Non-default adapter support.
jasonjtyler opened this issue · 1 comments
I cannot use D3DImage with a non-default D3D11 display adapter. When attempting to do so, creating the shared handle for the surface fails. Am I missing something? Is this not supported, or is there something extra I need to do?
I'm resurrecting this thread in the hopes that someone has managed to find a way to force WPF to run off a specific adapter so that we can run operations on/access shared resources from it, since that functionality has only increased in use over the last 5 years.
I'm aware of the control that is given to a user to target a specific GPU when a particular application is run, either at the GPU manufacturer level (NVIDIA Control Panel, etc), or more recently the Windows level, but for our needs we only ever want a specific known adapter used and seem to have no ability to control that from a developer perspective.
Does anyone have any tricks to get this working?