Revert "Re-land "D3D11: Implement dirty bits for VertexArray11."""

Seems to make the following dEQP test flaky:
dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback

doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate.

BUG=angleproject:1327
This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f.

Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208
Reviewed-on: https://chromium-review.googlesource.com/337961
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/test_utils/ANGLETest.cpp b/src/tests/test_utils/ANGLETest.cpp
index 39f2712..9aa3dfe 100644
--- a/src/tests/test_utils/ANGLETest.cpp
+++ b/src/tests/test_utils/ANGLETest.cpp
@@ -154,19 +154,6 @@
     }
 }
 
-// static
-std::array<Vector3, 6> ANGLETest::GetQuadVertices()
-{
-    std::array<Vector3, 6> vertices;
-    vertices[0] = Vector3(-1.0f, 1.0f, 0.5f);
-    vertices[1] = Vector3(-1.0f, -1.0f, 0.5f);
-    vertices[2] = Vector3(1.0f, -1.0f, 0.5f);
-    vertices[3] = Vector3(-1.0f, 1.0f, 0.5f);
-    vertices[4] = Vector3(1.0f, -1.0f, 0.5f);
-    vertices[5] = Vector3(1.0f, 1.0f, 0.5f);
-    return vertices;
-}
-
 void ANGLETest::drawQuad(GLuint program,
                          const std::string &positionAttribName,
                          GLfloat positionAttribZ)
@@ -188,15 +175,17 @@
 
     GLint positionLocation = glGetAttribLocation(program, positionAttribName.c_str());
 
-    auto quadVertices = GetQuadVertices();
-    for (Vector3 &vertex : quadVertices)
-    {
-        vertex.x *= positionAttribXYScale;
-        vertex.y *= positionAttribXYScale;
-        vertex.z = positionAttribZ;
-    }
+    const GLfloat vertices[] = {
+        -1.0f * positionAttribXYScale,  1.0f * positionAttribXYScale, positionAttribZ,
+        -1.0f * positionAttribXYScale, -1.0f * positionAttribXYScale, positionAttribZ,
+         1.0f * positionAttribXYScale, -1.0f * positionAttribXYScale, positionAttribZ,
 
-    glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
+        -1.0f * positionAttribXYScale,  1.0f * positionAttribXYScale, positionAttribZ,
+         1.0f * positionAttribXYScale, -1.0f * positionAttribXYScale, positionAttribZ,
+         1.0f * positionAttribXYScale,  1.0f * positionAttribXYScale, positionAttribZ,
+    };
+
+    glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
     glEnableVertexAttribArray(positionLocation);
 
     glDrawArrays(GL_TRIANGLES, 0, 6);
@@ -232,15 +221,14 @@
     if (mQuadVertexBuffer == 0)
     {
         glGenBuffers(1, &mQuadVertexBuffer);
-        auto quadVertices = GetQuadVertices();
-        for (Vector3 &vertex : quadVertices)
-        {
-            vertex.x *= positionAttribXYScale;
-            vertex.y *= positionAttribXYScale;
-            vertex.z = positionAttribZ;
-        }
+        const GLfloat vertices[] = {
+            -1.0f * positionAttribXYScale, 1.0f * positionAttribXYScale,  positionAttribZ,
+            -1.0f * positionAttribXYScale, -1.0f * positionAttribXYScale, positionAttribZ,
+            1.0f * positionAttribXYScale,  -1.0f * positionAttribXYScale, positionAttribZ,
+            1.0f * positionAttribXYScale,  1.0f * positionAttribXYScale,  positionAttribZ,
+        };
         glBindBuffer(GL_ARRAY_BUFFER, mQuadVertexBuffer);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 4, quadVertices.data(), GL_STATIC_DRAW);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 4, vertices, GL_STATIC_DRAW);
     }
     else
     {