On cross builds, shaders are compiled with d3dcompiler_47.dll and
run with d3dN.dll. On non-cross builds, shaders are compiled with
vkd3d-shader and run with d3dN.dll (on Windows) or Vulkan and vkd3d
(on Linux).
validate_static_object_references() validates that uninitialized static
objects are not referenced in the shader.
In case a static variable contains both numeric and object types, the
"Static variables cannot have both numeric and resource components."
error should preempt uninitialized numeric values to reach further
compilation steps.
Note that in the future we should call
validate_static_object_references() after DCE and pruning branches,
because shaders such as these compile (at least in more modern versions
of the native compiler):
Branch pruning:
```
static RWTexture2D<float> tex;
float4 main() : sv_target
{
if (0)
{
tex[int2(0, 0)] = 2;
}
return 0;
}
```
DCE:
```
static Texture2D tex;
uniform uint i;
float4 main() : sv_target
{
float4 unused = tex.Load(int3(0, 1, 2));
return 0;
}
```
These are "todo" tests in hlsl-static-initializer.shader_test
that depend on this.