Remove dxwrapper; test scripts focus the game window
The default render size (1835x768) is below Direct3D 7's 2048 limit, so the D3D7 -> D3D9 wrapper and its device-info workaround are no longer needed. The game pauses start-up until its window is active; game-input.ps1 now activates it reliably (Alt + SetForegroundWindow, polled), which dxwrapper had masked. borderless logs the first failed presents. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -76,9 +76,12 @@ presents only that area, scaled to the monitor.
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Windows' D3D7 runtime refuses `IDirect3D7::CreateDevice` on any render
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target wider or taller than 2048 (`DDERR_INVALIDOBJECT`, 0x88760082),
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measured with a standalone test: 2048x1440 works, 2049x1440 / 2560x1080 /
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3440x1440 fail. Native ultrawide therefore needs dxwrapper (`Dd7to9`,
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D3D7 -> D3D9), see `src/mods/dxwrapper.cpp`; without it the render size is
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clamped to 2048.
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3440x1440 fail. The default render size (768 high, e.g. 1835x768) stays
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below it; larger sizes are clamped to 2048. (A D3D7 -> D3D9 wrapper,
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dxwrapper, lifted the limit but was dropped again in commit history once the
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render size no longer needed it; it also required fixing the device info GUID
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pointer at +4 of SetDisplayMode's first argument, which its enumeration left
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invalid.)
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## Renderer
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