--
v6: mfreadwrite/reader: Pass the device manager to the stream transforms.
winegstreamer/video_processor: Implement D3D awareness.
mf/tests: Test video processor D3D11 awareness.
mfreadwrite/tests: Add some source reader D3D11 awareness tests.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5459
I'm not completely sure about the mechanism, but I think it's simple enough to consider having that upstream now. This shows at least how we can leverage win32u surface changes to decide to switch surfaces on/off-screen and fallback to manual blitting.
Having the surfaces on-screen makes sure they are presented as efficiently as possible, having them off-screen we use GDI blit to indirectly call XCopyArea and this will be suboptimal, probably with visible tearing, but hopefully not too common.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5573
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?
--
v4: 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