Update GLSL test results.

Change-Id: I3e2d0f4e00e10ea221c1a760775550f4a0374b3b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/114420
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
diff --git a/test/tint/benchmark/particles.wgsl.expected.glsl b/test/tint/benchmark/particles.wgsl.expected.glsl
index 1e8d94b..1f06dce 100644
--- a/test/tint/benchmark/particles.wgsl.expected.glsl
+++ b/test/tint/benchmark/particles.wgsl.expected.glsl
@@ -7,12 +7,16 @@
 layout(location = 2) in vec2 quad_pos_1;
 layout(location = 0) out vec4 color_2;
 layout(location = 1) out vec2 quad_pos_2;
-layout(binding = 0, std140) uniform RenderParams_ubo {
+struct RenderParams {
   mat4 modelViewProjectionMatrix;
   vec3 right;
   uint pad;
   vec3 up;
   uint pad_1;
+};
+
+layout(binding = 0, std140) uniform render_params_block_ubo {
+  RenderParams inner;
 } render_params;
 
 struct VertexInput {
@@ -44,10 +48,10 @@
 };
 
 VertexOutput vs_main(VertexInput tint_symbol) {
-  vec3 quad_pos = (mat2x3(render_params.right, render_params.up) * tint_symbol.quad_pos);
+  vec3 quad_pos = (mat2x3(render_params.inner.right, render_params.inner.up) * tint_symbol.quad_pos);
   vec3 position = (tint_symbol.position + (quad_pos * 0.01f));
   VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f));
-  tint_symbol_1.position = (render_params.modelViewProjectionMatrix * vec4(position, 1.0f));
+  tint_symbol_1.position = (render_params.inner.modelViewProjectionMatrix * vec4(position, 1.0f));
   tint_symbol_1.color = tint_symbol.color;
   tint_symbol_1.quad_pos = tint_symbol.quad_pos;
   return tint_symbol_1;
@@ -143,6 +147,14 @@
   vec2 quad_pos;
 };
 
+struct SimulationParams {
+  float deltaTime;
+  uint pad;
+  uint pad_1;
+  uint pad_2;
+  vec4 seed;
+};
+
 struct Particle {
   vec3 position;
   float lifetime;
@@ -151,12 +163,8 @@
   uint pad_3;
 };
 
-layout(binding = 0, std140) uniform SimulationParams_ubo {
-  float deltaTime;
-  uint pad;
-  uint pad_1;
-  uint pad_2;
-  vec4 seed;
+layout(binding = 0, std140) uniform sim_params_block_ubo {
+  SimulationParams inner;
 } sim_params;
 
 layout(binding = 1, std430) buffer Particles_ssbo {
@@ -167,20 +175,27 @@
   uint width;
 };
 
-uniform highp sampler2D tint_symbol_6;
+void assign_and_preserve_padding_data_particles_X(uint dest[1], Particle value) {
+  data.particles[dest[0]].position = value.position;
+  data.particles[dest[0]].lifetime = value.lifetime;
+  data.particles[dest[0]].color = value.color;
+  data.particles[dest[0]].velocity = value.velocity;
+}
+
+uniform highp sampler2D tint_symbol_2_1;
 void simulate(uvec3 GlobalInvocationID) {
-  rand_seed = ((sim_params.seed.xy + vec2(GlobalInvocationID.xy)) * sim_params.seed.zw);
+  rand_seed = ((sim_params.inner.seed.xy + vec2(GlobalInvocationID.xy)) * sim_params.inner.seed.zw);
   uint idx = GlobalInvocationID.x;
   Particle particle = data.particles[idx];
-  particle.velocity.z = (particle.velocity.z - (sim_params.deltaTime * 0.5f));
-  particle.position = (particle.position + (sim_params.deltaTime * particle.velocity));
-  particle.lifetime = (particle.lifetime - sim_params.deltaTime);
+  particle.velocity.z = (particle.velocity.z - (sim_params.inner.deltaTime * 0.5f));
+  particle.position = (particle.position + (sim_params.inner.deltaTime * particle.velocity));
+  particle.lifetime = (particle.lifetime - sim_params.inner.deltaTime);
   particle.color.a = smoothstep(0.0f, 0.5f, particle.lifetime);
   if ((particle.lifetime < 0.0f)) {
     uvec2 coord = uvec2(0u);
     {
-      for(uint level = (uint(textureQueryLevels(tint_symbol_6)) - 1u); (level > 0u); level = (level - 1u)) {
-        vec4 probabilites = texelFetch(tint_symbol_6, ivec2(coord), int(level));
+      for(uint level = (uint(textureQueryLevels(tint_symbol_2_1)) - 1u); (level > 0u); level = (level - 1u)) {
+        vec4 probabilites = texelFetch(tint_symbol_2_1, ivec2(coord), int(level));
         float tint_symbol_5 = rand();
         vec4 value = vec4(tint_symbol_5);
         bvec4 mask = bvec4(uvec4(greaterThanEqual(value, vec4(0.0f, probabilites.xyz))) & uvec4(lessThan(value, probabilites)));
@@ -189,19 +204,20 @@
         coord.y = (coord.y + (any(mask.zw) ? 1u : 0u));
       }
     }
-    vec2 uv = (vec2(coord) / vec2(uvec2(textureSize(tint_symbol_6, 0))));
+    vec2 uv = (vec2(coord) / vec2(uvec2(textureSize(tint_symbol_2_1, 0))));
     particle.position = vec3((((uv - 0.5f) * 3.0f) * vec2(1.0f, -1.0f)), 0.0f);
-    particle.color = texelFetch(tint_symbol_6, ivec2(coord), 0);
+    particle.color = texelFetch(tint_symbol_2_1, ivec2(coord), 0);
+    float tint_symbol = rand();
+    particle.velocity.x = ((tint_symbol - 0.5f) * 0.100000001f);
     float tint_symbol_1 = rand();
-    particle.velocity.x = ((tint_symbol_1 - 0.5f) * 0.100000001f);
-    float tint_symbol_2 = rand();
-    particle.velocity.y = ((tint_symbol_2 - 0.5f) * 0.100000001f);
+    particle.velocity.y = ((tint_symbol_1 - 0.5f) * 0.100000001f);
     float tint_symbol_3 = rand();
     particle.velocity.z = (tint_symbol_3 * 0.300000012f);
     float tint_symbol_4 = rand();
     particle.lifetime = (0.5f + (tint_symbol_4 * 2.0f));
   }
-  data.particles[idx] = particle;
+  uint tint_symbol_6[1] = uint[1](idx);
+  assign_and_preserve_padding_data_particles_X(tint_symbol_6, particle);
 }
 
 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
@@ -210,8 +226,8 @@
   return;
 }
 Error parsing GLSL shader:
-ERROR: 0:64: 'textureQueryLevels' : no matching overloaded function found 
-ERROR: 0:64: '' : compilation terminated 
+ERROR: 0:75: 'textureQueryLevels' : no matching overloaded function found
+ERROR: 0:75: '' : compilation terminated
 ERROR: 2 compilation errors.  No code generated.
 
 
@@ -248,11 +264,15 @@
   vec3 velocity;
 };
 
-layout(binding = 3, std140) uniform UBO_ubo {
+struct UBO {
   uint width;
   uint pad;
   uint pad_1;
   uint pad_2;
+};
+
+layout(binding = 3, std140) uniform ubo_block_ubo {
+  UBO inner;
 } ubo;
 
 layout(binding = 4, std430) buffer Buffer_ssbo {
@@ -265,7 +285,7 @@
 
 uniform highp sampler2D tex_in_1;
 void import_level(uvec3 coord) {
-  uint offset = (coord.x + (coord.y * ubo.width));
+  uint offset = (coord.x + (coord.y * ubo.inner.width));
   buf_out.weights[offset] = texelFetch(tex_in_1, ivec2(coord.xy), 0).w;
 }
 
@@ -306,11 +326,15 @@
   vec3 velocity;
 };
 
-layout(binding = 3, std140) uniform UBO_ubo {
+struct UBO {
   uint width;
   uint pad;
   uint pad_1;
   uint pad_2;
+};
+
+layout(binding = 3, std140) uniform ubo_block_ubo {
+  UBO inner;
 } ubo;
 
 layout(binding = 4, std430) buffer Buffer_ssbo {
@@ -324,15 +348,15 @@
 layout(rgba8) uniform highp writeonly image2D tex_out;
 void export_level(uvec3 coord) {
   if (all(lessThan(coord.xy, uvec2(uvec2(imageSize(tex_out)))))) {
-    uint dst_offset = (coord.x + (coord.y * ubo.width));
-    uint src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width));
-    float a = buf_in.weights[(src_offset + 0u)];
+    uint dst_offset = (coord.x + (coord.y * ubo.inner.width));
+    uint src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.inner.width));
+    float a_1 = buf_in.weights[(src_offset + 0u)];
     float b = buf_in.weights[(src_offset + 1u)];
-    float c = buf_in.weights[((src_offset + 0u) + ubo.width)];
-    float d = buf_in.weights[((src_offset + 1u) + ubo.width)];
-    float sum = dot(vec4(a, b, c, d), vec4(1.0f));
+    float c = buf_in.weights[((src_offset + 0u) + ubo.inner.width)];
+    float d = buf_in.weights[((src_offset + 1u) + ubo.inner.width)];
+    float sum = dot(vec4(a_1, b, c, d), vec4(1.0f));
     buf_out.weights[dst_offset] = (sum / 4.0f);
-    vec4 probabilities = (vec4(a, (a + b), ((a + b) + c), sum) / max(sum, 0.0001f));
+    vec4 probabilities = (vec4(a_1, (a_1 + b), ((a_1 + b) + c), sum) / max(sum, 0.0001f));
     imageStore(tex_out, ivec2(coord.xy), probabilities);
   }
 }