D3D11Window ignored the HRESULTs from Present, ResizeBuffers, and
CreateRenderTargetView, so a host-side TDR / driver reset / GPU hang left the
render loop presenting to a dead device forever with no error.
Now note_device_loss() inspects those HRESULTs; on DXGI_ERROR_DEVICE_REMOVED/RESET
it captures GetDeviceRemovedReason() and sets device_lost(). The main loop checks
it after render_frame, shows a MessageBox with the reason, and stops cleanly.
Per the agreed scope this is detect-surface-halt, not full device re-creation
(which would have to re-init ImGui + the capture pipeline) -- that's future work.
Not unit-testable (TDR isn't deterministically reproducible); fixed by inspection.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>