Giovanni Mascellani (@giomasce) commented about libs/vkd3d-shader/hlsl.c:
init_node(&c->node, HLSL_IR_CONSTANT, type, loc); c->value = *value;
- for (unsigned int i = type->dimx; i < 4; ++i)
c->value.u[i].u = 0x55555555;
I don't feel really enthusiastic about this either. I guess it can help, but maybe valgrind can catch this kind of problems with even better tooling? (incidentally, with this change valgrind's job becomes harder)