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Manager.CheckDeviceFormat Method

[This documentation is for preview only, and is subject to change in later releases. Blank topics are included as placeholders.]

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.

Namespace:  Microsoft.WindowsMobile.DirectX.Direct3D
Assembly:  Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)

Syntax

public static bool CheckDeviceFormat(
    int adapter,
    DeviceType deviceType,
    Format adapterFormat,
    Usage usage,
    ResourceType resourceType,
    Format checkFormat
)

Parameters

Return Value

Type: System.Boolean
true if the method succeeds; otherwise, false.

Examples

The following code example shows how to determine whether a specific texture format is supported on a device.

// check support for a Format.A16B16R16F render target
if (!Microsoft.WindowsMobile.DirectX.Direct3D.Manager.CheckDeviceFormat(0, DeviceType.Default, Format.A1R5G5B5,
                                  Usage.RenderTarget, ResourceType.BackBuffer,
                                  Format.A1R5G5B5))
    MessageBox.Show("Supported");

.NET Framework Security

Platforms

Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC

The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.

Version Information

.NET Compact Framework

Supported in: 3.5, 2.0

See Also

Reference

Manager Class

Manager Members

Microsoft.WindowsMobile.DirectX.Direct3D Namespace