I am trying to get MSAA in DX11 using D3DImage, but is seems, it is not possible, since shared multisampling texture are not allowed, as stated here: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476531(v=vs.85).aspx
Actually, I use the SharpDX implementation of the D3DImage, which works fine for DX11 and DX10 as long one can leave without anti alisasing.
Approaches to solve it are described in this thread: http://sharpdx.org/forum/5-api-usage/1000-d3d11-problem-with-usage-of-texture2d which are not successful. There is yet another thread asking a similar question: Multisampling and Direct3D10 / D3DImage interop
Finally, the question is in fact, if anyone can confirm, that it is definitly NOT possible to use D3DImage for rendering of anti-aliased content from DX10/DX11?