shader-effect: Zero out ShaderUniform
Do not use the compiler to zero the first field of the GValue member, since it's apparently non-portable. As we're allocating memory anyway we can let the slice allocator do the zero-ing for us. Mentioned in: http://bugzilla.clutter-project.org/show_bug.cgi?id=2455
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@ -530,11 +530,10 @@ shader_uniform_new (const gchar *name,
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{
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ShaderUniform *retval;
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retval = g_slice_new (ShaderUniform);
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retval = g_slice_new0 (ShaderUniform);
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retval->name = g_strdup (name);
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retval->type = G_VALUE_TYPE (value);
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retval->location = -1;
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retval->value = (GValue){0};
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g_value_init (&retval->value, retval->type);
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g_value_copy (value, &retval->value);
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