message: Use GetBindGroupLayout in TextureViewTests
diff: @@ -150,18 +150,8 @@ protected:
  }
  void Verify(const wgpu::TextureView& textureView,
  - wgpu::TextureViewDimension dimension,
  const char* fragmentShader,
  int expected) {
  - wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
  - device, {
  - {0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
  - {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false,
  - false, dimension, wgpu::TextureComponentType::Float},
  - });
  -
  - wgpu::BindGroup bindGroup =
  - utils::MakeBindGroup(device, bindGroupLayout, {{0, mSampler}, {1, textureView}});
  wgpu::ShaderModule fsModule =
  utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
  @@ -169,11 +159,13 @@ protected:
  utils::ComboRenderPipelineDescriptor textureDescriptor(device);
  textureDescriptor.vertexStage.module = mVSModule;
  textureDescriptor.cFragmentStage.module = fsModule;
  - textureDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
  textureDescriptor.cColorStates[0].format = mRenderPass.colorFormat;
  wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&textureDescriptor);
  + wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
  + {{0, mSampler}, {1, textureView}});
  +
  wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
  {
  wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&mRenderPass.renderPassInfo);
  @@ -224,7 +216,7 @@ protected:
  )";
  const int expected = GenerateTestPixelValue(textureViewBaseLayer, textureViewBaseMipLevel);
  - Verify(textureView, wgpu::TextureViewDimension::e2D, fragmentShader, expected);
  + Verify(textureView, fragmentShader, expected);
  }
  void Texture2DArrayViewTest(uint32_t textureArrayLayers,
  @@ -268,7 +260,7 @@ protected:
  for (int i = 0; i < static_cast<int>(kTextureViewLayerCount); ++i) {
  expected += GenerateTestPixelValue(textureViewBaseLayer + i, textureViewBaseMipLevel);
  }
  - Verify(textureView, wgpu::TextureViewDimension::e2DArray, fragmentShader, expected);
  + Verify(textureView, fragmentShader, expected);
  }
  std::string CreateFragmentShaderForCubeMapFace(uint32_t layer, bool isCubeMapArray) {
  @@ -337,7 +329,7 @@ protected:
  CreateFragmentShaderForCubeMapFace(layer, isCubeMapArray);
  int expected = GenerateTestPixelValue(textureViewBaseLayer + layer, 0);
  - Verify(cubeMapTextureView, dimension, fragmentShader.c_str(), expected);
  + Verify(cubeMapTextureView, fragmentShader.c_str(), expected);
  }
  }
  @@ -376,7 +368,7 @@ TEST_P(TextureViewSamplingTest, Default2DArrayTexture) {
  const int expected = GenerateTestPixelValue(0, 0) + GenerateTestPixelValue(1, 0) +
  GenerateTestPixelValue(2, 0);
  - Verify(textureView, wgpu::TextureViewDimension::e2DArray, fragmentShader, expected);
  + Verify(textureView, fragmentShader, expected);
  }
  // Test sampling from a 2D texture view created on a 2D array texture.
  