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v2: win32u: Move D3DKMT vulkan implementation out of winex11.
win32u: Open adapters in NtGdiDdDDIEnumAdapters2 outside of the display devices lock.
win32u: Keep a reference on the adapters gpus.
win32u: Move D3DKMTSetVidPnSourceOwner / D3DKMTCheckVidPnExclusiveOwnership out of winex11.
win32u: Move D3DKMT functions to a new d3dkmt.c source.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5220
I wanted to use ._xy element access to make it shorter, but that attempt was crushed by the reality - such indexing apparently compiles but does not produce correct element access loads. I'm going to update once this is fixed.
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v8: vkd3d-shader/hlsl: Add determinant() function.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/329
Overriding the SDL_VIDEODRIVER variable (for Wayland support as an example)
on the Linux side can lead to some games under Wine failing to load (so treat
that variable as special).
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v2: ntdll: Add SDL_VIDEODRIVER to the special variable list.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5231
Adds the registry key
`HKEY_CURRENT_USER\\Software\\Wine\\Wayland Driver\\unaccelerated_pointer`
witch allows raw input. This makes it easier
to calculate the same sensitivity in different games,
use sensitivity calculators, and easily change values
when changing DPI and do not depend on the compositor or OS.
For example, you want to set the sensitivity to half as much,
and sensitivity curves in libinput are more difficult
to calculate than in the games themselves.
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v5: winewayland.drv: Add unaccelerated pointer support
https://gitlab.winehq.org/wine/wine/-/merge_requests/4698