public override bool IsCompatible(RenderTarget renderTarget)
{
var pBack = (Surface[])renderTarget[ "DDBACKBUFFER" ];
if ( pBack[ 0 ] == null )
return false;
var srfDesc = pBack[ 0 ].Description;
//RenderSystem will determine if bitdepths match (i.e. 32 bit RT don't like 16 bit Depth)
//This is the same function used to create them. Note results are usually cached so this should
//be quick
var fmt = renderSystem.GetDepthStencilFormatFor( srfDesc.Format );
var activeDevice = D3DRenderSystem.ActiveD3D9Device;
return creator == activeDevice &&
fmt == d3dFormat &&
fsaa == (int)srfDesc.MultisampleType &&
multiSampleQuality == srfDesc.MultisampleQuality &&
Width >= renderTarget.Width &&
Height >= renderTarget.Height;
}