ID3D11Device::OpenSharedResource method

Give a device access to a shared resource created on a different device.

Syntax


HRESULT OpenSharedResource(
  [in]   HANDLE hResource,
  [in]   REFIID ReturnedInterface,
  [out]  void **ppResource
);

Parameters

hResource [in]

Type: HANDLE

A resource handle. See remarks.

ReturnedInterface [in]

Type: REFIID

The globally unique identifier (GUID) for the resource interface. See remarks.

ppResource [out]

Type: void**

Address of a pointer to the resource we are gaining access to.

Return value

Type: HRESULT

This method returns one of the following Direct3D 11 Return Codes.

Remarks

The REFIID, or GUID, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(ID3D11Buffer) will get the GUID of the interface to a buffer resource.

The unique handle of the resource is obtained differently depending on the type of device that originally created the resource.

To share a resource between two Direct3D 11 devices the resource must have been created with the D3D11_RESOURCE_MISC_SHARED flag, if it was created using the ID3D11Device interface. If it was created using a DXGI device interface, then the resource is always shared.

The REFIID, or GUID, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(ID3D11Buffer) will get the GUID of the interface to a buffer resource.

When sharing a resource between two Direct3D 10/11 devices the unique handle of the resource can be obtained by querying the resource for the IDXGIResource interface and then calling GetSharedHandle.



IDXGIResource* pOtherResource(NULL);
hr = pOtherDeviceResource->QueryInterface( __uuidof(IDXGIResource), (void**)&pOtherResource );
HANDLE sharedHandle;
pOtherResource->GetSharedHandle(&sharedHandle);
      

The only resources that can be shared are 2D non-mipmapped textures.

To share a resource between a Direct3D 9 device and a Direct3D 11 device the texture must have been created using the pSharedHandle argument of CreateTexture. The shared Direct3D 9 handle is then passed to OpenSharedResource in the hResource argument.

The following code illustrates the method calls involved.



sharedHandle = NULL; // must be set to NULL to create, can use a valid handle here to open in D3D9 
pDevice9->CreateTexture(..., pTex2D_9, &sharedHandle); 
... 
pDevice11->OpenSharedResource(sharedHandle, __uuidof(ID3D11Resource), (void**)(&tempResource11)); 
tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)(&pTex2D_11)); 
tempResource11->Release(); 
// now use pTex2D_11 with pDevice11   
      

Textures being shared from D3D9 to D3D11 have the following restrictions.

  • Textures must be 2D
  • Only 1 mip level is allowed
  • Texture must have default usage
  • Texture must be write only
  • MSAA textures are not allowed
  • Bind flags must have SHADER_RESOURCE and RENDER_TARGET set
  • Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed

If a shared texture is updated on one device ID3D11DeviceContext::Flush must be called on that device.

Windows Phone 8: This API is supported.

Requirements

Header

D3D11.h

Library

D3D11.lib

See also

ID3D11Device

 

 

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