message: Use GetBindGroupLayout in DepthStencilStateTests
diff: @@ -80,14 +80,6 @@ class DepthStencilStateTest : public DawnTest {
  fragColor = vec4(myUbo.color, 1.f);
  }
  )");
  -
  - bindGroupLayout = utils::MakeBindGroupLayout(
  - device, {
  - {0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
  - wgpu::BindingType::UniformBuffer},
  - });
  -
  - pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
  }
  struct TestSpec {
  @@ -277,14 +269,9 @@ class DepthStencilStateTest : public DawnTest {
  wgpu::Buffer buffer = utils::CreateBufferFromData(
  device, &data, sizeof(TriangleData), wgpu::BufferUsage::Uniform);
  - // Create a bind group for the data
  - wgpu::BindGroup bindGroup = utils::MakeBindGroup(
  - device, bindGroupLayout, {{0, buffer, 0, sizeof(TriangleData)}});
  -
  // Create a pipeline for the triangles with the test spec's depth stencil state
  utils::ComboRenderPipelineDescriptor descriptor(device);
  - descriptor.layout = pipelineLayout;
  descriptor.vertexStage.module = vsModule;
  descriptor.cFragmentStage.module = fsModule;
  descriptor.cDepthStencilState = test.depthStencilState;
  @@ -293,6 +280,10 @@ class DepthStencilStateTest : public DawnTest {
  wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
  + // Create a bind group for the data
  + wgpu::BindGroup bindGroup = utils::MakeBindGroup(
  + device, pipeline.GetBindGroupLayout(0), {{0, buffer, 0, sizeof(TriangleData)}});
  +
  pass.SetPipeline(pipeline);
  pass.SetStencilReference(test.stencil); // Set the stencil reference
  pass.SetBindGroup(
  @@ -318,8 +309,6 @@ class DepthStencilStateTest : public DawnTest {
  wgpu::TextureView depthTextureView;
  wgpu::ShaderModule vsModule;
  wgpu::ShaderModule fsModule;
  - wgpu::BindGroupLayout bindGroupLayout;
  - wgpu::PipelineLayout pipelineLayout;
  };
  // Test compilation and usage of the fixture
  