This probably can be seen as pointless moving, but I at least appreciate the structure.
Besides structure, part of my motivation here is that I will soon want to introduce tests for d3d assembly.
I'd also like to stop once and for all the inconsistency between whether tests have "hlsl" prefixed or not.
--
v2: tests: Move HLSL tests to a subdirectory.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/248
This introduces temporary helpers block_to_list and list_to_block.
The job of block_to_list(), at least, could be done by simply writing
"&block->instrs" everywhere instead. Using the helper instead ensures that
all of these instances will eventually be converted.
--
v5: vkd3d-shader/hlsl: Store the fields of struct parse_if_body as hlsl_block pointers.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/230
Overwatch 2 calls `FlashWindowEx()` with `dwFlags = FLASHW_TRAY | FLASHW_TIMERNOFG` whenever you join an online game or respawn after getting killed. Without this MR the call causes us to send `WM_NCACTIVATE` with `wparam = FALSE`. This confuses the game and it stops reading controller input until you Alt+Tab out and back in to "reactivate" the nonclient area.
`WM_NCACTIVATE` should be only sent when there's `FLASHW_CAPTION` or `FLASHW_STOP` specified.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/3184
Block records are not processed; only the bitcode is validated.
--
v16: vkd3d-shader/dxil: Read and validate global abbreviated operands.
vkd3d-shader/dxil: Read and validate local abbreviated operands.
vkd3d-compiler: Introduce a dxbc-dxil source type.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/44