#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2022 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Graphics { /// /// Represents a render target. /// internal interface IRenderTarget { /// /// Gets the width of the render target in pixels /// /// The width of the render target in pixels. int Width { get; } /// /// Gets the height of the render target in pixels /// /// The height of the render target in pixels. int Height { get; } /// /// Gets the mip level count of the render target /// /// The number of mip levels in the render target. int LevelCount { get; } /// /// Gets the usage mode of the render target. /// /// The usage mode of the render target. RenderTargetUsage RenderTargetUsage { get; } /// /// Gets the DepthFormat of the depth-stencil buffer. /// /// The DepthFormat of the DepthStencilBuffer. DepthFormat DepthStencilFormat { get; } /// /// Gets the handle of the depth-stencil buffer. /// /// The depth-stencil buffer handle. IntPtr DepthStencilBuffer { get; } /// /// Gets the handle of the color buffer. /// /// The color buffer handle. IntPtr ColorBuffer { get; } int MultiSampleCount { get; } } }