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superlloyd

[SharpDX] trying to setup D2D1 on D3D11

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I'm using SharpDX to call DirectX from C#

I'm trying to setup a class which contains a D3D11.Texture2D shared with a D2D1 .RenderTarget
I try to follow these recommendations:
[color="#008000"][font="Consolas"]http://www.gamedev.n...d2d-with-d3d11/[/font]

my code is as follow:
public override void Reset(int w, int h)
{
//base.Reset(w, h); // no base.Reset() let's do it our self!

// work in progress... inspired by
// http://www.gamedev.net/topic/547920-how-to-use-d2d-with-d3d11/

if (w < 1)
throw new ArgumentOutOfRangeException("w");
if (h < 1)
throw new ArgumentOutOfRangeException("h");

var desc = new Texture2DDescription
{
BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
Format = Format.B8G8R8A8_UNorm,
Width = w,
Height = h,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
OptionFlags = ResourceOptionFlags.Shared | ResourceOptionFlags.SharedKeyedmutex,
CpuAccessFlags = CpuAccessFlags.None,
ArraySize = 1
};

// ====== crash here ===== if OptionFlags is SharedKeyedmutex
renderTarget = new Texture2D(this.Device, desc);

renderTargetView = new RenderTargetView(this.Device, this.renderTarget);

using (var res11 = RenderTarget.QueryInterface<SharpDX.DXGI.Resource>())
using (var res10 = device10.OpenSharedResource<SharpDX.DXGI.Resource>(res11.SharedHandle))
using (var surface = res10.QueryInterface<Surface>())
{
renderTarget2D = new RenderTarget(
factory2D,
surface,
new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied))
);
}
renderTarget2D.AntialiasMode = AntialiasMode.PerPrimitive;

Device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, w, h, 0.0f, 1.0f));
Device.ImmediateContext.OutputMerger.SetTargets(RenderTargetView);
}



Unfortunately this crash when I try to setup the D3D11.Texture2D if I used SharedKeyedMutex flag!
Any tips ?

Or maybe another way to have D2D1 on D3D11?

I'm also a DirectX newbie..... :(

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Damn, I just saw in the documentation that Shared and SharedKeyedMutex are mutually exclusive!

But, mm.. I have another problem... I turn my surface in a D3D9 surface later with the code which requires the Shared flag! (because it is displayed in a WPF's D3DImage which takes a D3D9.Texture2D as parameter....) it's a catch 22!!!

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