test/tint/builtins/gen: Use returned value

It appears that FXC and DXC do some validation post dead-code-elimination.
These tests have been updated so that the return value is assigned to a storage buffer, ensuring that all validation is performed.

Many DXC tests are affected by https://github.com/microsoft/DirectXShaderCompiler/issues/5082, which have been SKIP'ed.

Fixed: tint:1859
Change-Id: I0001a9a9821846cd0855c3d8ce2bec79ab8e64ef
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/122662
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: James Price <jrprice@google.com>
Commit-Queue: James Price <jrprice@google.com>
Auto-Submit: Ben Clayton <bclayton@google.com>
diff --git a/test/tint/builtins/gen/var/textureSampleCompare/90ae56.wgsl.expected.fxc.hlsl b/test/tint/builtins/gen/var/textureSampleCompare/90ae56.wgsl.expected.fxc.hlsl
index 6f59515..9f49603 100644
--- a/test/tint/builtins/gen/var/textureSampleCompare/90ae56.wgsl.expected.fxc.hlsl
+++ b/test/tint/builtins/gen/var/textureSampleCompare/90ae56.wgsl.expected.fxc.hlsl
@@ -1,11 +1,13 @@
 Texture2DArray arg_0 : register(t0, space1);
 SamplerComparisonState arg_1 : register(s1, space1);
+RWByteAddressBuffer prevent_dce : register(u0, space2);
 
 void textureSampleCompare_90ae56() {
   float2 arg_2 = (1.0f).xx;
   uint arg_3 = 1u;
   float arg_4 = 1.0f;
   float res = arg_0.SampleCmp(arg_1, float3(arg_2, float(arg_3)), arg_4);
+  prevent_dce.Store(0u, asuint(res));
 }
 
 void fragment_main() {