Shared Textures on DX

I’m trying to implement a game with multiple windows and created A graphics device and a spritebatch for each window. So far everything works smoothly, The thing is that i need to create a Texture for each device for this to work.
is there a way to share the textures between the GraphicsDevice instances?

I’ve manged to solve this problem:
First i did some reading here: 1 and discovered that shared resource must be a RenderTarget and cannot be mipmapped.
then i added a protected Texture2D constructor that has only GraphicsDevice as an argument:

    protected Texture2D(GraphicsDevice graphicsDevice)
        if (graphicsDevice == null)
            throw new ArgumentNullException("graphicsDevice",FrameworkResources.ResourceCreationWhenDeviceIsNull);

        this.GraphicsDevice = graphicsDevice;
        this._levelCount = 1;
        this.ArraySize = 1;

Then added a new RenderTarget2D constructor (in RenderTarget2D.Directx.cs):

        public RenderTarget2D(GraphicsDevice graphicsDevice, IntPtr sharedPtr)
        SharpDX.Direct3D11.Texture2D dxTexture = GraphicsDevice._d3dDevice.OpenSharedResource<SharpDX.Direct3D11.Texture2D>(sharedPtr);

        this.width = dxTexture.Description.Width;
        this.height = dxTexture.Description.Height;
        this._format = SharpDXHelper.FromFormat(dxTexture.Description.Format);
        this._texture = dxTexture;

and a new RenderRarget2D constructor (in RenderTarget2D.cs):

   public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool shared)
        : base(graphicsDevice, width, height, false, SurfaceFormat.Color , SurfaceType.RenderTarget, shared, 1)
    { }

also added SharpDXHelper.FromFormat(SharpDX.DXGI.Format) Which does the exact opposite of ToFormat.

in my game i created a render target using like this:

        texture = new RenderTarget2D(GraphicsDevice, width, height, true);

and added a new instance for each GraphicsDevice as follows:

       IntPtr sharedPtr = texture.GetSharedHandle();
       RenderTarget2D[] renderTargets = new RenderTarget2D[GraphicsDevices.Count];
   for (int i=0; i< GraphicsDevices.Count;i++)
                renderTargets[i] = new RenderTarget2D(GraphicsDevices[i], sharedPtr);
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