This behaviour is expected by games such as Borderlands 3.
--
v4: mfplay/tests: Add tests for MF_SD_LANGUAGE.
winegstreamer: Map MF_SD_LANGUAGE to ISO 639-1 for QuickTime media.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1662
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 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>'
```
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/54