Required for !1857 to not break when comctl32 version 6 isn't requested by application (in particular, found this in [qapitrace](https://github.com/apitrace/apitrace)).
Manifest resource id and assembly identity name match with Windows.
For isolation purposes, activation context is disabled while emitting events.
--
v4: comdlg32: Enable visual styles when showing IFileDialog.
comdlg32: Return E_UNEXPECTED if IFileDialog is already shown
https://gitlab.winehq.org/wine/wine/-/merge_requests/2068
Indexing with non-constants offsets requires relative addressing in SM4. In assembly, this is written like in the following example:
```
x1[r1.x + 3]
```
The first part of this patch series only includes support for indexing vectors with non-constant indexes.
Following patches in https://gitlab.winehq.org/fcasas/vkd3d/-/commits/nonconst-offsets-3.
---
Non-constant indexing of vectors cannot be implemented with relative addressing in SM4 because this
indexation cannot be performed at the level of register-components, only whole registers.
Mathematical operations must be used instead.
For floats, the native compiler seems to index an identity matrix, to
get the i-th column, and then proceedes to compute the dot product
between that column and the vector. For ints, bit operations seem to be
performed.
While probably less efficient, this implementation complies with the
type-checking at the IR level and when writing bytecode.
--
v5: vkd3d-shader/hlsl: Support non-constant vector indexing.
vkd3d-shader/hlsl: Lower dot for non-float types.
vkd3d-shader/hlsl: Introduce transform_derefs().
tests: Test indexing temps.
tests: Test non-constant vector indexing.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/207
BORING
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v2: vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_constant().
vkd3d-shader/hlsl: Pass a hlsl_constant_value pointer to hlsl_new_constant().
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_or().
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_and().
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_xor().
vkd3d-shader/hlsl: Only read used coordinates in encode_texel_offset_as_aoffimmi().
vkd3d-shader/hlsl: Use the writemask to map the coords swizzle for load instructions.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/223
This will be required for MFT decoder transforms to work. They don't usually produce an output sample on every pushed input sample, and the session may need to request more sample from upstream and push them into the transform or it will not get any output and get stuck.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/3004