We are currently not initializing static values to zero by default.
Consider the following shader:
```hlsl
static float4 va;
float4 main() : sv_target
{
return va;
}
```
we get the following output:
```
ps_5_0
dcl_output o0.xyzw
dcl_temps 2
mov r0.xyzw, r1.xyzw
mov o0.xyzw, r0.xyzw
ret
```
where r1.xyzw is not initialized.
This patch solves this by assigning the static variable the value of an
uint 0, and thus, relying on complex broadcasts.
This seems to be the behaviour of the 9.29.952.3111 version of the native
compiler, since it retrieves the following error on a shader that lacks
an initializer on a data type with object components:
```
error X3017: cannot convert from 'uint' to 'struct <unnamed>'
```
We have a different system of generating intrinsics, which makes it easier to
deal with "polymorphic" arithmetic functions.
Defining and storing intrinsics as hlsl_ir_function_decls would also require
more space in memory (and more optimization passes to get rid of the parameter
variables), and doesn't really save us any effort in terms of source code.
Using add_unary_arithmetic_expr() instead of hlsl_new_unary_expr()
allows the intrinsic to work with matrices.
Otherwise we get:
E5017: Aborting due to not yet implemented feature: Copying from unsupported node type.
because an HLSL_IR_EXPR reaches split_matrix_copies().
Atomic ops on images with Unknown type will cause SPIR-V validation failure,
and assertion failure in Mesa debug builds. D3D12 allows atomics on typed
buffers, and this requires a distinction to be made between UAV reads and
atomic ops.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53874
Unlike compatible_data_types() and implicit_compatible_data_types(),
this function is intended to be symmetrical. So it makes sense to
preserve the names "t1" and "t2" for the arguments.
Otherwise, for instance, the added test results in:
debug_hlsl_writemask: Assertion `!(writemask & ~VKD3DSP_WRITEMASK_ALL)' failed.
Which happens in allocate_variable_temp_register() when the variable's
type reg_size is <= 4 but its component count is larger, which may
happen if it contains objects.
We would like to generate SPIR-V for input formats other than DXBC.
The "vkd3d_" prefix is dropped, partly to make names shorter, and partly to help
clarify what is an internal function.
I prefer avoiding the vkd3d_* prefix on all internal functions, for these
reasons. However, I'm open to restoring it.