analysis: FALSE/0 used in pointer context
While this is totally fine (0 in the pointer context will be converted in the right internal NULL representation, which could be a value with some bits to 1), I believe it's clearer to use NULL in the pointer context. It seems that, in most case, it's more an overlook than a deliberate choice to use FALSE/0 as NULL, eg. copying a _COGL_GET_CONTEXT (ctx, 0) or a g_return_val_if_fail (cond, 0) from a function returning a gboolean.
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@ -488,7 +488,7 @@ clutter_value_get_shader_float (const GValue *value,
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{
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ClutterShaderFloat *shader_float;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), 0);
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), NULL);
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shader_float = value->data[0].v_pointer;
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@ -520,7 +520,7 @@ clutter_value_get_shader_int (const GValue *value,
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{
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ClutterShaderInt *shader_int;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), 0);
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), NULL);
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shader_int = value->data[0].v_pointer;
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@ -552,7 +552,7 @@ clutter_value_get_shader_matrix (const GValue *value,
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{
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ClutterShaderMatrix *shader_matrix;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), 0);
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), NULL);
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shader_matrix = value->data[0].v_pointer;
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