From 215d87abe9ccfe98cbf0e5e73f5c8edf4106a7ce Mon Sep 17 00:00:00 2001 From: Emmanuele Bassi Date: Mon, 29 Nov 2010 08:55:13 +0000 Subject: [PATCH] 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 --- clutter/clutter-shader-effect.c | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/clutter/clutter-shader-effect.c b/clutter/clutter-shader-effect.c index 53e82f737..727431045 100644 --- a/clutter/clutter-shader-effect.c +++ b/clutter/clutter-shader-effect.c @@ -530,11 +530,10 @@ shader_uniform_new (const gchar *name, { ShaderUniform *retval; - retval = g_slice_new (ShaderUniform); + retval = g_slice_new0 (ShaderUniform); retval->name = g_strdup (name); retval->type = G_VALUE_TYPE (value); retval->location = -1; - retval->value = (GValue){0}; g_value_init (&retval->value, retval->type); g_value_copy (value, &retval->value);