tint/intrinsics: Texture queries now return unsigned integer / vectors

To match the spec.

Also add a bunch of missing texture test cases to
src/tint/ast/builtin_texture_helper_test.cc. Fix all the tests that were
broken because these were not being exercised.

Fixed: tint:1526
Change-Id: I207b51d307bbdc054b595e0e0e0fd3330607e171
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/106681
Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
Auto-Submit: Ben Clayton <bclayton@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
diff --git a/test/tint/builtins/gen/var/textureDimensions/879b73.wgsl.expected.glsl b/test/tint/builtins/gen/var/textureDimensions/879b73.wgsl.expected.glsl
new file mode 100644
index 0000000..fe9a84b
--- /dev/null
+++ b/test/tint/builtins/gen/var/textureDimensions/879b73.wgsl.expected.glsl
@@ -0,0 +1,75 @@
+SKIP: FAILED
+
+#version 310 es
+
+uniform highp samplerCubeArray arg_0_1;
+void textureDimensions_879b73() {
+  uvec2 res = uvec2(textureSize(arg_0_1, 0).xy);
+}
+
+vec4 vertex_main() {
+  textureDimensions_879b73();
+  return vec4(0.0f);
+}
+
+void main() {
+  gl_PointSize = 1.0;
+  vec4 inner_result = vertex_main();
+  gl_Position = inner_result;
+  gl_Position.y = -(gl_Position.y);
+  gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
+  return;
+}
+Error parsing GLSL shader:
+ERROR: 0:3: 'samplerCubeArray' : Reserved word. 
+ERROR: 0:3: '' : compilation terminated 
+ERROR: 2 compilation errors.  No code generated.
+
+
+
+#version 310 es
+precision mediump float;
+
+uniform highp samplerCubeArray arg_0_1;
+void textureDimensions_879b73() {
+  uvec2 res = uvec2(textureSize(arg_0_1, 0).xy);
+}
+
+void fragment_main() {
+  textureDimensions_879b73();
+}
+
+void main() {
+  fragment_main();
+  return;
+}
+Error parsing GLSL shader:
+ERROR: 0:4: 'samplerCubeArray' : Reserved word. 
+ERROR: 0:4: '' : compilation terminated 
+ERROR: 2 compilation errors.  No code generated.
+
+
+
+#version 310 es
+
+uniform highp samplerCubeArray arg_0_1;
+void textureDimensions_879b73() {
+  uvec2 res = uvec2(textureSize(arg_0_1, 0).xy);
+}
+
+void compute_main() {
+  textureDimensions_879b73();
+}
+
+layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
+void main() {
+  compute_main();
+  return;
+}
+Error parsing GLSL shader:
+ERROR: 0:3: 'samplerCubeArray' : Reserved word. 
+ERROR: 0:3: '' : compilation terminated 
+ERROR: 2 compilation errors.  No code generated.
+
+
+