message: Use GetBindGroupLayout in TextureFormatTests
diff: @@ -169,8 +169,7 @@ class TextureFormatTest : public DawnTest {
  // Return a pipeline that can be used in a full-texture draw to sample from the texture in the
  // bindgroup and output its decompressed values to the render target.
  wgpu::RenderPipeline CreateSamplePipeline(FormatTestInfo sampleFormatInfo,
  - FormatTestInfo renderFormatInfo,
  - wgpu::BindGroupLayout bgl) {
  + FormatTestInfo renderFormatInfo) {
  utils::ComboRenderPipelineDescriptor desc(device);
  wgpu::ShaderModule vsModule =
  @@ -218,7 +217,6 @@ class TextureFormatTest : public DawnTest {
  desc.vertexStage.module = vsModule;
  desc.cFragmentStage.module = fsModule;
  - desc.layout = utils::MakeBasicPipelineLayout(device, &bgl);
  desc.cColorStates[0].format = renderFormatInfo.format;
  return device.CreateRenderPipeline(&desc);
  @@ -269,19 +267,13 @@ class TextureFormatTest : public DawnTest {
  readbackBufferDesc.size = 4 * width * sampleFormatInfo.componentCount;
  wgpu::Buffer readbackBuffer = device.CreateBuffer(&readbackBufferDesc);
  - // Create the bind group layout for sampling the texture
  - wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
  - device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
  - {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false,
  - false, wgpu::TextureViewDimension::e2D, sampleFormatInfo.type}});
  -
  // Prepare objects needed to sample from texture in the renderpass
  - wgpu::RenderPipeline pipeline =
  - CreateSamplePipeline(sampleFormatInfo, renderFormatInfo, bgl);
  + wgpu::RenderPipeline pipeline = CreateSamplePipeline(sampleFormatInfo, renderFormatInfo);
  wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
  wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
  wgpu::BindGroup bindGroup =
  - utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, sampleTexture.CreateView()}});
  + utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
  + {{0, sampler}, {1, sampleTexture.CreateView()}});
  // Encode commands for the test that fill texture, sample it to render to renderTarget then
  // copy renderTarget in a buffer so we can read it easily.
  