Fix Valgrind skinning bug

This should take care of all the issues like:

Conditional jump or move depends on uninitialised value(s)
   SkRect::join(float, float, float, float) (SkRect.cpp:119)
   join (SkRect.h:1370)
   GrDrawVerticesOp::GrDrawVerticesOp(...) (GrDrawVerticesOp.cpp:105)

Change-Id: I520ea55c9e310017bd8d5e2a7c9c343e3ac8eb40
Reviewed-on: https://skia-review.googlesource.com/142101
Commit-Queue: Ben Wagner <bungeman@google.com>
Auto-Submit: Robert Phillips <robertphillips@google.com>
Reviewed-by: Ben Wagner <bungeman@google.com>
diff --git a/src/gpu/ops/GrDrawVerticesOp.cpp b/src/gpu/ops/GrDrawVerticesOp.cpp
index b5d16ea..d227920 100644
--- a/src/gpu/ops/GrDrawVerticesOp.cpp
+++ b/src/gpu/ops/GrDrawVerticesOp.cpp
@@ -98,7 +98,7 @@
     if (this->hasBones()) {
         // We don't know the bounds if there are deformations involved, so attempt to calculate
         // the maximum possible.
-        SkRect bounds;
+        SkRect bounds = SkRect::MakeEmpty();
         const SkRect originalBounds = bones[0].mapRect(mesh.fVertices->bounds());
         for (int i = 1; i < boneCount; i++) {
             const SkMatrix& matrix = bones[i];