macOS and Windows both essentially have the concept of a “weak file descriptor” (in the former case due to a kernel bug): file descriptors that you must hold open in the creator process when you transfer them or they get corrupted somehow. These are the most evil things.
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…if you destroy the texture before another process has opened it, then the HANDLE becomes invalid. Same problem! Microsoft fixed this, sort of, by introducing a new flag in D3D 11.1, SHARED_NTHANDLE, with sensible semantics. But only on D3D 11.1.pic.twitter.com/6bVEZMbcc7
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