In DirectX 10, how do I find out the maximum texture size for a MSAA texture for a given sample count/quality?
I'm trying to render some geometry using Direct2D rendering to a Direct3D MSAA surface but for large textures (~5000x2500) I get strange results. Everything gets rendered fine if the MSAA sample count is reduced from 8 to 4. I don't get any errors when creating the textures or when rendering.
Thanks!
You can use ID3D10Device::CheckMultisampleQualityLevels to check for support.
You can also use the CAPS viewer tool that installs with the SDK.
Also check out http://msdn.microsoft.com/en-us/library/windows/desktop/cc627090(v=vs.85).aspx for supported formats and their target uses. (Note the page table displays incorrectly. Copy and paste the table to see all the columns.)