Display one pbuffer on multiple displays (EGL)

Hello,
I have one app but 2 diplays. What I want is to display the app on both screens. My graphics driver supports openGL 1.3 and SC Spec 1.0.1

I am using one pbuffer to render my app, but I want to use this pbuffer for multiple displays (which uses the same GPU). Lets say I have 2 displays.
D1, C1 (window context), PB1 (Pbuffer)
D2, C2 (window context), PB2 (Pbuffer)

Firstly for each display, I create a native window, a window surface, a context and make it current then I call eglSwapInterval (*display, 1)

Then I make these calls for initialization:

eglChooseConfig(*display, .., cfg)
eglCreatePbufferSurface(*display, *cfg ..)
eglCreateContext(*display, *cfg..)
eglMakeCurrent (*display, *sfc_Pbuf, *sfc_Pbuf, *ctx_Pbuf )
eglSwapInterval (*display, 1)
eglMakeCurrent (*display, ..) // the context on native window

glGenTexture(1, &PB1tex)
glBindTexture(GL_TEXUTE_2D, PB1tex)
glTexParams...
.
.
glTexImage2D(..., 0)
glBindTexture(GL_TEXUTE_2D, PB1tex)
eglBindTexImage(*display, **sfc_Pbuf, EGL_BACK_BUFFER)
---------------------------------
In main:
eglMakeCurrent(PB1 Context)
myApp // Some GL calls
eglMakeCurrent(C1)
glBindTexture((GL_TEXUTE_2D, PB1tex))

glBegin(GL_QUADS)
glTexCoord2f
glVertex2f
.
.
glEnd()

eglSwapBuffer(display)

This code is for the case that, Each display uses its own pbuffer (that is created with this display) PB1 for D1 and PB2 for D2.

But I want to use PB1 for D2. While creating C1 and C2, I open texture sharing property (which is supported by my graphics driver) But I see a black screen. Is there a resolution to do what I want?
Thanks