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.

This commit is contained in:
PatrickvL 2018-05-29 17:13:40 +02:00
parent a38da81d7f
commit e8353f565f
1 changed files with 1 additions and 1 deletions

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@ -2404,7 +2404,7 @@ extern HRESULT XTL::EmuRecompileVshFunction
// Build an array of registers that are declared // Build an array of registers that are declared
// This is used to remove instructions that haven't been declared // This is used to remove instructions that haven't been declared
// as they cause CreateVertexShader to fail // as they cause CreateVertexShader to fail
bool declaredRegisters[13]; bool declaredRegisters[13] = { false };
DWORD* pDeclToken = pRecompiledDeclaration; DWORD* pDeclToken = pRecompiledDeclaration;
do { do {
DWORD regNum = *pDeclToken & X_D3DVSD_VERTEXREGMASK; DWORD regNum = *pDeclToken & X_D3DVSD_VERTEXREGMASK;