tests: Replace texture change colors with initial colors

We used to init texture with default colors and if you wanted something different, we'd map the image, change the colors and unmap the image.  With Nvidia and optimal_tiled textures, this would turn into create a linear image, write new colors to it and issue a copy command to copy it to the real texture image.  Since all the tests knew the colors they wanted at texture construction time, it seemed better/easier to chage the constructor to just take the colors if non-default was desired.
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index e1bacdd..7499775 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -2192,12 +2192,12 @@
     XglSamplerObj sampler2(m_device);
     XglSamplerObj sampler3(m_device);
 
-    XglTextureObj texture1(m_device); // Red
-    texture1.ChangeColors(0xffff0000,0xffff0000);
-    XglTextureObj texture2(m_device); // Green
-    texture2.ChangeColors(0xff00ff00,0xff00ff00);
-    XglTextureObj texture3(m_device); // Blue
-    texture3.ChangeColors(0xff0000ff,0xff0000ff);
+    uint32_t tex_colors[2] = { 0xffff0000, 0xffff0000 };
+    XglTextureObj texture1(m_device, tex_colors); // Red
+    tex_colors[0] = 0xff00ff00; tex_colors[1] = 0xff00ff00;
+    XglTextureObj texture2(m_device, tex_colors); // Green
+    tex_colors[0] = 0xff0000ff; tex_colors[1] = 0xff0000ff;
+    XglTextureObj texture3(m_device, tex_colors); // Blue
 
     XglPipelineObj pipelineobj(m_device);
     pipelineobj.AddShader(&vs);
@@ -2714,21 +2714,21 @@
     XglConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
     XglConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
 
+    uint32_t tex_colors[2] = { 0xff800000, 0xff800000 };
     XglSamplerObj sampler0(m_device);
-    XglTextureObj texture0(m_device); // Light Red
-    texture0.ChangeColors(0xff800000,0xff800000);
+    XglTextureObj texture0(m_device, tex_colors); // Light Red
+    tex_colors[0] = 0xff000080; tex_colors[1] = 0xff000080;
     XglSamplerObj sampler2(m_device);
-    XglTextureObj texture2(m_device); // Light Blue
-    texture2.ChangeColors(0xff000080,0xff000080);
+    XglTextureObj texture2(m_device, tex_colors); // Light Blue
+    tex_colors[0] = 0xff008000; tex_colors[1] = 0xff008000;
     XglSamplerObj sampler4(m_device);
-    XglTextureObj texture4(m_device); // Light Green
-    texture4.ChangeColors(0xff008000,0xff008000);
+    XglTextureObj texture4(m_device, tex_colors); // Light Green
 
     // NOTE:  Bindings 1,3,5,7,8,9,11,12,14,16 work for this sampler, but 6 does not!!!
     // TODO:  Get back here ASAP and understand why.
+    tex_colors[0] = 0xffff00ff; tex_colors[1] = 0xffff00ff;
     XglSamplerObj sampler7(m_device);
-    XglTextureObj texture7(m_device); // Red and Blue
-    texture7.ChangeColors(0xffff00ff,0xffff00ff);
+    XglTextureObj texture7(m_device, tex_colors); // Red and Blue
 
     XglPipelineObj pipelineobj(m_device);
     pipelineobj.AddShader(&vs);
@@ -2834,19 +2834,18 @@
     XglConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
     XglConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
 
+    uint32_t tex_colors[2] = { 0xff800000, 0xff800000 };
     XglSamplerObj sampler0(m_device);
-    XglTextureObj texture0(m_device); // Light Red
-    texture0.ChangeColors(0xff800000,0xff800000);
+    XglTextureObj texture0(m_device, tex_colors); // Light Red
+    tex_colors[0] = 0xff000080; tex_colors[1] = 0xff000080;
     XglSamplerObj sampler2(m_device);
-    XglTextureObj texture2(m_device); // Light Blue
-    texture2.ChangeColors(0xff000080,0xff000080);
+    XglTextureObj texture2(m_device, tex_colors); // Light Blue
+    tex_colors[0] = 0xff008000; tex_colors[1] = 0xff008000;
     XglSamplerObj sampler4(m_device);
-    XglTextureObj texture4(m_device); // Light Green
-    texture4.ChangeColors(0xff008000,0xff008000);
+    XglTextureObj texture4(m_device, tex_colors); // Light Green
+    tex_colors[0] = 0xffff00ff; tex_colors[1] = 0xffff00ff;
     XglSamplerObj sampler7(m_device);
-    XglTextureObj texture7(m_device); // Red and Blue
-    texture7.ChangeColors(0xffff00ff,0xffff00ff);
-
+    XglTextureObj texture7(m_device, tex_colors); // Red and Blue
 
     XglPipelineObj pipelineobj(m_device);
     pipelineobj.AddShader(&vs);