WPF interop support for Windows/DirectX.
Reverted: GraphicsDevice.Initialize() must be internal for Android.
Refactor of how render target bindings are stored.
Added _currentRenderTargetCount.
_currentRenderTargetBindings is a fixed sized array and never null.
GetRenderTargets() now returns copy of array.
ApplyRenderTargets() now copies the incoming binding array elements.
Cleaned up a few unnessasary changes.
A few small cleanups.
Removed unnessasary GL.DeleteRenderbuffers() code.
Tried to make the error checking for FBO a little clearer.
We now correctly detach depth/stencil from the frame buffer.
Updating PR 1498 with a new NextPOT and fix on the condition trigger to resize the bitmap rendering buffer.
Merged Phillipe Rollin's (@prollin) RenderTarget changes.
Using the new GraphicsCapabilities propertys for Depth24 and NonLinear. Set the right Depthformat when calling GL.RenderbufferStorage()
Change GraphicsCapabilities properties to have Supports prefix.
Fixed SupportsPackedDepthStencil typo.
Merge branch 'develop' of https://github.com/mono/MonoGame into wpfinterop

Conflicts:
	MonoGame.Framework/Graphics/RenderTarget2D.cs
	MonoGame.Framework/Graphics/Texture2D.cs
Bugfix: SharedGraphicsDeviceManager.ApplyChanges() didn't set PresentationParameters when device was already created.
Fix typo for Anisotric to Anisotripic, for non GLES codepath.
Fixed MacOS build DepthFormat.Depth24Stencil8 path in RenderTarget2D
Bizarrely the previous commit built fine locally, but not on the build server. I've added a missing the break;
Changed the PSMobile build to not fail the build check
until it can be fixed.
Reverted previous commit
Fixed the Cleanup of the obj directory.
Merge remote-tracking branch 'upstream/develop' into develop