D3D : Fix detection of unused registers in vertex shader recompiler - `declaredRegisters` wasn't zero-initialized, it's random contents lead to random vertex-shader conversion errors.
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@ -2404,7 +2404,7 @@ extern HRESULT XTL::EmuRecompileVshFunction
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// Build an array of registers that are declared
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// This is used to remove instructions that haven't been declared
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// as they cause CreateVertexShader to fail
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bool declaredRegisters[13];
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bool declaredRegisters[13] = { false };
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DWORD* pDeclToken = pRecompiledDeclaration;
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do {
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DWORD regNum = *pDeclToken & X_D3DVSD_VERTEXREGMASK;
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