Cards at DirectX7 times did not support non power of 2 textures, and
some games check the capatiblity flags incorrectly. Rollcage expects the
D3DPTEXTURECAPS_POW2 (limitation) flag set and fails with the reference
rasterizer which support NP2 textures and doesn't have the cap set.
WineD3D sets up the viewport according to the front buffer, so this
needs to be changed to the values of the render target passed when the
d3d7 device is created and this device turns out not to be the known
front or back buffer.
Remove all IWineD3DDevice::SetFVF calls and instead create converted
vertex declarations and use them. The idea is to remove the FVF paths
from wined3d to simplify the code, and optimize the vertex declaration
codepath.