It’s the other way around. You first create the texture from the main rendering device and share it with your local rendering device with texture_create_from_extension()
Here’s creating the texture in the main rendering device:
Here, the texture
variable, holds the texture that will be used by the mesh/sprite. It points to the texture RID
created in the main rendering device.
And here’s it sharing the texture in the local rendering device:
The output_texture_rid
is the texture RID
in the local rendering device.
As far as I understand, it’s not creating a copy of the data but sharing the resource (it’s the same data).