compiler_render_tests: Clean up single texture test a bit
diff --git a/tests/compiler_render_tests.cpp b/tests/compiler_render_tests.cpp
index e44bb23..af87727 100644
--- a/tests/compiler_render_tests.cpp
+++ b/tests/compiler_render_tests.cpp
@@ -661,7 +661,7 @@
ASSERT_NO_FATAL_FAILURE(InitTexture());
// Create descriptor set for a texture and sampler resources
- const int slotCount = 3;
+ const int slotCount = 2;
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = slotCount;
@@ -1294,10 +1294,6 @@
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-//XXXXXX
- // Texture must be first, followed by sampler (VALIDATED THIS BEFORE SUBMITTING COMMENT)
-//XXXXXX
-
// Assign the slots, note that only t0 and s0 will work as of writing this test
XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( psSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
slotInfo[0].shaderEntityIndex = 0;
@@ -1979,6 +1975,7 @@
TEST_F(XglRenderTest, TexturedTriangle)
{
+ // The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 130\n"
"out vec2 samplePos;\n"