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Direct2D fails when drawing a single-channel bitmap

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I'm an experienced programmer specialized in Computer Graphics, mainly using Direct3D 9.0c, OpenGL and general algorithms. Currently, I am evaluating Direct2D as rendering technology for a professional application dealing with medical image data. As for rendering, it is a x64 desktop application in windowed mode (not fullscreen). Already with my very initial steps I struggle with a task I thought would be a no-brainer: Rendering a single-channel bitmap on screen. Running on a Windows 8.1 machine, I create an ID2D1DeviceContext with a Direct3D swap chain buffer surface as render target. The swap chain is created from a HWND and buffer format DXGI_FORMAT_B8G8R8A8_UNORM. Note: See also the code snippets at the end. Afterwards, I create a bitmap with pixel format DXGI_FORMAT_R8_UNORM and alpha mode D2d1_ALPHA_MODE_IGNORE. When calling DrawBitmap(...) on the device context, a debug break point is triggered with the debug message "D2d DEBUG ERROR - This operation is not compatible with the pixel format of the bitmap". I know that this output is quite clear. Also, when changing the pixel format to DXGI_FORMAT_R8G8B8A8_UNORM with DXGI_ALPHA_MODE_IGNORE everything works well and I see the bitmap rendered. However, I simply cannot believe that! Graphics cards support single-channel textures ever since - every 3D graphics application can use them without thinking twice. This goes without speaking. I tried to find anything here and at Google, without success. The only hint I could find was the MSDN Direct2D page with the (supported pixel formats). The documentation suggests - by not mentioning it - that DXGI_FORMAT_R8_UNORM is indeed not supported as bitmap format. I also find posts talking about alpha masks (using DXGI_FORMAT_A8_UNORM), but that's not what I'm after. What am I missing that I can't convince Direct2D to create and draw a grayscale bitmap? Or is it really true that Direct2D doesn't support drawing of R8 or R16 bitmaps?? Any help is really appreciated as I don't know how to solve this. If I can't get this trivial basics to work, I think I'd have to stop digging deeper into Direct2D :-(. And here is the code snippets of relevance. Please note that they might not compile since I ported this on the fly from my C++/CLI code to plain C++. Also, I threw away all error checking and other noise: Device, Device Context and Swap Chain Creation (D3D and Direct2D): // Direct2D factory creation D2D1_FACTORY_OPTIONS options = {}; options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION; ID2D1Factory1* d2dFactory; D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, options, &d2dFactory); // Direct3D device creation const auto type = D3D_DRIVER_TYPE_HARDWARE; const auto flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; ID3D11Device* d3dDevice; D3D11CreateDevice(nullptr, type, nullptr, flags, nullptr, 0, D3D11_SDK_VERSION, &d3dDevice, nullptr, nullptr); // Direct2D device creation IDXGIDevice* dxgiDevice; d3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice)); ID2D1Device* d2dDevice; d2dFactory->CreateDevice(dxgiDevice, &d2dDevice); // Swap chain creation DXGI_SWAP_CHAIN_DESC1 desc = {}; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.SampleDesc.Count = 1; desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; desc.BufferCount = 2; IDXGIAdapter* dxgiAdapter; dxgiDevice->GetAdapter(&dxgiAdapter); IDXGIFactory2* dxgiFactory; dxgiAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void **>(&dxgiFactory)); IDXGISwapChain1* swapChain; dxgiFactory->CreateSwapChainForHwnd(d3dDevice, hwnd, &swapChainDesc, nullptr, nullptr, &swapChain); // Direct2D device context creation const auto options = D2D1_DEVICE_CONTEXT_OPTIONS_NONE; ID2D1DeviceContext* deviceContext; d2dDevice->CreateDeviceContext(options, &deviceContext); // create render target bitmap from swap chain IDXGISurface* swapChainSurface; swapChain->GetBuffer(0, __uuidof(swapChainSurface), reinterpret_cast<void **>(&swapChainSurface)); D2D1_BITMAP_PROPERTIES1 bitmapProperties; bitmapProperties.dpiX = 0.0f; bitmapProperties.dpiY = 0.0f; bitmapProperties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW; bitmapProperties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; bitmapProperties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE; bitmapProperties.colorContext = nullptr; ID2D1Bitmap1* swapChainBitmap = nullptr; deviceContext->CreateBitmapFromDxgiSurface(swapChainSurface, &bitmapProperties, &swapChainBitmap); // set swap chain bitmap as render target of D2D device context deviceContext->SetTarget(swapChainBitmap); D2D single-channel Bitmap Creation: const D2D1_SIZE_U size = { 512, 512 }; const UINT32 pitch = 512; D2D1_BITMAP_PROPERTIES1 d2dProperties; ZeroMemory(&d2dProperties, sizeof(D2D1_BITMAP_PROPERTIES1)); d2dProperties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE; d2dProperties.pixelFormat.format = DXGI_FORMAT_R8_UNORM; char* sourceData = new char[512*512]; ID2D1Bitmap1* d2dBitmap; deviceContext->DeviceContextPointer->CreateBitmap(size, sourceData, pitch, d2dProperties, &d2dBitmap); Bitmap drawing (FAILING): deviceContext->BeginDraw(); D2D1_COLOR_F d2dColor = {}; deviceContext->Clear(d2dColor); // THIS LINE FAILS WITH THE DEBUG BREAKPOINT IF SINGLE CHANNELED deviceContext->DrawBitmap(bitmap, nullptr, 1.0f, D2D1_INTERPOLATION_MODE_LINEAR, nullptr); swapChain->Present(1, 0); deviceContext->EndDraw();

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