Remove utility to create shader modules from GLSL

And rename CreateShaderModuleFromWGSL to CreateShaderModule.

Bug: dawn:572
Change-Id: I80dab401078b2001d738b87d6e24437f93b690d1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45764
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/end2end/DepthStencilCopyTests.cpp b/src/tests/end2end/DepthStencilCopyTests.cpp
index 88dc263..451b34e 100644
--- a/src/tests/end2end/DepthStencilCopyTests.cpp
+++ b/src/tests/end2end/DepthStencilCopyTests.cpp
@@ -28,7 +28,7 @@
         DawnTest::SetUp();
 
         // Draw a square in the bottom left quarter of the screen.
-        mVertexModule = utils::CreateShaderModuleFromWGSL(device, R"(
+        mVertexModule = utils::CreateShaderModule(device, R"(
             [[builtin(vertex_index)]] var<in> VertexIndex : u32;
             [[builtin(position)]] var<out> Position : vec4<f32>;
 
@@ -79,7 +79,7 @@
             FragDepth = )" + std::to_string(regionDepth) +
                                ";\n}";
 
-        desc->cFragment.module = utils::CreateShaderModuleFromWGSL(device, fsSource.c_str());
+        desc->cFragment.module = utils::CreateShaderModule(device, fsSource.c_str());
         wgpu::DepthStencilState* depthStencil = desc->EnableDepthStencil(format);
         depthStencil->depthWriteEnabled = true;
         desc->cFragment.targetCount = 0;
@@ -238,7 +238,7 @@
         // Pipeline for a full screen quad.
         utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
 
-        pipelineDescriptor.vertex.module = utils::CreateShaderModuleFromWGSL(device, R"(
+        pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
             [[builtin(vertex_index)]] var<in> VertexIndex : u32;
             [[builtin(position)]] var<out> Position : vec4<f32>;
 
@@ -252,7 +252,7 @@
 
         // Sample the input texture and write out depth. |result| will only be set to 1 if we
         // pass the depth test.
-        pipelineDescriptor.cFragment.module = utils::CreateShaderModuleFromWGSL(device, R"(
+        pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
             [[group(0), binding(0)]] var texture0 : texture_2d<f32>;
             [[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
 
@@ -645,7 +645,7 @@
         // A quad is drawn in the bottom left.
         utils::ComboRenderPipelineDescriptor2 renderPipelineDesc;
         renderPipelineDesc.vertex.module = mVertexModule;
-        renderPipelineDesc.cFragment.module = utils::CreateShaderModuleFromWGSL(device, R"(
+        renderPipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
             [[stage(fragment)]] fn main() -> void {
             })");
         wgpu::DepthStencilState* depthStencil =