Determines whether a surface format is available as a specified resource type and can be used as a texture, depth stencil buffer, render target, or any combination of the three, on a device representing the current adapter.
Overload List
public static bool CheckDeviceFormat(int, DeviceType, Format, Usage, ResourceType, DepthFormat); public static bool CheckDeviceFormat(int, DeviceType, Format, Usage, ResourceType, DepthFormat, out int); public static bool CheckDeviceFormat(int, DeviceType, Format, Usage, ResourceType, Format); public static bool CheckDeviceFormat(int, DeviceType, Format, Usage, ResourceType, Format, out int);
How Do I...?
Check For HDR Texture Support This example demonstrates how to check a device to determine whether a specific texture format is supported. In the following C# code example, device is assumed to be the rendering Device, and the adapterFormat variable is assumed to be a valid member of the Format enum. [C#] // check support for a Format.A16B16R16F render target if (!Manager.CheckDeviceFormat(0, DeviceType.Hardware, adapterFormat, Usage.RenderTarget, ResourceType.CubeTexture, Format.A16B16G16R16F)) return true; else return false;
This example demonstrates how to check a device to determine whether a specific texture format is supported.
In the following C# code example, device is assumed to be the rendering Device, and the adapterFormat variable is assumed to be a valid member of the Format enum.
[C#] // check support for a Format.A16B16R16F render target if (!Manager.CheckDeviceFormat(0, DeviceType.Hardware, adapterFormat, Usage.RenderTarget, ResourceType.CubeTexture, Format.A16B16G16R16F)) return true; else return false;