Get the number of quality levels available during multisampling.
HRESULT CheckMultisampleQualityLevels( [in] DXGI_FORMAT Format, [in] UINT SampleCount, [out] UINT *pNumQualityLevels );
- Format [in]
The texture format. See DXGI_FORMAT.
- SampleCount [in]
The number of samples during multisampling.
- pNumQualityLevels [out]
Number of quality levels supported by the adapter. See remarks.
This method returns one of the following Direct3D 11 Return Codes.
When multisampling a texture, the number of quality levels available for an adapter is dependent on the texture format used and the number of samples requested. The maximum number of quality levels is defined by D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT in D3D11.h. If this method returns 0, the format and sample count combination is not supported for the installed adapter.
Furthermore, the definition of a quality level is up to each hardware vendor to define, however no facility is provided by Direct3D to help discover this information.
Note that FEATURE_LEVEL_10_1 devices are required to support 4x MSAA for all render targets except R32G32B32A32 and R32G32B32. FEATURE_LEVEL_11_0 devices are required to support 4x MSAA for all render target formats, and 8x MSAA for all render target formats except R32G32B32A32 formats.
Windows Phone 8: This API is supported.