I have a case like this:
GraphicsDevice.SetRenderTargets(RenderTargetA, RenderTargetB);
... draw first texture to both targets 
GraphicsDevice.SetRenderTargets(RenderTargetA, RenderTargetC);
... draw second texture to both targets 
The problem is that when SetRenderTargets is called for the second time, RenderTargetA is cleared.
In the end I want RenderTargetA to have both textures on it, while RenderTargetB should only have the first and RenderTargetC should only have the second. I know this can be done with RenderTargetUsage.PreserveContents, but according to this, perserving the contents comes with some performance and combatibility tradeoffs.
Is there some method on GraphicsDevice or some other way I can use to just set the second render target without effecting the first?
Thanks