cogl: resolves some low hanging issues flagged by clang
An initial pass over the Cogl source code using the Clang static analysis tool flagged a few low hanging issues such as un-used variables or redundant initializing of variables which this patch fixes.
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@ -998,7 +998,6 @@ _cogl_texture_2d_sliced_new_with_size (unsigned int width,
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CoglPixelFormat internal_format)
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{
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CoglTexture2DSliced *tex_2ds;
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CoglTexture *tex;
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CoglBitmap bmp;
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/* Since no data, we need some internal format */
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@ -1008,8 +1007,6 @@ _cogl_texture_2d_sliced_new_with_size (unsigned int width,
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/* Init texture with empty bitmap */
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tex_2ds = g_new (CoglTexture2DSliced, 1);
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tex = COGL_TEXTURE (tex_2ds);
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bmp.width = width;
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bmp.height = height;
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bmp.data = NULL;
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@ -1037,7 +1034,6 @@ _cogl_texture_2d_sliced_new_from_bitmap (CoglHandle bmp_handle,
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CoglPixelFormat internal_format)
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{
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CoglTexture2DSliced *tex_2ds;
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CoglTexture *tex;
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CoglBitmap *bmp = (CoglBitmap *)bmp_handle;
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g_return_val_if_fail (bmp_handle != COGL_INVALID_HANDLE, COGL_INVALID_HANDLE);
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@ -1045,8 +1041,6 @@ _cogl_texture_2d_sliced_new_from_bitmap (CoglHandle bmp_handle,
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/* Create new texture and fill with loaded data */
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tex_2ds = g_new0 (CoglTexture2DSliced, 1);
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tex = COGL_TEXTURE (tex_2ds);
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if (flags & COGL_TEXTURE_NO_SLICING)
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tex_2ds->max_waste = -1;
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else
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@ -1121,7 +1115,8 @@ _cogl_texture_2d_sliced_new_from_foreign (GLuint gl_handle,
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return COGL_INVALID_HANDLE;
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/* Make sure binding succeeds */
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gl_error = glGetError ();
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while ((gl_error = glGetError ()) != GL_NO_ERROR)
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;
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glBindTexture (gl_target, gl_handle);
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if (glGetError () != GL_NO_ERROR)
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return COGL_INVALID_HANDLE;
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@ -800,8 +800,8 @@ do_texture_draw_and_read (CoglHandle handle,
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tex_width = cogl_texture_get_width (handle);
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tex_height = cogl_texture_get_height (handle);
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ry1 = 0; ry2 = 0;
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ty1 = 0; ty2 = 0;
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ry2 = 0;
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ty2 = 0;
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/* Walk Y axis until whole bitmap height consumed */
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for (bh = tex_height; bh > 0; bh -= viewport[3])
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@ -814,8 +814,8 @@ do_texture_draw_and_read (CoglHandle handle,
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ty1 = ty2;
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ty2 = (ry2 / (float) tex_height);
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rx1 = 0; rx2 = 0;
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tx1 = 0; tx2 = 0;
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rx2 = 0;
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tx2 = 0;
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/* Walk X axis until whole bitmap width consumed */
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for (bw = tex_width; bw > 0; bw-=viewport[2])
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