message: Use GetBindGroupLayout in IOSurfaceWrappingTests
diff: @@ -237,34 +237,6 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
  memcpy(IOSurfaceGetBaseAddress(ioSurface), data, dataSize);
  IOSurfaceUnlock(ioSurface, 0, nullptr);
  - // The bindgroup containing the texture view for the ioSurface as well as the sampler.
  - wgpu::BindGroupLayout bgl;
  - wgpu::BindGroup bindGroup;
  - {
  - wgpu::TextureDescriptor textureDescriptor;
  - textureDescriptor.dimension = wgpu::TextureDimension::e2D;
  - textureDescriptor.format = format;
  - textureDescriptor.size = {1, 1, 1};
  - textureDescriptor.sampleCount = 1;
  - textureDescriptor.arrayLayerCount = 1;
  - textureDescriptor.mipLevelCount = 1;
  - textureDescriptor.usage = wgpu::TextureUsage::Sampled;
  - wgpu::Texture wrappingTexture = WrapIOSurface(&textureDescriptor, ioSurface, 0);
  -
  - wgpu::TextureView textureView = wrappingTexture.CreateView();
  -
  - wgpu::SamplerDescriptor samplerDescriptor = utils::GetDefaultSamplerDescriptor();
  - wgpu::Sampler sampler = device.CreateSampler(&samplerDescriptor);
  -
  - bgl = utils::MakeBindGroupLayout(
  - device, {
  - {0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
  - {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
  - });
  -
  - bindGroup = utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, textureView}});
  - }
  -
  // The simplest texture sampling pipeline.
  wgpu::RenderPipeline pipeline;
  {
  @@ -305,12 +277,33 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
  utils::ComboRenderPipelineDescriptor descriptor(device);
  descriptor.vertexStage.module = vs;
  descriptor.cFragmentStage.module = fs;
  - descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
  descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
  pipeline = device.CreateRenderPipeline(&descriptor);
  }
  + // The bindgroup containing the texture view for the ioSurface as well as the sampler.
  + wgpu::BindGroup bindGroup;
  + {
  + wgpu::TextureDescriptor textureDescriptor;
  + textureDescriptor.dimension = wgpu::TextureDimension::e2D;
  + textureDescriptor.format = format;
  + textureDescriptor.size = {1, 1, 1};
  + textureDescriptor.sampleCount = 1;
  + textureDescriptor.arrayLayerCount = 1;
  + textureDescriptor.mipLevelCount = 1;
  + textureDescriptor.usage = wgpu::TextureUsage::Sampled;
  + wgpu::Texture wrappingTexture = WrapIOSurface(&textureDescriptor, ioSurface, 0);
  +
  + wgpu::TextureView textureView = wrappingTexture.CreateView();
  +
  + wgpu::SamplerDescriptor samplerDescriptor = utils::GetDefaultSamplerDescriptor();
  + wgpu::Sampler sampler = device.CreateSampler(&samplerDescriptor);
  +
  + bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
  + {{0, sampler}, {1, textureView}});
  + }
  +
  // Submit commands samping from the ioSurface and writing the result to renderPass.color
  utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
  wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
  