Not when making the loop header available, which is too early and might lead to open too many loops at once.
This fixes an assertion failure with some shaders seen in the wild.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/737
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v4: server: Process internal messages when checking queue status.
server: Check for internal hardware messages before others.
win32u: Use a structure to pass peek_message arguments.
server: Send WM_WINE_SETCURSOR message only when necessary.
server: Send WM_WINE_CLIPCURSOR message only when necessary.
winex11: Accept key and mouse events with QS_RAWINPUT.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5322