How do we get a c++ dx11 texture to render in monogame from a separate thread?

We currently have a dll which does some custom rendering which we would like to use with Monogame.

The appropriate c# bindings have been created and we are able to pass a texture (grabbed from Sprite class via reflection), and device context, down to our dll and update the texture.

The issue we are having now is that the dll needs to render from a seperate thread, which looks like the use of a deferred context. Is there anyway to execute this deferred context in Monogame’s main thread as required?

Or, are there any alternate approaches we should explore?