code: func AreTexturesResident(n int32, textures *uint32, residences *bool) bool {
  	ret, _, _ := syscall.Syscall(gpAreTexturesResident, 3, uintptr(n), uintptr(unsafe.Pointer(textures)), uintptr(unsafe.Pointer(residences)))
  	return ret != 0
  }
docs: // determine if textures are loaded in texture memory