Optimize HLSL zero initializer Currently we initialize a variable using zero initializer. Take the below variable for example: uint var[4]; We translate it to: uint var[4] = { 0, 0, 0, 0}; If the array size is large, we have to use very long zero initializer. The problem is that it's very slow for D3D drivers to compile. This CL uses the 'static' trick below to solve the problem: static uint _ANGLE_ZEROS_[256]; ... uint var[516] = {_ANGLE_ZEROS_, _ANGLE_ZEROS_, 0, 0, 0, 0}; For 'static', if the declaration does not include an initializer, the value is set to zero. https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-variable-syntax Bug: chromium:898030 Change-Id: Ia3f6574b5ddaffa94bf971140eba95835ee105ee Reviewed-on: https://chromium-review.googlesource.com/c/1332805 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>