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
SM1 support for LOGIC_NOT, LOGIC_OR, and LOGIC_AND.
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v4: vkd3d-shader/spirv: Throw compiler error on unrecognized register.
vkd3d-shader/spirv: Implement VKD3DSIH_ABS.
vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_AND for SM1.
vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_OR for SM1.
vkd3d-shader/hlsl: Cast to bool before applying LOGIC_NOT.
vkd3d-shader/hlsl: Support LOGIC_NOT for SM1.
tests: Add tests for LOGIC_NOT on uniforms.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/724