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How can I know whether a Resource is in video memory or other place?

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when creating resource like IDirect3DTexture× we can specify the D3DPOOL_××× flag to contol where the resource shoul be put into. But when I get a resource from some other way such as a extern param passing, how do I know whether the resource is created in D3DPOOL_DEDAULT or D3DPOOL_MANAGED or other place?

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You can certainly find out which pool a surface or buffer was created in, but be careful not to make assumptions based on that. For instance DEFAULT doesn't guarantee that the resource is in video memory.

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