Revert "D3D: Generate more shader debug info by default."

Has a bug where we would return the wrong size for the query.

BUG=angleproject:1179

This reverts commit 6de4d49477986339a92b542a18df22c49d10cf14.

Change-Id: Ib58aaf0b58d8f20765f7267b29acd8c62d287525
Reviewed-on: https://chromium-review.googlesource.com/313552
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 9dc4fc6..30020b7 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1294,21 +1294,20 @@
     }
 
     // Auto-generate the geometry shader here, if we expect to be using point rendering in D3D11.
-    ShaderExecutableD3D *pointGS = nullptr;
     if (usesGeometryShader(GL_POINTS))
     {
-        getGeometryExecutableForPrimitiveType(data, GL_POINTS, &pointGS, &infoLog);
+        getGeometryExecutableForPrimitiveType(data, GL_POINTS, nullptr, &infoLog);
     }
 
+#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
     const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
-
-    if (usesGeometryShader(GL_POINTS) && pointGS)
+    if (usesGeometryShader() && mGeometryExecutable)
     {
         // Geometry shaders are currently only used internally, so there is no corresponding shader
         // object at the interface level. For now the geometry shader debug info is prepended to
         // the vertex shader.
         vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
-        vertexShaderD3D->appendDebugInfo(pointGS->getDebugInfo());
+        vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo());
         vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
     }
 
@@ -1323,9 +1322,11 @@
             GetImplAs<ShaderD3D>(mData.getAttachedFragmentShader());
         fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
     }
+#endif
 
-    bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable &&
-                        (!usesGeometryShader(GL_POINTS) || pointGS));
+    bool linkSuccess =
+        (defaultVertexExecutable && defaultPixelExecutable &&
+         (!usesGeometryShader(GL_POINTS) || mGeometryExecutables[gl::PRIMITIVE_POINTS]));
     return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
 }