I'm working on a 3d program and I wish to have a quad windows like in Maya or 3dsmax or completely different smaller windows (like model preview window).
So far I managed to get most of this editor working but I'm having a problem with dx11 but I'm stuck.
So basically each window create its own device and whenever I create a shader resource with one device, if I use this resource with another device
the program stall on deviceContext.Flush.
So, what do I need to do to share shader resource from different device ? Is it possible ? I try change the optionflags to shared, but it doesn't change anything.
I used Wpf for the the interface so I'm using d3dImage
I'm pretty sure I'm missing something quite simple.