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Question by Sukender · Jul 03, 2017 at 09:18 PM · native pluginmultiple-monitorsdirect3d

Can we safely use native texture pointers with multi-display?

Hi there,

My application happily uses native texture pointers (OpenGLCore, OpenGL2, D3D11 and D3D9) with single displays. However, when going multi-display (D3D11), Unity (5.6.1, 5.6.2) freezes as soon as my native plugin does its job of creating a texture and gives a pointer back to my Unity app for use ( Texture2D.CreateExternalTexture() ). I suspect an issue about contexts, but I can’t be sure.

  1. Does the Display.activate() function create one context per screen, using D3D11?

  2. Same question for OpenGLCore.

  3. Is there any way I can get more info about such a freeze?

[EDIT] Some precisions:

  • Indeed, Texture2D.CreateExternalTexture() crashes Unity (seen in debugger). I'm giving it a D3D11 texture (resource) pointer created with the device/context I had upon plugin event call ( GL.IssuePluginEvent() ).

  • Multiple displays are not supported under Windows OpenGLCore, a Unity error message said.

Any ideas?

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