Give a device access to a shared resource created on a different Direct3d device.
HRESULT OpenSharedResource( [in] HANDLE hResource, [in] REFIID ReturnedInterface, [out] void **ppResource );
- hResource [in]
A resource handle. See remarks.
- ReturnedInterface [in]
The globally unique identifier (GUID) for the resource interface. See remarks.
- ppResource [out]
Address of a pointer to the resource we are gaining access to.
This method returns one of the following Direct3D 10 Return Codes.
To share a resource between two Direct3D 10 devices the resource must have been created with the D3D10_RESOURCE_MISC_SHARED flag, if it was created using the ID3D10Device interface. If it was created using the IDXGIDevice 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(ID3D10Buffer) will get the GUID of the interface to a buffer resource.
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 10 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); ... pDevice10->OpenSharedResource(sharedHandle, __uuidof(ID3D10Resource), (void**)(&tempResource10)); tempResource10->QueryInterface(__uuidof(ID3D10Texture2D), (void**)(&pTex2D_10)); tempResource10->Release(); // now use pTex2D_10 with pDevice10
Textures being shared from D3D9 to D3D10 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 ID3D10Device::Flush must be called on that device.