Revert "Load entry points dynamically in tests and samples."

This reverts commit 03923558a7103827ffec6a4d2a1453ed91f01c6f.

Reason for revert: fails compilation on Android, ChromeOS and Fuchsia during roll https://chromium-review.googlesource.com/c/chromium/src/+/1392624

Original change's description:
> Load entry points dynamically in tests and samples.
> 
> This CL adds a dynamic loader generator based on XML files. It also
> refactors the entry point generation script to move the XML parsing
> into a helper class.
> 
> Additionally this includes a new GLES 1.0 base header. The new
> header allows for function pointer types and hiding prototypes.
> 
> All tests and samples now load ANGLE dynamically. In the future this
> will be extended to load entry points from the driver directly when
> possible. This will allow us to perform more accurate A/B testing.
> 
> The new build configuration leads to some tests having more warnings
> applied. The CL includes fixes for the new warnings.
> 
> Bug: angleproject:2995
> Change-Id: I6726d4163f7a6e54d2482f094c0a952f59702a05
> Reviewed-on: https://chromium-review.googlesource.com/c/1359516
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

TBR=ynovikov@chromium.org,jmadill@chromium.org,syoussefi@chromium.org

Change-Id: I902bec2d733c2b879be29c02ab52a0b7d4eaa077
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:2995
Reviewed-on: https://chromium-review.googlesource.com/c/1392381
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
diff --git a/src/tests/test_utils/MultiviewTest.cpp b/src/tests/test_utils/MultiviewTest.cpp
index 81d477d..6d29e74 100644
--- a/src/tests/test_utils/MultiviewTest.cpp
+++ b/src/tests/test_utils/MultiviewTest.cpp
@@ -55,7 +55,7 @@
     textureData.resize(viewWidth * height * numLayers * 4, 0u);
 
     // Multisampling is only supported for layered framebuffers.
-    ASSERT_TRUE((samples == 0) || multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE);
+    ASSERT((samples == 0) || multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE);
 
     // We can't upload data to multisample textures, so we clear them using a temporary framebuffer
     // instead. The current framebuffer binding is stored so we can restore it once we're done with
@@ -177,7 +177,7 @@
             break;
         }
         default:
-            ASSERT_TRUE(false);
+            UNREACHABLE();
     }
     ASSERT_GL_NO_ERROR();
 
@@ -193,7 +193,7 @@
                                     GLuint depthTexture,
                                     GLuint depthStencilTexture)
 {
-    ASSERT_TRUE(colorTexture != 0u);
+    ASSERT(colorTexture != 0u);
     std::vector<GLuint> colorTextures(1, colorTexture);
     CreateMultiviewBackingTextures(multiviewLayout, samples, viewWidth, height, numLayers,
                                    colorTextures, depthTexture, depthStencilTexture);
@@ -208,8 +208,8 @@
                              GLuint depthTexture,
                              GLuint depthStencilTexture)
 {
-    ASSERT_TRUE(multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE || (baseViewIndex == 0));
-    ASSERT_TRUE(depthTexture == 0u || depthStencilTexture == 0u);
+    ASSERT(multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE || (baseViewIndex == 0));
+    ASSERT(depthTexture == 0u || depthStencilTexture == 0u);
     switch (multiviewLayout)
     {
         case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
@@ -259,7 +259,7 @@
             }
             break;
         default:
-            ASSERT_TRUE(false);
+            UNREACHABLE();
     }
 }
 
@@ -272,7 +272,7 @@
                              GLuint depthTexture,
                              GLuint depthStencilTexture)
 {
-    ASSERT_TRUE(colorTexture != 0u);
+    ASSERT(colorTexture != 0u);
     std::vector<GLuint> colorTextures(1, colorTexture);
     AttachMultiviewTextures(target, multiviewLayout, viewWidth, numViews, baseViewIndex,
                             colorTextures, depthTexture, depthStencilTexture);