message: Use GetBindGroupLayout in RenderBundleTests
diff: @@ -50,30 +50,7 @@ class RenderBundleTest : public DawnTest {
  fragColor = color;
  })");
  - wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
  - device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
  -
  - float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f,
  - kColors[0].a / 255.f};
  - float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f,
  - kColors[1].a / 255.f};
  -
  - wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float),
  - wgpu::BufferUsage::Uniform);
  - wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float),
  - wgpu::BufferUsage::Uniform);
  -
  - bindGroups[0] = utils::MakeBindGroup(device, bgl, {{0, buffer0, 0, 4 * sizeof(float)}});
  - bindGroups[1] = utils::MakeBindGroup(device, bgl, {{0, buffer1, 0, 4 * sizeof(float)}});
  -
  - wgpu::PipelineLayoutDescriptor pipelineLayoutDesc;
  - pipelineLayoutDesc.bindGroupLayoutCount = 1;
  - pipelineLayoutDesc.bindGroupLayouts = &bgl;
  -
  - wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
  -
  utils::ComboRenderPipelineDescriptor descriptor(device);
  - descriptor.layout = pipelineLayout;
  descriptor.vertexStage.module = vsModule;
  descriptor.cFragmentStage.module = fsModule;
  descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
  @@ -85,6 +62,21 @@ class RenderBundleTest : public DawnTest {
  pipeline = device.CreateRenderPipeline(&descriptor);
  + float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f,
  + kColors[0].a / 255.f};
  + float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f,
  + kColors[1].a / 255.f};
  +
  + wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float),
  + wgpu::BufferUsage::Uniform);
  + wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float),
  + wgpu::BufferUsage::Uniform);
  +
  + bindGroups[0] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
  + {{0, buffer0, 0, 4 * sizeof(float)}});
  + bindGroups[1] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
  + {{0, buffer1, 0, 4 * sizeof(float)}});
  +
  vertexBuffer = utils::CreateBufferFromData<float>(
  device, wgpu::BufferUsage::Vertex,
  {// The bottom left triangle
  