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nf-windows-ui-composition-interop-icompositorinterop2-checkcompositiontexturesupport.md

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UID title description tech.root ms.date targetos prerelease req.assembly req.construct-type req.ddi-compliance req.dll req.header req.idl req.include-header req.irql req.kmdf-ver req.lib req.max-support req.namespace req.redist req.target-min-winverclnt req.target-min-winversvr req.target-type req.type-library req.umdf-ver req.unicode-ansi topic_type api_type api_location api_name f1_keywords dev_langs helpviewer_keywords
NF:windows.ui.composition.interop.ICompositorInterop2.CheckCompositionTextureSupport
ICompositorInterop2::CheckCompositionTextureSupport
TBD
winrt
07/10/2023
Windows
true
function
windows.ui.composition.interop.h
apiref
COM
windows.ui.composition.interop.h
ICompositorInterop2::CheckCompositionTextureSupport
ICompositorInterop2::CheckCompositionTextureSupport
windows.ui.composition.interop/ICompositorInterop2::CheckCompositionTextureSupport
c++
CheckCompositionTextureSupport

-description

Queries whether the Direct3D device that you're using to render supports composition textures (without having to first allocate a Direct3D texture on that device). Before you attempt to create composition textures for D3D textures backed by a given Direct3D device, you should call CheckCompositionTextureSupport, passing that backing device.

Generally speaking, a rendering device that reports support for monitored fences via DXGI_ADAPTER_FLAG3 is able to support composition textures. But in rare cases, the operating system (OS) itself can disable the composition textures feature; in which case CheckCompositionTextureSupport will also report unsupported.

-parameters

-param renderingDevice

Type: _In_ IUnknown*

The backing Direct3D device.

-param supportsCompositionTextures

Type: _Out_ BOOL*

Points to a value of true if renderingDevice supports composition textures; otherwise 'false`.

-returns

Type: HRESULT

If the function succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.

-remarks

-see-also