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	Shader Debugger: Initialize input_vertex to prevent crashes
If the first type of breakpoint to be hit wasn't "Vertex Loaded", the input_vertex would contain garbage, which would be passed to the shader interpreter and ocasionally cause crashes.
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		|  | @ -301,6 +301,13 @@ GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::De | |||
|         : BreakPointObserverDock(debug_context, "Pica Vertex Shader", parent) { | ||||
|     setObjectName("PicaVertexShader"); | ||||
| 
 | ||||
|     // Clear input vertex data so that it contains valid float values in case a debug shader
 | ||||
|     // execution happens before the first Vertex Loaded breakpoint.
 | ||||
|     // TODO: This makes a crash in the interpreter much less likely, but not impossible. The
 | ||||
|     //       interpreter should guard against out-of-bounds accesses to ensure crashes in it aren't
 | ||||
|     //       possible.
 | ||||
|     std::memset(&input_vertex, 0, sizeof(input_vertex)); | ||||
| 
 | ||||
|     auto input_data_mapper = new QSignalMapper(this); | ||||
| 
 | ||||
|     // TODO: Support inputting data in hexadecimal raw format
 | ||||
|  |  | |||
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