diff --git a/src/tests/end2end/TextureZeroInitTests.cpp b/src/tests/end2end/TextureZeroInitTests.cpp index 2f68329f48..13f1d9e7e7 100644 --- a/src/tests/end2end/TextureZeroInitTests.cpp +++ b/src/tests/end2end/TextureZeroInitTests.cpp @@ -452,21 +452,16 @@ TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) { 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 @@ TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) { 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 @@ TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) { // 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 @@ TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) { 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 data(kFormatBlockByteSize * kSize * kSize, 1); wgpu::Buffer stagingBuffer = utils::CreateBufferFromData( @@ -674,15 +659,14 @@ TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) { // 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();