_getFrameBufferTarget() {

		const { currentToneMapping, currentColorSpace } = this;

		const useToneMapping = currentToneMapping !== NoToneMapping;
		const useColorSpace = currentColorSpace !== LinearSRGBColorSpace;

		if ( useToneMapping === false && useColorSpace === false ) return null;

		const { width, height } = this.getDrawingBufferSize( _drawingBufferSize$1 );
		const { depth, stencil } = this;

		let frameBufferTarget = this._frameBufferTarget;

		if ( frameBufferTarget === null ) {

			frameBufferTarget = new RenderTarget( width, height, {
				depthBuffer: depth,
				stencilBuffer: stencil,
				type: this._colorBufferType,
				format: RGBAFormat,
				colorSpace: LinearSRGBColorSpace,
				generateMipmaps: false,
				minFilter: LinearFilter,
				magFilter: LinearFilter,
				samples: this.samples
			} );

			frameBufferTarget.isPostProcessingRenderTarget = true;

			this._frameBufferTarget = frameBufferTarget;

		}

		const outputRenderTarget = this.getOutputRenderTarget();

		frameBufferTarget.depthBuffer = depth;
		frameBufferTarget.stencilBuffer = stencil;
		if ( outputRenderTarget !== null ) {

			frameBufferTarget.setSize( outputRenderTarget.width, outputRenderTarget.height, outputRenderTarget.depth );

		} else {

			frameBufferTarget.setSize( width, height, 1 );

		}

		frameBufferTarget.viewport.copy( this._viewport );
		frameBufferTarget.scissor.copy( this._scissor );
		frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
		frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
		frameBufferTarget.scissorTest = this._scissorTest;
		frameBufferTarget.multiview = outputRenderTarget !== null ? outputRenderTarget.multiview : false;
		frameBufferTarget.resolveDepthBuffer = outputRenderTarget !== null ? outputRenderTarget.resolveDepthBuffer : true;
		frameBufferTarget._autoAllocateDepthBuffer = outputRenderTarget !== null ? outputRenderTarget._autoAllocateDepthBuffer : false;

		return frameBufferTarget;

	}
Returns an internal render target which is used when computing the output tone mapping
and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render
pass and not inline to achieve more correct results.

@private
@return {?RenderTarget} The render target. The method returns `null` if no output conversion should be applied.