The easiest way to read data like that back from the GPU is drawing a quad with states set so it will only render the pixels you are interested in, and use an occlusion query object to read back how many pixels were actually drawn.
Beware, though, this may ruin your performance, unless you deal with the asynchronous nature of queries so you can cope with the data being 1 or 2 frames late in arriving back on the CPU! It is not possible to read back GPU data to the CPU without calling a stall of at least 1 if not more frames.
See here.
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