The message is pretty explicit. Your render target is not compatible with what is expecting D2D.
As you haven't posted the declaration of your render target, it is impossible to make a clear diagnostic, but when you say "my loaded texture2d,", this is suspicious. This must be a texture declared as a render target, not a texture that you load from the disk.
Excuse me , I thought u meant The message of the pop up window. In the output I got this :
This was explicitly explained in the link above, item 3) "And check the output log of Visual Studio in the Output Log tab"
D3D11 ERROR: ID3D11Device::CreateShaderResourceView: The Dimensions of the View are invalid due to at least one of the following conditions. Assuming this Format (0x2a, R32_UINT), ElementOffset (value = 0) must be between 0 and the maximum offset of the Buffer, 121599, inclusively. With the current ElementOffset, ElementWidth (value = 0) must be between 1 and 121600, inclusively, in order that the View fit on the Buffer. [ STATE_CREATION ERROR #128: CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS]
You should be able to see your problem with this message.
When you create a buffer view, you need to tell the range of data that is going into the view. In your sample, you don't define this. Check the documentation D3D11_SHADER_RESOURCE_VIEW_DESC , D3D11_BUFFER_SRV doc, For this Shader Resource View you need to define ElementOffset and ElementWidth but the error message (and documentation) is a bit misleading because they should suggest the number of elements, not the size of a single element, so prefer using ElementCount and FirstElement, like this:
var desc = new ShaderResourceViewDescription();
desc.Dimension = ShaderResourceViewDimension.Buffer;
desc.Format = SharpDX.DXGI.Format.R32_UInt;
desc.Buffer.FirstElement = 0; // same as ElementOffset in error message but more appropriate
desc.Buffer.ElementCount = MaximumCount; // same as ElementWidth in error message but more appropriate
You will get probably similar error for the declaration of UAV view.