tests: fix resource types in XglShaderObj

XGL_OBJECT was used as void *.  That was confusing.  Make the resource types
match what are in XglDescriptorSetObj.

Change XGL_SAMPLER* to XglSamplerObj*.  We could as well change XGL_SAMPLER*
to XGL_SAMPLER, which is itself a pointer.  But XglSamplerObj* is easier to
work with when we switch to the new C++ binding.
diff --git a/tests/xglrenderframework.h b/tests/xglrenderframework.h
index 1fd2e6c..c141082 100644
--- a/tests/xglrenderframework.h
+++ b/tests/xglrenderframework.h
@@ -205,7 +205,7 @@
     void CreateXGLDescriptorSet();
     XGL_DESCRIPTOR_SET GetDescriptorSetHandle();
     int GetTotalSlots();
-    XGL_DESCRIPTOR_SLOT_INFO * GetSlotInfo(vector<int>slots, vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types, vector<XGL_OBJECT>objs );
+    XGL_DESCRIPTOR_SLOT_INFO * GetSlotInfo(vector<int>slots, vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types, vector<void*>objs );
 
 protected:
     XGL_DESCRIPTOR_SET_CREATE_INFO       m_descriptorInfo;
@@ -217,7 +217,7 @@
     vector<int>                          m_memorySlots;
     vector<XGL_MEMORY_VIEW_ATTACH_INFO*> m_memoryViews;
     vector<int>                          m_samplerSlots;
-    vector<XGL_SAMPLER*>                 m_samplers;
+    vector<XglSamplerObj*>               m_samplers;
     vector<int>                          m_imageSlots;
     vector<XGL_IMAGE_VIEW_ATTACH_INFO*>  m_imageViews;
 };
@@ -240,13 +240,13 @@
     XglDevice *m_device;
     vector<int>    m_memSlots;
     vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_memTypes;
-    vector<XGL_OBJECT> m_memObjs;
+    vector<XGL_MEMORY_VIEW_ATTACH_INFO*> m_memObjs;
     vector<int>    m_samplerSlots;
     vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_samplerTypes;
-    vector<XGL_OBJECT> m_samplerObjs;
+    vector<XglSamplerObj*> m_samplerObjs;
     vector<int>    m_imageSlots;
     vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_imageTypes;
-    vector<XGL_OBJECT> m_imageObjs;
+    vector<XGL_IMAGE_VIEW_ATTACH_INFO*> m_imageObjs;
 
 };