With DX you could use a DX call
OpenGL sadly has nothing like that so the only way would be a manual messuring method as all textures are bound when loaded. (OpenGL has no memory management like DX so stuff is either in VRAM or a pixmap)
But with 2D I somehow don't believe that it is possible to flood the VRAM.
Because cards that work with BM on usefull level have 32MB and thats already quite a lot for 2D after all.
Chance that fillrate and bandwidth will cause serious performance problems are likely larger ... especially if you have "special effects" (particles and the like)
OpenGL sadly has nothing like that so the only way would be a manual messuring method as all textures are bound when loaded. (OpenGL has no memory management like DX so stuff is either in VRAM or a pixmap)
But with 2D I somehow don't believe that it is possible to flood the VRAM.
Because cards that work with BM on usefull level have 32MB and thats already quite a lot for 2D after all.
Chance that fillrate and bandwidth will cause serious performance problems are likely larger ... especially if you have "special effects" (particles and the like)