render_tests: Remove uniform test that no longer works

This test is one of our original boot strap tests that helped
us learn how buffers were set up.  It was never legal in XGL and
was getting lucky, so lets remove it.
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 9d395f1..4e9dbe5 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -831,71 +831,6 @@
     DrawTriangleTest(vertShaderText, fragShaderText);
 }
 
-TEST_F(XglRenderTest, TriangleTwoFSUniforms)
-{
-    static const char *vertShaderText =
-            "#version 130\n"
-            "out vec4 color;\n"
-            "out vec4 scale;\n"
-            "out vec2 samplePos;\n"
-            "void main() {\n"
-            "   vec2 vertices[3];"
-            "      vertices[0] = vec2(-0.5, -0.5);\n"
-            "      vertices[1] = vec2( 0.5, -0.5);\n"
-            "      vertices[2] = vec2( 0.5,  0.5);\n"
-            "   vec4 colors[3];\n"
-            "      colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
-            "      colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
-            "      colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
-            "   color = colors[gl_VertexID % 3];\n"
-            "   vec2 positions[3];"
-            "      positions[0] = vec2( 0.0, 0.0);\n"
-            "      positions[1] = vec2( 1.0, 0.0);\n"
-            "      positions[2] = vec2( 1.0, 1.0);\n"
-            "   scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
-            "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
-            "}\n";
-
-
-    static const char *fragShaderText =
-            "#version 130\n"
-            "in vec4 color;\n"
-            "in vec4 scale;\n"
-            "uniform vec4 foo;\n"
-            "uniform vec4 bar;\n"
-            "void main() {\n"
-            // by default, with no location or blocks
-            // the compiler will read them from buffer
-            // in reverse order of first use in shader
-            // The buffer contains red, followed by blue,
-            // so foo should be blue, bar should be red
-            "   gl_FragColor = color * scale * foo * bar + foo;\n"
-            "}\n";
-
-    ASSERT_NO_FATAL_FAILURE(InitState());
-    ASSERT_NO_FATAL_FAILURE(InitViewport());
-
-    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this);
-    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this);
-
-    const int constantCount = 8;
-    const float constants[constantCount] =  { 1.0, 0.0, 0.0, 1.0,
-                                              0.0, 0.0, 1.0, 1.0 };
-    XglConstantBufferObj constantBuffer(m_device,constantCount, sizeof(constants[0]), (const void*) constants);
-    ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &constantBuffer);
-
-    XglPipelineObj pipelineobj(m_device);
-    pipelineobj.AddShader(&vs);
-    pipelineobj.AddShader(&ps);
-
-    XglDescriptorSetObj descriptorSet(m_device);
-    descriptorSet.AttachMemoryView(&constantBuffer);
-
-    GenericDrawTriangleTest(&pipelineobj, &descriptorSet, 1);
-    QueueCommandBuffer(NULL, 0);
-
-}
-
 TEST_F(XglRenderTest, TriangleWithVertexFetch)
 {
     static const char *vertShaderText =