ID3D11Device2::CheckMultisampleQualityLevels1 method (d3d11_2.h)

Get the number of quality levels available during multisampling.


HRESULT CheckMultisampleQualityLevels1(
  [in]  DXGI_FORMAT Format,
  [in]  UINT        SampleCount,
  [in]  UINT        Flags,
  [out] UINT        *pNumQualityLevels


[in] Format


The texture format during multisampling.

[in] SampleCount

Type: UINT

The number of samples during multisampling.

[in] Flags

Type: UINT

A combination of D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAGS values that are combined by using a bitwise OR operation. Currently, only D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE is supported.

[out] pNumQualityLevels

Type: UINT*

A pointer to a variable the receives the number of quality levels supported by the adapter. See Remarks.

Return value


This method returns one of the Direct3D 11 Return Codes.


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.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.


Minimum supported client Windows 8.1 [desktop apps | UWP apps]
Minimum supported server Windows Server 2012 R2 [desktop apps | UWP apps]
Target Platform Windows
Header d3d11_2.h
Library D3D11.lib

See also