tools.h uses HAVE_SYS_SYSCTL_H as an include guard which, like others
set by configure, is defined in config.h. Make sure we pull that in or
we never get to include sys/sysctl.h.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2053
First part of v2 of !27, which aims to:
* Allow allocation of variables of complex types that contain both numerics and objects across multiple register sets (regsets).
* Support the tex2D and tex3D intrinsics, inferring generic samplers dimension from usage, writing sampler declarations, and writing sample instructions.
* Support for arrays of resources for both SM1 and SM4 (not to be confused with the resource-arrays of SM 5.1, which can have non-constant indexes).
* Support for resources declared within structs.
* Support for synthetic combined samplers for SM1 and synthetic separated samplers for SM4, considering that they can be arrays or members of structs.
* Imitate the way the native compiler assigns the register indexes of the resources on allocation, which proved to be the most difficult thing.
* Support for object components within complex input parameters.
* Small fixes to corner cases.
This part consists on parsing the `tex2D()` and `tex3D()` intrinsics and beginning to support the allocation of variables across multiple regsets.
The whole series, is on my [master6](https://gitlab.winehq.org/fcasas/vkd3d/-/commits/master6) branch.
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v6: vkd3d-shader/hlsl: Allocate register reservations in a separate pass.
vkd3d-shader/hlsl: Respect object reservations even if the object is unused.
vkd3d-shader/hlsl: Allocate objects according to register set.
vkd3d-shader/hlsl: Keep an hlsl_reg for each register set in hlsl_ir_var.
vkd3d-shader/hlsl: Store the type's register size for each register set.
vkd3d-shader/hlsl: Parse the tex3D() intrinsic.
vkd3d-shader/hlsl: Parse the tex2D() intrinsic.
vkd3d-shader/hlsl: Avoid segfault on missing sampler.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/66
This seems to be relied on by some versions of [this Unreal Engine input plugin](https://www.unrealengine.com/marketplace/en-US/product/wm-input-man…
Note: I'm not sure how to deal with `HID_USAGE_GENERIC_KEYPAD`, which (I think) would fall under `RIM_TYPEKEYBOARD`. Do we need to store extra info to differentiate these from `HID_USAGE_GENERIC_KEYBOARD` or is there something in the device info struct that can differentiate them?
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v3: user32: Post WM_INPUT_DEVICE_CHANGE when registering for notifications
https://gitlab.winehq.org/wine/wine/-/merge_requests/2120