I am using wglDXOpenDeviceNV
in order to capture frames as shared textures to subsequently (in a different process inside the same sandbox) feed to NVENC as D3D11 Texture2Ds.
The problem is that inside Windows Sandbox (which I need to support) the wglDXOpenDeviceNV
fails with 0xc007006e ERROR_OPEN_FAILED
. The issue does not happen on the host system, and it happens regardless of the adapter I create my D3D11 device on (e.g. I enumerate D3D adapters and try all of them with the same issue).
Is it possible to investigate what causes the wglDXOpenDeviceNV
call to fail to open the device?