[tint] Add read-only storage texture builtins

Most backends "just worked", except HLSL which uses a different
register space for read-only textures.

Bug: tint:2007
Change-Id: I7925b3bdf7389e3b429e0a570e988adde0443452
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/146961
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
diff --git a/test/tint/builtins/gen/literal/textureLoad/c66b20.wgsl b/test/tint/builtins/gen/literal/textureLoad/c66b20.wgsl
new file mode 100644
index 0000000..1aa829c
--- /dev/null
+++ b/test/tint/builtins/gen/literal/textureLoad/c66b20.wgsl
@@ -0,0 +1,48 @@
+// Copyright 2023 The Tint Authors.
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+//     http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+////////////////////////////////////////////////////////////////////////////////
+// File generated by tools/src/cmd/gen
+// using the template:
+//   test/tint/builtins/gen/gen.wgsl.tmpl
+//
+// Do not modify this file directly
+////////////////////////////////////////////////////////////////////////////////
+
+
+enable chromium_experimental_read_write_storage_texture;
+@group(1) @binding(0) var arg_0: texture_storage_2d<r32sint, read>;
+
+// fn textureLoad(texture: texture_storage_2d<r32sint, read>, coords: vec2<u32>) -> vec4<i32>
+fn textureLoad_c66b20() {
+  var res: vec4<i32> = textureLoad(arg_0, vec2<u32>(1u));
+  prevent_dce = res;
+}
+@group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<i32>;
+
+@vertex
+fn vertex_main() -> @builtin(position) vec4<f32> {
+  textureLoad_c66b20();
+  return vec4<f32>();
+}
+
+@fragment
+fn fragment_main() {
+  textureLoad_c66b20();
+}
+
+@compute @workgroup_size(1)
+fn compute_main() {
+  textureLoad_c66b20();
+}