Gets the number of quality levels available during multisampling.
public:
HRESULT CheckMultisampleQualityLevels1(
DXGI_FORMAT Format,
UINT SampleCount,
UINT Flags,
UINT *pNumQualityLevels
)
Format
Type: DXGI_FORMAT
[in] The texture format during multisampling.
SampleCount
Type: UINT
[in] The number of samples during multisampling.
Flags
Type: UINT
[in] A combination of D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG enumeration values that are combined by using a bitwise OR operation. Currently, only D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE is supported.
pNumQualityLevels
Type: UINT *
[out] A pointer to a variable the receives the number of quality levels supported by the adapter. See Remarks.
Type: HRESULT
This method returns one of the Direct3D 11 Return Codes. If this method returns 0, the format and sample count combination is not supported for the installed adapter.
When you multisample a texture, the number of quality levels available for an adapter is dependent on the texture format that you use and the number of samples that you request. The maximum number of quality levels is defined by D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT in d3d11_x.h (Desktop: D3D11.h). If this method returns 0, the format and sample count combination is not supported for the installed adapter.
[Applies to Desktop, not Xbox:] 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.
[Applies to Desktop, not Xbox:] 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.
Header: Declared in d3d11_x.h (d3d11_2.h in other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib in other Windows platforms).