ok I figured it out. Probably not the most efficient, but does the job. No memcpy,bitblt (although inside the CreateBitmap from memory might have those functions inside). Avoids all the DXGI version crap too.
D3D11_TEXTURE2D_DESC td;
m_backBufferTexture->GetDesc(&td);
td.Usage = D3D11_USAGE_STAGING;
td.BindFlags = 0;
td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
m_pDevice->CreateTexture2D( &td, NULL, &(m_pNewTexture) );
m_pContext->CopyResource(m_pNewTexture, m_backBufferTexture);
m_pNewTexture->QueryInterface(__uuidof(IDXGISurface), (void**)&m_NewTextDXGI);
DXGI_MAPPED_RECT bitmap2Dmap;
m_NewTextDXGI->Map(&bitmap2Dmap,DXGI_MAP_READ);
D2D1_PIXEL_FORMAT desc2d;
D2D1_BITMAP_PROPERTIES bmpprops;
desc2d.format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc2d.alphaMode = D2D1_ALPHA_MODE_IGNORE; // Adapt to your needs.
bmpprops.dpiX = 96.0f;
bmpprops.dpiY = 96.0f;
bmpprops.pixelFormat = desc2d;
D2D1_SIZE_U size = D2D1::SizeU(
dim.x,
dim.y
); // Adapt to your own size.
pRT->CreateBitmap(size,(void*)bitmap2Dmap.pBits,bitmap2Dmap.Pitch,bmpprops,&m_pD2DBitmap);
m_NewTextDXGI->Unmap();