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Share cpu writable texture resource between two devices

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Hi folks, I have a question concerning DirectX10's ability to share resources across devices. I managed to share a normal texture resource between my two graphic cards. However, I need to share a texture with the D3D10_CPU_ACCESS_WRITE flag set so I can fill the texture myself. My original code doesn't seem to work here, I get an E_INVALIDARG error when calling OpenSharedResource(). Is it possible to share a cpu writable texture? Or is my code correct and it's not possible with DX10?
// create empty texture on device1
desc.ArraySize   = 1;
desc.BindFlags   = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags  = D3D10_CPU_ACCESS_WRITE;
desc.Format    = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.Height    = 256;
desc.MipLevels   = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage    = D3D10_USAGE_DYNAMIC;
desc.Width    = 256;
desc.MiscFlags = D3D10_RESOURCE_MISC_SHARED;
g_pDevice1->CreateTexture2D(&desc, NULL, &g_pTexture);

.............. // draw to texture and create resource view

// load the shared texture resource on device2
IDXGIResource* pGIResource;
V(g_pTexture->QueryInterface(IID_IDXGIResource, (void**)&pGIResource) );
HANDLE sharedHandle;
V(pGIResource->GetSharedHandle(&sharedHandle) );
ID3D10Resource* pResource;
// !!! this line returns E_INVALIDARG
V(g_pDevice2->OpenSharedResource(sharedHandle, __uuidof(ID3D10Resource), (void**)&pResource));
ID3D10Texture2D* pTexture;
V(pResource->QueryInterface(IID_ID3D10Texture2D, (void**)&pTexture));

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I feared as much... damn. Hopefully the the docs will be updated soon so the next person trying this can save the trouble.

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