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
This commit is contained in:
Emmanuele Bassi 2010-11-29 08:55:13 +00:00
parent 21e47d4280
commit 215d87abe9

View File

@ -530,11 +530,10 @@ shader_uniform_new (const gchar *name,
{ {
ShaderUniform *retval; ShaderUniform *retval;
retval = g_slice_new (ShaderUniform); retval = g_slice_new0 (ShaderUniform);
retval->name = g_strdup (name); retval->name = g_strdup (name);
retval->type = G_VALUE_TYPE (value); retval->type = G_VALUE_TYPE (value);
retval->location = -1; retval->location = -1;
retval->value = (GValue){0};
g_value_init (&retval->value, retval->type); g_value_init (&retval->value, retval->type);
g_value_copy (value, &retval->value); g_value_copy (value, &retval->value);