[gl] Move symbol renaming into the backend

Instead of running the AST renamer transform in Dawn's OpenGL backend,
we just modify the names when emitting them in the printer.

This is a little cleaner than using a transform, as transforms cannot
rename structures and struct members without requiring
const_cast. This also keeps the list of GLSL keywords local to the
printer, and means we can retain the meaningful names throughout the
`raise` process.

Bug: 380043958
Fixed: 42241122
Change-Id: If388c9456d413899f8546eb24cff7819e7caf146
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/218619
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Commit-Queue: James Price <jrprice@google.com>
diff --git a/test/tint/builtins/gen/var/textureLoad/1bfdfb.wgsl.expected.glsl b/test/tint/builtins/gen/var/textureLoad/1bfdfb.wgsl.expected.glsl
index 622be8e..1513139 100644
--- a/test/tint/builtins/gen/var/textureLoad/1bfdfb.wgsl.expected.glsl
+++ b/test/tint/builtins/gen/var/textureLoad/1bfdfb.wgsl.expected.glsl
@@ -349,16 +349,16 @@
   return res;
 }
 VertexOutput vertex_main_inner() {
-  VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f));
-  tint_symbol.pos = vec4(0.0f);
-  tint_symbol.prevent_dce = textureLoad_1bfdfb();
-  return tint_symbol;
+  VertexOutput v_17 = VertexOutput(vec4(0.0f), vec4(0.0f));
+  v_17.pos = vec4(0.0f);
+  v_17.prevent_dce = textureLoad_1bfdfb();
+  return v_17;
 }
 void main() {
-  VertexOutput v_17 = vertex_main_inner();
-  gl_Position = v_17.pos;
+  VertexOutput v_18 = vertex_main_inner();
+  gl_Position = v_18.pos;
   gl_Position.y = -(gl_Position.y);
   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
-  tint_interstage_location0 = v_17.prevent_dce;
+  tint_interstage_location0 = v_18.prevent_dce;
   gl_PointSize = 1.0f;
 }