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[Refs #87: Static Analysis] Ensure indices are initialised
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@@ -1937,7 +1937,7 @@ void WrappedID3D11DeviceContext::SOSetTargets(UINT NumBuffers, ID3D11Buffer *con
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m_CurrentPipelineState->ChangeRefWrite(m_CurrentPipelineState->SO.Buffers, ppSOTargets, 0, NumBuffers);
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m_CurrentPipelineState->Change(m_CurrentPipelineState->SO.Offsets, pOffsets, 0, NumBuffers);
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ID3D11Buffer *bufs[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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ID3D11Buffer *bufs[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {0};
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for(UINT i=0; i < NumBuffers; i++)
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{
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// technically this isn't dirty until the draw call, but let's be conservative
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@@ -601,7 +601,7 @@ void State::SetDst(const ASMOperand &dstoper, const ASMOperation &op, const Shad
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{
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ShaderVariable *v = NULL;
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uint32_t indices[4];
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uint32_t indices[4] = {0};
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RDCASSERT(dstoper.indices.size() <= 4);
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@@ -778,7 +778,7 @@ ShaderVariable State::GetSrc(const ASMOperand &oper, const ASMOperation &op) con
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{
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ShaderVariable v, s;
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uint32_t indices[4];
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uint32_t indices[4] = {0};
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RDCASSERT(oper.indices.size() <= 4);
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