Use GetBindGroupLayout in TextureZeroInitTests
Bug: dawn:276
Change-Id: I6ca2e4fd511ea86afdb7036258845d74080bc0f2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14033
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/end2end/TextureZeroInitTests.cpp b/src/tests/end2end/TextureZeroInitTests.cpp
index 2f68329..13f1d9e 100644
--- a/src/tests/end2end/TextureZeroInitTests.cpp
+++ b/src/tests/end2end/TextureZeroInitTests.cpp
@@ -452,21 +452,16 @@
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
- wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
- device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
- {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture}});
-
// Create render pipeline
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
- renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
// Create bindgroup
- wgpu::BindGroup bindGroup =
- utils::MakeBindGroup(device, bindGroupLayout, {{0, sampler}, {1, texture.CreateView()}});
+ wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
+ {{0, sampler}, {1, texture.CreateView()}});
// Encode pass and submit
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@@ -509,14 +504,8 @@
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
- wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
- device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture},
- {1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
- {2, wgpu::ShaderStage::Compute, wgpu::BindingType::Sampler}});
-
// Create compute pipeline
wgpu::ComputePipelineDescriptor computePipelineDescriptor;
- computePipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
wgpu::ProgrammableStageDescriptor computeStage;
const char* cs =
R"(#version 450
@@ -537,7 +526,7 @@
// Create bindgroup
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
- device, bindGroupLayout,
+ device, computePipeline.GetBindGroupLayout(0),
{{0, texture.CreateView()}, {1, bufferTex, 0, bufferSize}, {2, sampler}});
// Encode the pass and submit
@@ -655,10 +644,6 @@
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
- wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
- device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
- {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture}});
-
// Fill the sample texture with data
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 1);
wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
@@ -674,15 +659,14 @@
// Create render pipeline
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
- renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
// Create bindgroup
- wgpu::BindGroup bindGroup =
- utils::MakeBindGroup(device, bindGroupLayout, {{0, sampler}, {1, texture.CreateView()}});
+ wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
+ {{0, sampler}, {1, texture.CreateView()}});
// Encode pass and submit
encoder = device.CreateCommandEncoder();