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>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-14 03:17:23 +02:00
1 parent df31c9c105
commit f73c4154ad
9 files changed
+38 -344

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+1 -4
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@@ -17,7 +17,6 @@ set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
add_compile_definitions(WIN32_LEAN_AND_MEAN NOMINMAX _CRT_SECURE_NO_WARNINGS) add_compile_definitions(WIN32_LEAN_AND_MEAN NOMINMAX _CRT_SECURE_NO_WARNINGS)
include(cmake/Detours.cmake) include(cmake/Detours.cmake)
include(cmake/DxWrapper.cmake)
set(SACRED_RE_CXX_FLAGS /W4 /permissive- /utf-8) set(SACRED_RE_CXX_FLAGS /W4 /permissive- /utf-8)
@@ -33,12 +32,10 @@ add_library(sacred_re SHARED
src/game/engine/cmdline.cpp src/game/engine/cmdline.cpp
src/mods/borderless.cpp src/mods/borderless.cpp
src/mods/widescreen.cpp src/mods/widescreen.cpp
src/mods/dxwrapper.cpp
) )
target_include_directories(sacred_re PRIVATE src) target_include_directories(sacred_re PRIVATE src)
target_compile_options(sacred_re PRIVATE ${SACRED_RE_CXX_FLAGS}) target_compile_options(sacred_re PRIVATE ${SACRED_RE_CXX_FLAGS})
target_link_libraries(sacred_re PRIVATE detours ddraw) target_link_libraries(sacred_re PRIVATE detours)
sacred_re_install_dxwrapper(sacred_re)
# --- sacred_re.exe: launches sacred.exe with sacred_re.dll injected ---------- # --- sacred_re.exe: launches sacred.exe with sacred_re.dll injected ----------
add_executable(sacred_re_launcher WIN32 src/launcher/main.cpp) add_executable(sacred_re_launcher WIN32 src/launcher/main.cpp)
-40
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@@ -1,40 +0,0 @@
# dxwrapper (zlib; github.com/elishacloud/dxwrapper): translates the game's
# DirectDraw 7 / Direct3D 7 to Direct3D 9, lifting D3D7's 2048x2048 render
# target limit. Pinned release, verified by hash; installed next to
# sacred_re.dll in dxwrapper/ and loaded by src/mods/dxwrapper.cpp, so the
# game folder stays untouched.
include(FetchContent)
# Some CMake builds (e.g. WinLibs/MinGW) ship curl without a CA store, so
# HTTPS downloads fail certificate verification. Fall back to Git for
# Windows' bundle when nothing else is configured.
if(NOT CMAKE_TLS_CAINFO AND NOT DEFINED ENV{SSL_CERT_FILE})
file(TO_CMAKE_PATH "$ENV{ProgramFiles}" _program_files)
foreach(_bundle "${_program_files}/Git/mingw64/etc/ssl/certs/ca-bundle.crt"
"${_program_files}/Git/mingw64/ssl/certs/ca-bundle.crt")
if(EXISTS "${_bundle}")
set(CMAKE_TLS_CAINFO "${_bundle}")
break()
endif()
endforeach()
endif()
FetchContent_Declare(dxwrapper_bin
URL https://github.com/elishacloud/dxwrapper/releases/download/v1.8.8600.25/dxwrapper.zip
URL_HASH SHA256=3894368ebce69f348d08e189c2f0818c49aa3b18ad01e06348743bf6a29af97a
DOWNLOAD_EXTRACT_TIMESTAMP TRUE
)
FetchContent_MakeAvailable(dxwrapper_bin)
function(sacred_re_install_dxwrapper target)
set(_dest "$<TARGET_FILE_DIR:${target}>/dxwrapper")
add_custom_command(TARGET ${target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${_dest}"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${dxwrapper_bin_SOURCE_DIR}/Stub/ddraw.dll"
"${dxwrapper_bin_SOURCE_DIR}/dxwrapper.dll"
"${dxwrapper_bin_SOURCE_DIR}/License.txt"
"${CMAKE_SOURCE_DIR}/config/dxwrapper.ini"
"${_dest}"
VERBATIM)
endfunction()
-152
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@@ -1,152 +0,0 @@
;; sacred_re: dxwrapper settings (copied next to dxwrapper.dll at build time).
;; Only change from the release defaults: Dd7to9 = 1 (DirectDraw/D3D7 -> D3D9).
;; Config file for DirectX DLL Wrapper
;;
;; For details, see: https://github.com/elishacloud/dxwrapper/wiki/Configuration
;;
[General]
RealDllPath = AUTO
WrapperMode = AUTO
LoadCustomDllPath =
ExcludeProcess =
IncludeProcess =
RunProcess =
WaitForProcess = 0
DisableLogging = 0
[Plugins]
LoadPlugins = 0
LoadFromScriptsOnly = 0
[Compatibility]
Dd7to9 = 1
D3d8to9 = 0
D3d9to9Ex = 0
D3d9on12 = 0
DDrawCompat = 0
Dinputto8 = 0
DisableGameUX = 0
EnableDdrawWrapper = 0
EnableD3d9Wrapper = 0
EnableDinput8Wrapper = 0
EnableDsoundWrapper = 0
DisableGDIGammaRamp = 0
EnableOpenDialogHook = 0
WinVersionLie = off
WinVersionLieSP = 0
ForceKeyboardLayout = 0
FixPerfCounterUptime = 0
HandleExceptions = 0
SingleProcAffinity = 0
ProcAffinityMask = 0
[DDrawCompat]
DDrawCompat20 = 0
DDrawCompat21 = 0
DDrawCompat32 = 0
DDrawCompatDisableGDIHook = 0
DDrawCompatNoProcAffinity = 0
[ddraw]
DdrawOverrideBitMode = 0
DdrawUseDirect3D9Caps = 0
[Dd7to9]
DdrawAutoFrameSkip = 0
DdrawEmulateSurface = 0
DdrawEmulateLock = 0
DdrawUseShadowSurface = 0
DdrawKeepAllInterfaceCache = 0
DdrawAllowMultiSampling = 0
DdrawForceMipMapAutoGen = 0
DdrawClampVertexZDepth = 0
DdrawEnableByteAlignment = 0
DdrawFixByteAlignment = 0
DdrawIntroVideoFix = 0
DdrawFilterActivateApp = 0
DdrawRemoveScanlines = 0
DdrawRemoveInterlacing = 0
DdrawReadFromGDI = 0
DdrawWriteToGDI = 0
DdrawLimitTextureFormats = 0
DdrawLimitDisplayModeCount = 0
DdrawCustomWidth = 0
DdrawCustomHeight = 0
DdrawLinearTextureFilter = 0
DdrawUseNativeResolution = 0
DdrawOverrideWidth = 0
DdrawOverrideHeight = 0
DdrawOverrideStencilFormat = 0
DdrawIntegerScalingClamp = 0
DdrawMaintainAspectRatio = 0
[d3d9]
AnisotropicFiltering = 0
AntiAliasing = 0
EnableMultisamplingATOC = 0
EnvironmentCubeMapFix = 0
ForceMipMapUsage = 0
DepthBiasFactor = 0
DepthBiasDropOffValue = 0
EnableVSync = 0
ForceVsyncMode = 0
ShowFPSCounter = 0
OverrideRefreshRate = 0
LimitRefreshRates = 0
LimitDisplayModeCount = 0
CustomDisplayWidth = 0
CustomDisplayHeight = 0
LimitPerFrameFPS = 0
EnableWindowMode = 0
WindowModeBorder = 0
WindowModeGammaShader = 0
DisplayBrightness = 0
DisplayContrast = 0
SetInitialWindowPosition = 0
InitialWindowPositionLeft = 0
InitialWindowPositionTop = 0
FullscreenWindowMode = 0
HideWindowFocusChanges = 0
EnableCursorClip = 0
ForceExclusiveFullscreen = 0
ForceMixedVertexProcessing = 0
ForceSystemMemVertexCache = 0
UseShadowBackbuffer = 0
OverrideStencilFormat = 0
FlipEx = 0
SetSwapEffectShim = 0
DisableMaxWindowedMode = 0
GraphicsHybridAdapter = 0
[FullScreen]
FullScreen = 0
ForceWindowResize = 0
WaitForWindowChanges = 0
[dinput8]
DeviceLookupCacheTime = 0
FilterNonActiveInput = 0
InvertForceDirection = 0
FixHighFrequencyMouse = 0
MouseMovementFactor = 0
MouseMovementFactorX = 0
MouseMovementFactorY = 0
MouseMovementPadding = 0
MouseMovementPaddingX = 0
MouseMovementPaddingY = 0
[dsound]
Num2DBuffers = 0
Num3DBuffers = 0
ForceCertification = 0
ForceExclusiveMode = 0
ForceSoftwareMixing = 0
ForceHardwareMixing = 0
ForceHQ3DSoftMixing = 0
ForceNonStaticBuffers = 0
ForceVoiceManagement = 0
ForcePrimaryBufferFormat = 0
PrimaryBufferBits = 16
PrimaryBufferSamples = 44100
PrimaryBufferChannels = 2
AudioClipDetection = 0
+6 -3
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@@ -76,9 +76,12 @@ presents only that area, scaled to the monitor.
Windows' D3D7 runtime refuses `IDirect3D7::CreateDevice` on any render Windows' D3D7 runtime refuses `IDirect3D7::CreateDevice` on any render
target wider or taller than 2048 (`DDERR_INVALIDOBJECT`, 0x88760082), target wider or taller than 2048 (`DDERR_INVALIDOBJECT`, 0x88760082),
measured with a standalone test: 2048x1440 works, 2049x1440 / 2560x1080 / measured with a standalone test: 2048x1440 works, 2049x1440 / 2560x1080 /
3440x1440 fail. Native ultrawide therefore needs dxwrapper (`Dd7to9`, 3440x1440 fail. The default render size (768 high, e.g. 1835x768) stays
D3D7 -> D3D9), see `src/mods/dxwrapper.cpp`; without it the render size is below it; larger sizes are clamped to 2048. (A D3D7 -> D3D9 wrapper,
clamped to 2048. dxwrapper, lifted the limit but was dropped again in commit history once the
render size no longer needed it; it also required fixing the device info GUID
pointer at +4 of SetDisplayMode's first argument, which its enumeration left
invalid.)
## Renderer ## Renderer
+8 -3
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@@ -33,7 +33,6 @@
#include "game/engine/input.h" #include "game/engine/input.h"
#include "game/render/dx_driver7.h" #include "game/render/dx_driver7.h"
#include "mods/dxwrapper.h"
#include "mods/widescreen.h" #include "mods/widescreen.h"
#include "re/config.h" #include "re/config.h"
#include "game/addresses.h" #include "game/addresses.h"
@@ -168,7 +167,6 @@ RE_HOOK(addr::MainWindowProc, MainWindowProc);
int __fastcall DxDriver7_SetDisplayMode(DxDriver7* self, void* edx, void* deviceCaps, const DxDisplayMode* mode, int __fastcall DxDriver7_SetDisplayMode(DxDriver7* self, void* edx, void* deviceCaps, const DxDisplayMode* mode,
uint32_t unknown) { uint32_t unknown) {
mods::dxwrapper::FixDeviceInfo(deviceCaps);
if (!Enabled()) { if (!Enabled()) {
return DxDriver7_SetDisplayMode_original(self, edx, deviceCaps, mode, unknown); return DxDriver7_SetDisplayMode_original(self, edx, deviceCaps, mode, unknown);
} }
@@ -197,7 +195,14 @@ int __fastcall DxDriver7_Flip(DxDriver7* self, void* edx) {
self->blitSource = {0, 0, layout.gameWidth, layout.gameHeight}; self->blitSource = {0, 0, layout.gameWidth, layout.gameHeight};
self->blitDest = layout.screen; self->blitDest = layout.screen;
} }
return DxDriver7_Flip_original(self, edx); const int result = DxDriver7_Flip_original(self, edx);
static std::atomic<int> failures = 0;
if (result != 0 && failures++ < 5) {
re::Log("borderless: present failed (0x%08x), source %ldx%ld -> dest (%ld,%ld)-(%ld,%ld)",
static_cast<unsigned>(result), self->blitSource.right, self->blitSource.bottom, self->blitDest.left,
self->blitDest.top, self->blitDest.right, self->blitDest.bottom);
}
return result;
} }
void __cdecl GetMouseClientPos(HWND window, POINT* position) { void __cdecl GetMouseClientPos(HWND window, POINT* position) {
-116
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@@ -1,116 +0,0 @@
// Route the game's DirectDraw 7 / Direct3D 7 through dxwrapper (Dd7to9:
// translation to Direct3D 9). Windows' own D3D7 runtime cannot render to
// surfaces larger than 2048x2048, which the widescreen mod needs.
//
// The build puts dxwrapper's ddraw.dll stub, dxwrapper.dll and our
// config/dxwrapper.ini into dxwrapper/ next to sacred_re.dll; the game folder
// is not touched. sacred.exe imports three functions from DDRAW.dll; we hook
// them and forward to the wrapper, which is loaded on the first call (never
// from DllMain). Calls made while the wrapper is running (it may use the real
// DirectDraw itself) go to the original functions.
//
// sacred_re.ini:
// [renderer]
// DxWrapper=1 ; 0 = Windows' DirectDraw (render size limited to 2048)
#include "mods/dxwrapper.h"
#include <cstdint>
#include <cstring>
#include <string>
#include <windows.h>
#include <ddraw.h>
#include "re/config.h"
#include "re/hook.h"
#include "re/log.h"
namespace mods::dxwrapper {
namespace {
HMODULE g_wrapper = nullptr;
bool g_loadAttempted = false;
thread_local int g_insideWrapper = 0;
std::wstring WrapperPath() {
return re::ModuleDirectory() + L"dxwrapper\\ddraw.dll";
}
bool Enabled() {
return re::ConfigInt("renderer", "DxWrapper", 1) != 0;
}
FARPROC WrapperFunction(const char* name) {
if (!g_loadAttempted) {
g_loadAttempted = true;
const std::wstring path = WrapperPath();
g_wrapper = LoadLibraryW(path.c_str());
if (g_wrapper) {
re::Log("dxwrapper: loaded %ls", path.c_str());
} else {
re::Log("dxwrapper: could not load %ls (error %lu), using Windows' DirectDraw", path.c_str(),
GetLastError());
}
}
return g_wrapper ? GetProcAddress(g_wrapper, name) : nullptr;
}
// Calls `function` from the wrapper if possible, else `original`.
template <typename Function, typename... Args>
HRESULT Forward(const char* name, Function original, Args... args) {
if (g_insideWrapper == 0 && Enabled()) {
if (auto wrapped = reinterpret_cast<Function>(WrapperFunction(name))) {
++g_insideWrapper;
const HRESULT result = wrapped(args...);
--g_insideWrapper;
return result;
}
}
return original(args...);
}
} // namespace
bool IsActive() {
if (!Enabled()) {
return false;
}
if (g_loadAttempted) {
return g_wrapper != nullptr;
}
return GetFileAttributesW(WrapperPath().c_str()) != INVALID_FILE_ATTRIBUTES;
}
void FixDeviceInfo(void* deviceInfo) {
auto* bytes = static_cast<uint8_t*>(deviceInfo);
const uint32_t guidAddress = static_cast<uint32_t>(reinterpret_cast<uintptr_t>(bytes + 0x3f4));
uint32_t guidPointer;
memcpy(&guidPointer, bytes + 4, 4);
if (guidPointer != guidAddress) {
re::Log("dxwrapper: device info GUID pointer was 0x%08x, set to 0x%08x", guidPointer, guidAddress);
memcpy(bytes + 4, &guidAddress, 4);
}
}
HRESULT WINAPI DirectDrawCreateExViaWrapper(GUID* guid, LPVOID* directDraw, REFIID iid, IUnknown* outer);
HRESULT WINAPI DirectDrawCreateViaWrapper(GUID* guid, LPDIRECTDRAW* directDraw, IUnknown* outer);
HRESULT WINAPI DirectDrawEnumerateExAViaWrapper(LPDDENUMCALLBACKEXA callback, LPVOID context, DWORD flags);
RE_HOOK_API(DirectDrawCreateEx, DirectDrawCreateExViaWrapper);
RE_HOOK_API(DirectDrawCreate, DirectDrawCreateViaWrapper);
RE_HOOK_API(DirectDrawEnumerateExA, DirectDrawEnumerateExAViaWrapper);
HRESULT WINAPI DirectDrawCreateExViaWrapper(GUID* guid, LPVOID* directDraw, REFIID iid, IUnknown* outer) {
return Forward("DirectDrawCreateEx", DirectDrawCreateExViaWrapper_original, guid, directDraw, iid, outer);
}
HRESULT WINAPI DirectDrawCreateViaWrapper(GUID* guid, LPDIRECTDRAW* directDraw, IUnknown* outer) {
return Forward("DirectDrawCreate", DirectDrawCreateViaWrapper_original, guid, directDraw, outer);
}
HRESULT WINAPI DirectDrawEnumerateExAViaWrapper(LPDDENUMCALLBACKEXA callback, LPVOID context, DWORD flags) {
return Forward("DirectDrawEnumerateExA", DirectDrawEnumerateExAViaWrapper_original, callback, context, flags);
}
} // namespace mods::dxwrapper
-16
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@@ -1,16 +0,0 @@
#pragma once
namespace mods::dxwrapper {
// True when the game's DirectDraw calls go to dxwrapper (Direct3D 9), which
// has no 2048x2048 render target limit.
bool IsActive();
// The device info the game passes to DxDriver7::SetDisplayMode keeps a pointer
// to its own device GUID at +4 (the GUID itself is at +0x3f4); the game uses
// it for EnumZBufferFormats. Under dxwrapper the game's device enumeration
// leaves garbage there (0x3c0) and dxwrapper crashes dereferencing it.
// Restores the pointer Windows' DirectDraw would have produced.
void FixDeviceInfo(void* deviceInfo);
} // namespace mods::dxwrapper
+5 -6
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@@ -1,5 +1,5 @@
// Widescreen: render the world 1:1 at the monitor's resolution, showing more // Widescreen: show more of the world horizontally on wide monitors while
// of it, instead of scaling a 1024x768 image. // everything keeps its original on-screen size.
// //
// The world view sizes itself from zoom * 1024.0 / 768.0 (float constants that // The world view sizes itself from zoom * 1024.0 / 768.0 (float constants that
// the UI also reads) and projects 3D models with an ortho camera of // the UI also reads) and projects 3D models with an ortho camera of
@@ -15,8 +15,8 @@
// ; 0 = monitor height, i.e. native 1:1 (everything smaller) // ; 0 = monitor height, i.e. native 1:1 (everything smaller)
// Width=0 ; 0 = Height * monitor aspect ratio // Width=0 ; 0 = Height * monitor aspect ratio
// //
// Windows' Direct3D 7 limits the render size to 2048x2048 unless the dxwrapper // Windows' Direct3D 7 cannot render to targets larger than 2048x2048, so the
// mod (Direct3D 9) is active; the borderless mod centres a smaller image 1:1. // render size is clamped to that (only reachable with Height=0 / large Width).
// //
// Experimental: the UI is still drawn at the top-left 1024x768, and creatures // Experimental: the UI is still drawn at the top-left 1024x768, and creatures
// are only active within the original distance. // are only active within the original distance.
@@ -32,7 +32,6 @@
#include "game/addresses.h" #include "game/addresses.h"
#include "game/ui/ui_manager.h" #include "game/ui/ui_manager.h"
#include "mods/dxwrapper.h"
#include "re/config.h" #include "re/config.h"
#include "re/hook.h" #include "re/hook.h"
#include "re/log.h" #include "re/log.h"
@@ -246,7 +245,7 @@ void ApplyRenderSize(game::DxDisplayMode& mode, HWND window) {
// wider or taller than 2048 pixels (CreateDevice fails with // wider or taller than 2048 pixels (CreateDevice fails with
// DDERR_INVALIDOBJECT); anything larger needs a different renderer. // DDERR_INVALIDOBJECT); anything larger needs a different renderer.
constexpr int kMaxD3D7Surface = 2048; constexpr int kMaxD3D7Surface = 2048;
if (!mods::dxwrapper::IsActive() && (width > kMaxD3D7Surface || height > kMaxD3D7Surface)) { if (width > kMaxD3D7Surface || height > kMaxD3D7Surface) {
re::Log("widescreen: %dx%d exceeds the Direct3D 7 limit, clamping to %d", width, height, kMaxD3D7Surface); re::Log("widescreen: %dx%d exceeds the Direct3D 7 limit, clamping to %d", width, height, kMaxD3D7Surface);
width = std::min(width, kMaxD3D7Surface); width = std::min(width, kMaxD3D7Surface);
height = std::min(height, kMaxD3D7Surface); height = std::min(height, kMaxD3D7Surface);
+18 -4
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@@ -19,13 +19,27 @@ Add-Type -Namespace SacredRe -Name Input -MemberDefinition @'
$script:Root = Split-Path $PSScriptRoot $script:Root = Split-Path $PSScriptRoot
# The game pauses its start-up until its window is active, and Windows does
# not hand the foreground to a window started from a background process; a
# synthetic Alt press lifts that restriction for SetForegroundWindow.
function Focus-Sacred($Game) {
$Game.Refresh()
if ($Game.MainWindowHandle -eq [IntPtr]::Zero) { return $false }
[SacredRe.Input]::keybd_event(0x12, 0, 0, [UIntPtr]::Zero)
[SacredRe.Input]::keybd_event(0x12, 0, 2, [UIntPtr]::Zero)
[SacredRe.Input]::SetForegroundWindow($Game.MainWindowHandle)
}
function Start-Sacred([string]$Arguments = "log", [int]$WaitSeconds = 18) { function Start-Sacred([string]$Arguments = "log", [int]$WaitSeconds = 18) {
if (Get-Process sacred -ErrorAction SilentlyContinue) { throw "sacred.exe is already running" } if (Get-Process sacred -ErrorAction SilentlyContinue) { throw "sacred.exe is already running" }
$null = Start-Process (Join-Path $script:Root "build\x86-debug\sacred_re.exe") -ArgumentList $Arguments $null = Start-Process (Join-Path $script:Root "build\x86-debug\sacred_re.exe") -ArgumentList $Arguments
Start-Sleep $WaitSeconds $game = $null
$game = Get-Process sacred -ErrorAction SilentlyContinue | Select-Object -First 1 for ($i = 0; $i -lt $WaitSeconds * 4; $i++) {
if (-not $game) { throw "sacred.exe did not start (or crashed)" } Start-Sleep -Milliseconds 250
[SacredRe.Input]::SetForegroundWindow($game.MainWindowHandle) | Out-Null if (-not $game) { $game = Get-Process sacred -ErrorAction SilentlyContinue | Select-Object -First 1 }
if ($game) { Focus-Sacred $game | Out-Null }
}
if (-not $game -or $game.HasExited) { throw "sacred.exe did not start (or crashed)" }
$game $game
} }