According to my research, there is no easy way to achieve this.
Instead, there are (in Microsoft style) several different ways to achieve this, each of which is more complex than the other.
DX9 used the convenient pd3dDevice->GetAvailableTextureMem() , but that was in DX11.
In this MSDN code example, you can find several ways to request available video memory (with source code). I hope one of them suits you.
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