tests: Fix initialization of descriptor set mapping in pipeline shader structs
diff --git a/tests/compiler_render_tests.cpp b/tests/compiler_render_tests.cpp
index 8c972b2..fc74aeb 100644
--- a/tests/compiler_render_tests.cpp
+++ b/tests/compiler_render_tests.cpp
@@ -798,6 +798,7 @@
     // bind memory to the descriptor set
     err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
 
+    memset(&vs_stage, 0, sizeof(vs_stage));
     vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     vs_stage.pNext = XGL_NULL_HANDLE;
     vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
@@ -808,6 +809,7 @@
     vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
     vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
 
+    memset(&ps_stage, 0, sizeof(ps_stage));
     ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     ps_stage.pNext = &vs_stage;
     ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
@@ -920,6 +922,7 @@
     slotInfo[0].shaderEntityIndex = 0;
     slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
 
+    memset(&vs_stage, 0, sizeof(vs_stage));
     vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     vs_stage.pNext = XGL_NULL_HANDLE;
     vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
@@ -931,6 +934,7 @@
     vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
     vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
 
+    memset(&ps_stage, 0, sizeof(ps_stage));
     ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     ps_stage.pNext = &vs_stage;
     ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
@@ -1001,6 +1005,7 @@
     XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
     XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
 
+    memset(&vs_stage, 0, sizeof(vs_stage));
     vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     vs_stage.pNext = XGL_NULL_HANDLE;
     vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
@@ -1011,6 +1016,7 @@
     vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
     vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
 
+    memset(&ps_stage, 0, sizeof(ps_stage));
     ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     ps_stage.pNext = &vs_stage;
     ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
@@ -1113,6 +1119,7 @@
     vsSlotInfo[1].shaderEntityIndex = 0;
     vsSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
 
+    memset(&vs_stage, 0, sizeof(vs_stage));
     vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     vs_stage.pNext = XGL_NULL_HANDLE;
     vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
@@ -1141,6 +1148,7 @@
     psSlotInfo[1].shaderEntityIndex = 0;
     psSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
 
+    memset(&ps_stage, 0, sizeof(ps_stage));
     ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     ps_stage.pNext = &vs_stage;
     ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
@@ -1239,6 +1247,7 @@
     slotInfo[slotIndex].shaderEntityIndex = 12;
     slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
 
+    memset(&vs_stage, 0, sizeof(vs_stage));
     vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     vs_stage.pNext = XGL_NULL_HANDLE;
     vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
@@ -1249,6 +1258,7 @@
     vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
     vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
 
+    memset(&ps_stage, 0, sizeof(ps_stage));
     ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     ps_stage.pNext = &vs_stage;
     ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;