d3d8: Initialize the vertex decl when allocating it.
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@ -284,7 +284,7 @@ size_t convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_el
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TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
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/* 128 should be enough for anyone... */
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*wined3d_elements = HeapAlloc(GetProcessHeap(), 0, 128 * sizeof(WINED3DVERTEXELEMENT));
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*wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
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while (D3DVSD_END() != *token)
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{
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token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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