WGSL: Migrate access control to var<>

Spec change: https://github.com/gpuweb/gpuweb/pull/1735

Bug: tint:846
Change-Id: Id2eddc4e8f3bdb86027db8d61bb96b9b8ef9778f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/53386
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
diff --git a/src/tests/end2end/GpuMemorySynchronizationTests.cpp b/src/tests/end2end/GpuMemorySynchronizationTests.cpp
index 1db5400..7113a13 100644
--- a/src/tests/end2end/GpuMemorySynchronizationTests.cpp
+++ b/src/tests/end2end/GpuMemorySynchronizationTests.cpp
@@ -39,7 +39,7 @@
             [[block]] struct Data {
                 a : i32;
             };
-            [[group(0), binding(0)]] var<storage> data : [[access(read_write)]] Data;
+            [[group(0), binding(0)]] var<storage, read_write> data : Data;
             [[stage(compute)]] fn main() {
                 data.a = data.a + 1;
             })");
@@ -66,7 +66,7 @@
             [[block]] struct Data {
                 i : i32;
             };
-            [[group(0), binding(0)]] var<storage> data : [[access(read_write)]] Data;
+            [[group(0), binding(0)]] var<storage, read_write> data : Data;
             [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
                 data.i = data.i + 1;
                 return vec4<f32>(f32(data.i) / 255.0, 0.0, 0.0, 1.0);
@@ -255,7 +255,7 @@
             sampledOut: u32;
             storageOut: u32;
         };
-        [[group(0), binding(0)]] var<storage> output : [[access(write)]] Output;
+        [[group(0), binding(0)]] var<storage, write> output : Output;
         [[group(0), binding(1)]] var sampledTex : texture_2d<u32>;
         [[group(0), binding(2)]] var storageTex : texture_storage_2d<r32uint, read>;
 
@@ -315,7 +315,7 @@
             [[block]] struct Data {
                 a : f32;
             };
-            [[group(0), binding(0)]] var<storage> data : [[access(read_write)]] Data;
+            [[group(0), binding(0)]] var<storage, read_write> data : Data;
             [[stage(compute)]] fn main() {
                 data.a = 1.0;
             })");
@@ -512,12 +512,12 @@
         [[block]] struct VBContents {
             pos : array<vec4<f32>, 4>;
         };
-        [[group(0), binding(0)]] var<storage> vbContents : [[access(read_write)]] VBContents;
+        [[group(0), binding(0)]] var<storage, read_write> vbContents : VBContents;
 
         [[block]] struct IBContents {
             indices : array<vec4<i32>, 2>;
         };
-        [[group(0), binding(1)]] var<storage> ibContents : [[access(read_write)]] IBContents;
+        [[group(0), binding(1)]] var<storage, read_write> ibContents : IBContents;
 
         // TODO(crbug.com/tint/386): Use the same struct.
         [[block]] struct ColorContents1 {
@@ -526,8 +526,8 @@
         [[block]] struct ColorContents2 {
             color : f32;
         };
-        [[group(0), binding(2)]] var<storage> uniformContents : [[access(read_write)]] ColorContents1;
-        [[group(0), binding(3)]] var<storage> storageContents : [[access(read_write)]] ColorContents2;
+        [[group(0), binding(2)]] var<storage, read_write> uniformContents : ColorContents1;
+        [[group(0), binding(3)]] var<storage, read_write> storageContents : ColorContents2;
 
         [[stage(compute)]] fn main() {
             vbContents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
@@ -581,7 +581,7 @@
         };
 
         [[group(0), binding(0)]] var<uniform> uniformBuffer : Buf;
-        [[group(0), binding(1)]] var<storage> storageBuffer : [[access(read)]] Buf;
+        [[group(0), binding(1)]] var<storage, read> storageBuffer : Buf;
 
         [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
             return vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);
@@ -642,7 +642,7 @@
             [[align(256)]] color1 : f32;
         };
 
-        [[group(0), binding(0)]] var<storage> contents : [[access(read_write)]] Contents;
+        [[group(0), binding(0)]] var<storage, read_write> contents : Contents;
 
         [[stage(compute)]] fn main() {
             contents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
@@ -696,7 +696,7 @@
             color : f32;
         };
         [[group(0), binding(0)]] var<uniform> uniformBuffer : Buf;
-        [[group(0), binding(1)]] var<storage> storageBuffer : [[access(read)]] Buf;
+        [[group(0), binding(1)]] var<storage, read> storageBuffer : Buf;
 
         [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
             return vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);