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#region License
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/* FNA - XNA4 Reimplementation for Desktop Platforms
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* Copyright 2009-2020 Ethan Lee and the MonoGame Team
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*
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* Released under the Microsoft Public License.
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* See LICENSE for details.
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*/
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#endregion
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namespace Microsoft.Xna.Framework.Graphics
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{
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/// <summary>
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/// Represents a render target.
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/// </summary>
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internal interface IRenderTarget
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{
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/// <summary>
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/// Gets the width of the render target in pixels
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/// </summary>
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/// <value>The width of the render target in pixels.</value>
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int Width
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{
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get;
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}
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/// <summary>
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/// Gets the height of the render target in pixels
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/// </summary>
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/// <value>The height of the render target in pixels.</value>
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int Height
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{
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get;
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}
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/// <summary>
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/// Gets the usage mode of the render target.
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/// </summary>
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/// <value>The usage mode of the render target.</value>
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RenderTargetUsage RenderTargetUsage
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{
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get;
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}
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/// <summary>
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/// Gets the DepthFormat of the depth-stencil buffer.
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/// </summary>
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/// <value>The DepthFormat of the DepthStencilBuffer.</value>
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DepthFormat DepthStencilFormat
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{
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get;
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}
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/// <summary>
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/// Gets the handle of the depth-stencil buffer.
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/// </summary>
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/// <value>The depth-stencil buffer handle.</value>
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IGLRenderbuffer DepthStencilBuffer
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{
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get;
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}
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/// <summary>
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/// Gets the handle of the color buffer.
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/// </summary>
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/// <value>The color buffer handle.</value>
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IGLRenderbuffer ColorBuffer
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{
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get;
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}
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int MultiSampleCount
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{
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get;
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}
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}
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}
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