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/textureSampleLevel/749baf.wgsl.expected.glsl b/test/tint/builtins/gen/var/textureSampleLevel/749baf.wgsl.expected.glsl
index f2fbbd3..fda2021 100644
--- a/test/tint/builtins/gen/var/textureSampleLevel/749baf.wgsl.expected.glsl
+++ b/test/tint/builtins/gen/var/textureSampleLevel/749baf.wgsl.expected.glsl
@@ -2,10 +2,15 @@
 
 uniform highp sampler2DShadow arg_0_arg_1;
 
+layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
+  float inner;
+} prevent_dce;
+
 void textureSampleLevel_749baf() {
   vec2 arg_2 = vec2(1.0f);
   int arg_3 = 1;
   float res = textureLodOffset(arg_0_arg_1, vec3(arg_2, 0.0f), float(arg_3), ivec2(1));
+  prevent_dce.inner = res;
 }
 
 vec4 vertex_main() {
@@ -26,10 +31,15 @@
 
 uniform highp sampler2DShadow arg_0_arg_1;
 
+layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
+  float inner;
+} prevent_dce;
+
 void textureSampleLevel_749baf() {
   vec2 arg_2 = vec2(1.0f);
   int arg_3 = 1;
   float res = textureLodOffset(arg_0_arg_1, vec3(arg_2, 0.0f), float(arg_3), ivec2(1));
+  prevent_dce.inner = res;
 }
 
 void fragment_main() {
@@ -44,10 +54,15 @@
 
 uniform highp sampler2DShadow arg_0_arg_1;
 
+layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
+  float inner;
+} prevent_dce;
+
 void textureSampleLevel_749baf() {
   vec2 arg_2 = vec2(1.0f);
   int arg_3 = 1;
   float res = textureLodOffset(arg_0_arg_1, vec3(arg_2, 0.0f), float(arg_3), ivec2(1));
+  prevent_dce.inner = res;
 }
 
 void compute_main() {