protected override void ResizeDepthStencilBuffer(int width, int height, PixelFormat format)
        {
            var newTextureDescrition = DepthStencilBuffer.Texture.NativeDescription;

            newTextureDescrition.Width  = width;
            newTextureDescrition.Height = height;

            // Manually update the texture
            DepthStencilBuffer.Texture.OnDestroyed();

            // Force buffer destruction
            // TODO: We should track all user created depth buffer that points to depthStencilBuffer as well (or deny their creation?)
            DepthStencilBuffer.OnDestroyed();

            // Put it in our back buffer texture
            DepthStencilBuffer.Texture.Recreate(newTextureDescrition);

            // Recreate render target
            DepthStencilBuffer.OnRecreate();

            // Update variables
            // TODO: Should be kept readonly, maybe with reflection (ugly) or some other IL trick?
            DepthStencilBuffer.Texture.Width              = width;
            DepthStencilBuffer.Texture.Height             = height;
            DepthStencilBuffer.DescriptionInternal.Width  = width;
            DepthStencilBuffer.DescriptionInternal.Height = height;
        }