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
{
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);