SpirvShader: Fully initialize variables in emitSamplerFunction()

Let's just initialize these to zero, and let the optimizer remove redundant assignments.

Bug: b/136149446
Change-Id: Ia776bae4433f78f5a66b16f275e728a70dd4e18d
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/33468
Tested-by: Ben Clayton <bclayton@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
diff --git a/src/Pipeline/SpirvShaderSampling.cpp b/src/Pipeline/SpirvShaderSampling.cpp
index 6255726..87bba39 100644
--- a/src/Pipeline/SpirvShaderSampling.cpp
+++ b/src/Pipeline/SpirvShaderSampling.cpp
@@ -125,12 +125,12 @@
 		Pointer<SIMD::Float> out = function.Arg<3>();
 		Pointer<Byte> constants = function.Arg<4>();
 
-		SIMD::Float uvw[4];
-		SIMD::Float q;
-		SIMD::Float lodOrBias;  // Explicit level-of-detail, or bias added to the implicit level-of-detail (depending on samplerMethod).
-		Vector4f dsx;
-		Vector4f dsy;
-		Vector4f offset;
+		SIMD::Float uvw[4] = {0, 0, 0, 0};
+		SIMD::Float q = 0;
+		SIMD::Float lodOrBias = 0;  // Explicit level-of-detail, or bias added to the implicit level-of-detail (depending on samplerMethod).
+		Vector4f dsx = {0, 0, 0, 0};
+		Vector4f dsy = {0, 0, 0, 0};
+		Vector4f offset = {0, 0, 0, 0};
 		SamplerFunction samplerFunction = instruction.getSamplerFunction();
 
 		uint32_t i = 0;