Revert "Add UBO offset support for D3D11.1."

Failed on 32-bit builds.  See: https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Builder/builds/24828/steps/compile/logs/stdio

angle\src\libangle\validationes.cpp(1461) : error C2220: warning treated as error - no 'object' file generated
angle\src\libangle\validationes.cpp(1461) : warning C4018: '<' : signed/unsigned mismatch

This reverts commit 381f969315c0c70bacf183e58de7194f42486112.

Change-Id: I05f09f19e40046994d34809c5b79095458f56148
Reviewed-on: https://chromium-review.googlesource.com/263474
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 9ce9a27..e22db3b 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1117,20 +1117,12 @@
     return gl::Error(GL_NO_ERROR);
 }
 
-gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[])
+gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps)
 {
-    GLint vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
-    GLint fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+    ASSERT(boundBuffers.size() == mUniformBlocks.size());
 
-    for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; ++registerIndex)
-    {
-        vertexUniformBuffers[registerIndex] = -1;
-    }
-
-    for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; ++registerIndex)
-    {
-        fragmentUniformBuffers[registerIndex] = -1;
-    }
+    const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL};
+    const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL};
 
     const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
     const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
@@ -1138,9 +1130,15 @@
     for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
     {
         gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex];
-        GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
+        gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex];
 
-        ASSERT(uniformBlock);
+        ASSERT(uniformBlock && uniformBuffer);
+
+        if (uniformBuffer->getSize() < uniformBlock->dataSize)
+        {
+            // undefined behaviour
+            return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to use a uniform buffer that is too small.");
+        }
 
         // Unnecessary to apply an unreferenced standard or shared UBO
         if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader())
@@ -1151,21 +1149,21 @@
         if (uniformBlock->isReferencedByVertexShader())
         {
             unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
-            ASSERT(vertexUniformBuffers[registerIndex] == -1);
-            ASSERT(registerIndex < data.caps->maxVertexUniformBlocks);
-            vertexUniformBuffers[registerIndex] = blockBinding;
+            ASSERT(vertexUniformBuffers[registerIndex] == NULL);
+            ASSERT(registerIndex < caps.maxVertexUniformBlocks);
+            vertexUniformBuffers[registerIndex] = uniformBuffer;
         }
 
         if (uniformBlock->isReferencedByFragmentShader())
         {
             unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
-            ASSERT(fragmentUniformBuffers[registerIndex] == -1);
-            ASSERT(registerIndex < data.caps->maxFragmentUniformBlocks);
-            fragmentUniformBuffers[registerIndex] = blockBinding;
+            ASSERT(fragmentUniformBuffers[registerIndex] == NULL);
+            ASSERT(registerIndex < caps.maxFragmentUniformBlocks);
+            fragmentUniformBuffers[registerIndex] = uniformBuffer;
         }
     }
 
-    return mRenderer->setUniformBuffers(data, vertexUniformBuffers, fragmentUniformBuffers);
+    return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers);
 }
 
 bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,