Fix typo: MSSA -> MSAA

Bug: None
Change-Id: I0720ba96aa6ee1910bb0d2b97427a05ae7564609
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/149480
Commit-Queue: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
diff --git a/src/dawn/native/AttachmentState.cpp b/src/dawn/native/AttachmentState.cpp
index c1f33e8..2492dba 100644
--- a/src/dawn/native/AttachmentState.cpp
+++ b/src/dawn/native/AttachmentState.cpp
@@ -151,7 +151,7 @@
         return false;
     }
 
-    // Both attachment state must either enable MSSA render to single sampled or disable it.
+    // Both attachment state must either enable MSAA render to single sampled or disable it.
     if (a->mIsMSAARenderToSingleSampledEnabled != b->mIsMSAARenderToSingleSampledEnabled) {
         return false;
     }
diff --git a/src/dawn/tests/end2end/MultisampledRenderingTests.cpp b/src/dawn/tests/end2end/MultisampledRenderingTests.cpp
index c4e1bd3..d71979c 100644
--- a/src/dawn/tests/end2end/MultisampledRenderingTests.cpp
+++ b/src/dawn/tests/end2end/MultisampledRenderingTests.cpp
@@ -306,10 +306,10 @@
         pipelineDescriptor.multisample.mask = sampleMask;
         pipelineDescriptor.multisample.alphaToCoverageEnabled = alphaToCoverageEnabled;
 
-        wgpu::DawnMultisampleStateRenderToSingleSampled mssaRenderToSingleSampledDesc;
+        wgpu::DawnMultisampleStateRenderToSingleSampled msaaRenderToSingleSampledDesc;
         if (enableMSAARenderToSingleSampled) {
-            mssaRenderToSingleSampledDesc.enabled = true;
-            pipelineDescriptor.multisample.nextInChain = &mssaRenderToSingleSampledDesc;
+            msaaRenderToSingleSampledDesc.enabled = true;
+            pipelineDescriptor.multisample.nextInChain = &msaaRenderToSingleSampledDesc;
         }
 
         pipelineDescriptor.cFragment.targetCount = numColorAttachments + firstAttachmentLocation;
@@ -1359,15 +1359,15 @@
 
     constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
 
-    wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled mssaRenderToSingleSampledDesc;
-    mssaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
+    wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled msaaRenderToSingleSampledDesc;
+    msaaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
 
     // In first render pass we draw a green triangle.
     {
         utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
             {singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
             /*testDepth=*/false);
-        renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+        renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
 
         EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
     }
@@ -1377,7 +1377,7 @@
         utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
             {singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
             /*testDepth=*/false);
-        renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+        renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
 
         wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
         renderPassEncoder.End();
@@ -1407,8 +1407,8 @@
     constexpr wgpu::Color kRed = {1.0f, 0.0f, 0.0f, 1.0f};
     constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
 
-    wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled mssaRenderToSingleSampledDesc;
-    mssaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
+    wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled msaaRenderToSingleSampledDesc;
+    msaaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
 
     // In first render pass we clear to red without using implicit sample count.
     {
@@ -1427,7 +1427,7 @@
         utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
             {singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
             /*testDepth=*/false);
-        renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+        renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
 
         EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
     }
@@ -1460,15 +1460,15 @@
 
     constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
     constexpr wgpu::Color kRed = {0.8f, 0.0f, 0.0f, 0.8f};
-    wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled mssaRenderToSingleSampledDesc;
-    mssaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
+    wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled msaaRenderToSingleSampledDesc;
+    msaaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
 
     // In first render pass we draw a green triangle with depth value == 0.2f.
     {
         utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
             {singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
             /*testDepth=*/true);
-        renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+        renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
 
         std::array<float, 8> kUniformData = {kGreen.r, kGreen.g, kGreen.b, kGreen.a,  // Color
                                              0.2f};                                   // depth
@@ -1483,7 +1483,7 @@
         utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
             {singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
             /*testDepth=*/true);
-        renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+        renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
 
         std::array<float, 8> kUniformData = {kRed.r, kRed.g, kRed.b, kRed.a,  // color
                                              0.5f};                           // depth