Remove storage textures from vertex tests

The template change in test/tint/builtins/gen/gen.wgsl.tmpl removes the
remaining usages of storage textures in vertex shaders in Tint end2end
tests, replacing them instead with a VertexOutput object to prevent DCE.
The template is the only manually modified file in this change, the rest
were created with:
./tools/run gen
./tools/run tests --generate-expected

Binding numbers and entry point ordering had to be slightly shuffled to
work around: crbug.com/42250109

Bug: 344846829
Change-Id: I6c2c80b78168a13c6c545e7a0dc924d64997ff0e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/193260
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Commit-Queue: Natalie Chouinard <chouinard@google.com>
diff --git a/test/tint/builtins/gen/literal/textureLoad/54e0ce.wgsl b/test/tint/builtins/gen/literal/textureLoad/54e0ce.wgsl
index b2f6b7b..2694bcb 100644
--- a/test/tint/builtins/gen/literal/textureLoad/54e0ce.wgsl
+++ b/test/tint/builtins/gen/literal/textureLoad/54e0ce.wgsl
@@ -37,24 +37,31 @@
 @group(1) @binding(0) var arg_0: texture_storage_2d<bgra8unorm, read>;
 
 // fn textureLoad(texture: texture_storage_2d<bgra8unorm, read>, coords: vec2<u32>) -> vec4<f32>
-fn textureLoad_54e0ce() {
+fn textureLoad_54e0ce() -> vec4<f32>{
   var res: vec4<f32> = textureLoad(arg_0, vec2<u32>(1u));
-  prevent_dce = res;
+  return res;
 }
-@group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<f32>;
-
-@vertex
-fn vertex_main() -> @builtin(position) vec4<f32> {
-  textureLoad_54e0ce();
-  return vec4<f32>();
-}
+@group(0) @binding(0) var<storage, read_write> prevent_dce : vec4<f32>;
 
 @fragment
 fn fragment_main() {
-  textureLoad_54e0ce();
+  prevent_dce = textureLoad_54e0ce();
 }
 
 @compute @workgroup_size(1)
 fn compute_main() {
-  textureLoad_54e0ce();
+  prevent_dce = textureLoad_54e0ce();
+}
+
+struct VertexOutput {
+    @builtin(position) pos: vec4<f32>,
+    @location(0) @interpolate(flat) prevent_dce : vec4<f32>
+};
+
+@vertex
+fn vertex_main() -> VertexOutput {
+  var out : VertexOutput;
+  out.pos = vec4<f32>();
+  out.prevent_dce = textureLoad_54e0ce();
+  return out;
 }