmolSharp is a repository that demonstrates the ability to use NativeAOT to build extremely small binaries without any kind of external utility or linker. For example, for a simple hello world program, by default, NAOT produces a binary that is 2998272
bytes in size with the following properties:
<PublishAot>true</PublishAot>
<Optimize>true</Optimize>
<OptimizationPreference>Size</OptimizationPreference>
<PublishTrimmed>true</PublishTrimmed>
With the SmolSharp.props
file being imported, the compiler produces a binary that is only 2021
bytes in size - a 0.07% of the original file-size.
Project Name | Binary size | Description |
---|---|---|
HelloWorld | 2021 B | A console program that outputs "Hello World". |
Mandelbrot | 2879 B | A windowed program that renders a fractal (the Mandelbrot set). |
Ocean | 7316 B | A windowed OpenGL program that renders a ray-marched stylized ocean. |
As of pull-request Compile as x86 by Michal Strehovskรฝ, the projects may also be compiled in 32-bit mode, which reduces file sizes even further:
Project Name | Binary size | Description |
---|---|---|
HelloWorld | 1711 B | A console program that outputs "Hello World". |
Mandelbrot | 2299 B | A windowed program that renders a fractal (the Mandelbrot set). |
Ocean | 5832 B | A windowed OpenGL program that renders a ray-marched stylized ocean. |
You may find this version in the /bit32
branch.
https://github.com/ascpixi/smolsharp/assets/44982772/c70e1e20-7cef-473d-bbf5-67079bec2487
All of the functionality of SmolSharp is contained in the SmolSharp.props
file. The following techniques are employed in order to achieve minimal binary sizes:
[DllImport]
declarations are specified in the <DirectPInvoke>
list in the MSBuild .props
file, removing the need for a dynamic loader. To prevent redundant RhpReversePInvoke
calls, every [DllImport]
is marked with the [SuppressGCTransition]
attribute..rsrc
section) are omitted by setting the internal property _Win32ResFile
to an empty string, in a target that executes before the LinkNative
target (or for .NET 8+, by setting an undocumented property).objcopy
. Additionally, since no exception handling is used, the SEH exception data directory (the .pdata
section) is removed./align:16
- sets section alignment to 16 bytes, which, based on testing, is the minimum accepted value/manifestuac:no
- forces the linker to never embed any UAC manifest/opt:ref /opt:icf
- enables linker reference optimization/safeseh:no
- allows the linker to skip embedding SEH data/emittoolversioninfo:no
- removes linker/compiler version information (the Rich header). Undocumented.
/emitpogophaseinfo
- removes the debug directory from the final output. Undocumented.
/nodefaultlib
- excludes CRT libraries from the binary/fixed
- instructs the operating system to load the binary at a static address, disabling relocations and making the linker skip emitting the .reloc
section/merge:.modules=.rdata
- merges the .modules
and .rdata
sections due to their identical attributes/merge:.managedcode=.text
- merges the .managedcode
and .text
sections due to their identical attributesPlease note that these steps also may be performed without the use of MSBuild - this is demonstrated by the MichalStrehovsky/zerosharp
repository.
As mentioned in the Inner-workings section, the lack of a GC means that object allocations are frowned upon, and all memory retrieved via dynamic allocation should be disposed of manually, similarly to C. As all of the BCL classes are missing, this also means that they have to be either re-implemented, or alternatives need to be used, like the host OS's built-in APIs. This project also only works on Windows - it depends on importing Win32 classes, and assumes the output binary format is PE, which is only majorly supported by NT-based OS's.
As this repository focuses on avoiding any kind of external tools, the default MSVC linker was used. However, specialized linkers such as the Crinkler may be used in order to compress the whole binary and avoid any unnecessary sections.
In order to build any given project, in the project's root folder (near the .csproj file), simply run:
dotnet publish -r win-x64 -c release
For the OpenGL ocean demo, you can quickly compress a GLSL fragment shader by using the ShaderCompressor
project, included with the repository. The shader compressor is a simple C++ program that uses Windows's built-in cabinet compression API in order to create byte arrays that can then be consumed by the compiled application. It's recommended to also minify your shader - for example, with laurentlb/Shader_Minifier
. The shaderpkg
batch file will use the shader_minifier
binary in the ./tools
directory. The main fragment shader for SmolSharp.Ocean
is located in ./src/SmolSharp.Ocean/Shaders/frag.glsl
.