I have created a texture which is GDI compatible but the DC I have got from it is used to draw lines from on point to another point which are not showing on the view window. Also no exception is thrown. Am I missing anything? Is there anyone done the same and successfully draw 2D shapes or something using GDI compatible DC ? Please help.
// get texture surface1 and overlay DC from GDI compatible texture 2D
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.MiscFlags = D3D11_RESOURCE_MISC_GDI_COMPATIBLE;
ID3D11Texture2DPtr texture2D;
IF_FAILED_THROW_HR(renderer->Device()->CreateTexture2D(&desc, nullptr, &texture2D));
// Create the shader resource view.
ID3D11ShaderResourceViewPtr shaderResourceView;
IF_FAILED_THROW_HR(device->CreateShaderResourceView(texture2D, nullptr, &shaderResourceView));
ID3D11ResourcePtr resource;
view->GetResource(&resource);
m_texture2D = resource;
m_dxgiSurface1 = m_texture2D;
TRY_CONDITION(m_dxgiSurface1);
HDC hdc{};
IF_FAILED_THROW_HR(m_dxgiSurface1->GetDC(FALSE, &hdc));
DXGI_SURFACE_DESC descOverlay = {0};
m_dxgiSurface1->GetDesc(&descOverlay);
// Draw on the DC using GDI
// fill the texture with the color key
::SetBkColor(overlayDC, m_keyColor);
const auto overlayRect = CRect{ 0, 0, gsl::narrow_cast<int>(descOverlay.Width), gsl::narrow_cast<int>(descOverlay.Height) };
::ExtTextOut(overlayDC, 0, 0, ETO_OPAQUE, overlayRect, nullptr, 0, nullptr);
m_dxgiSurface1->ReleaseDC(nullptr);
Update: I have edited the above source code where I have created the shader resource view from the GDI compatible texture then took the texture back from resource to the surface1. Then surface1 provides a DC which is used for GDI Drawing. Now smooth rendering but no GDI drawing is visible.