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?
--
v2: user32: Post WM_INPUT_DEVICE_CHANGE when registering for notifications
user32: Add tests for WM_INPUT_DEVICE_CHANGE messages
https://gitlab.winehq.org/wine/wine/-/merge_requests/2120
Second commit is to be removed.
Signed-off-by: Bernhard Kölbl <besentv(a)gmail.com>
--
v5: windows.media.speech: Implement Vosk create and release functions in the unixlib.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2091
As these handles to a file don't have an unix-name attached, the
FileAllInformation query fails.
So only implement GetFileInformationByHandle() on top of queries which
don't fail.
I tested if the three ntdll calls instead of one did impact performance.
On cached handles they don't: a simple x100000 loop even shows a
~10% improvement, likely because we don't grab the filename from wineserver.
Note: that NtQueryInformationFile(FileAllInformation) (as other queries
returning file's name) will still fail on these unix-redirected handles.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=51813
Signed-off-by: Eric Pouech <eric.pouech(a)gmail.com>
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/1665
Windows has a 2G/2G split by default, but some addresses are fixed
in the win32 API, so we have to ensure that those addresses are still
available in the virtual memory space and not taken by Linux.
Kudos to stefand for taking the time to explain on IRC.
--
v6: ntdll: Explaining why 3G/1G split is needed on 32bit
https://gitlab.winehq.org/wine/wine/-/merge_requests/2118
Swift for Windows uses `QueryInterruptTimePrecise` and `QueryUnbiasedInterruptTimePrecise`.
These are semi-stubs since (I believe) the "Precise" variants should read the CPU timestamp directly rather than reading from USER_SHARED_DATA.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54338
--
v2: kernelbase: Partially implement QueryUnbiasedInterruptTimePrecise.
kernelbase: Partially implement QueryInterruptTimePrecise.
kernelbase: Implement QueryInterruptTime.
include: Add realtimeapiset.h file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2119
Needed for Gungrave G.O.R.E. (besides some bits in raw AAC handling).
The game is fine with GetInputStatus always returning MFT_INPUT_STATUS_ACCEPT_DATA for both h264 and aac but I think it is better to be correct here.
--
v4: winegstreamer: Set MF_SA_D3D11_AWARE attribute for h264 transform.
winegstreamer: Implement _GetInputStatus() for aac decoder transform.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2080