WPF interop support for Windows/DirectX.
Reverted: GraphicsDevice.Initialize() must be internal for Android.
Some misc changes for the WP8 XamlGame
Activated and Deactivated events on WP8
WP8 touchpanel dimension hacking with correct code
Removed pointless client bounds scale
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()
Fixes for Mouse class
Small fix
Small fix
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.