Remove all "WithTint" suffixes from Dawn native.

The D3D12 and Metal backends no longer support any other
shading language translator, so the suffix is superfluous.

Bug: dawn:1099
Change-Id: I6a1a249a80d59dbf9cabf5d4ea917f852745e78e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/63400
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
diff --git a/src/dawn_native/metal/ShaderModuleMTL.h b/src/dawn_native/metal/ShaderModuleMTL.h
index a6608bd..aced62b 100644
--- a/src/dawn_native/metal/ShaderModuleMTL.h
+++ b/src/dawn_native/metal/ShaderModuleMTL.h
@@ -47,15 +47,15 @@
                                   const VertexState* vertexState = nullptr);
 
       private:
-        ResultOrError<std::string> TranslateToMSLWithTint(const char* entryPointName,
-                                                          SingleShaderStage stage,
-                                                          const PipelineLayout* layout,
-                                                          uint32_t sampleMask,
-                                                          const RenderPipeline* renderPipeline,
-                                                          const VertexState* vertexState,
-                                                          std::string* remappedEntryPointName,
-                                                          bool* needsStorageBufferLength,
-                                                          bool* hasInvariantAttribute);
+        ResultOrError<std::string> TranslateToMSL(const char* entryPointName,
+                                                  SingleShaderStage stage,
+                                                  const PipelineLayout* layout,
+                                                  uint32_t sampleMask,
+                                                  const RenderPipeline* renderPipeline,
+                                                  const VertexState* vertexState,
+                                                  std::string* remappedEntryPointName,
+                                                  bool* needsStorageBufferLength,
+                                                  bool* hasInvariantAttribute);
         ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
         ~ShaderModule() override = default;
         MaybeError Initialize(ShaderModuleParseResult* parseResult);