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Loading images from disk and drawing them to Direct2D resource

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I am writing an application using DirectX11 Direct2D, part of which is loading and drawing sequence of image files in realtime (video overlay). The size of these image files vary (100x100 ~ 2000x2000 x RGBA). There will be optiziations, preloading(prebuffering) logic, but I want to understand what is the proper/best practice/method to do this.


Here is the current workflow, I follow:

  1. Load file with WIC,

  2. Convert to PBGRA bitmap (optional),  

  3. Lock the WIC pixels,

  4. Create D2D1Bitmap using this pixel data


However, this seems to be a slow procedure. It bottlenecks at point #4 - transfering pixel data to the VRAM. So I am looknig for a faster way (ie - what is the fastest one). 


So, is there a way to load image, in a form of texture, or other way, directly as a DirectX resource, so I can minimize the time for the whole process/iteration ?


Thanks in advance

Best Regards

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