Recompute stream offset instead of fetching a cached value

Recomputing the stream offset is relatively cheap now after recent changes.
Remove caching it to make the code less complex.

TEST=angle_end2end_tests
BUG=angleproject:956

Change-Id: Icb9cc4e4ffd685a78b7f8a45958992a471ebb0f5
Reviewed-on: https://chromium-review.googlesource.com/262422
Reviewed-by: Nicolas Capens <capn@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/libANGLE/renderer/d3d/IndexDataManager.cpp b/src/libANGLE/renderer/d3d/IndexDataManager.cpp
index 74d1022..aa521a9 100644
--- a/src/libANGLE/renderer/d3d/IndexDataManager.cpp
+++ b/src/libANGLE/renderer/d3d/IndexDataManager.cpp
@@ -117,26 +117,13 @@
     if (directStorage)
     {
         streamOffset = offset;
-
-        if (!buffer->getIndexRangeCache()->findRange(type, offset, count, NULL, NULL))
-        {
-            buffer->getIndexRangeCache()->addRange(type, offset, count, translated->indexRange, offset);
-        }
     }
     else if (staticBuffer && staticBuffer->getBufferSize() != 0 && staticBuffer->getIndexType() == type && alignedOffset)
     {
         indexBuffer = staticBuffer;
 
-        if (!staticBuffer->getIndexRangeCache()->findRange(type, offset, count, NULL, &streamOffset))
-        {
-            // Using bit-shift here is faster than using division.
-            streamOffset = (offset >> typeInfo.bytesShift) << gl::GetTypeInfo(destinationIndexType).bytesShift;
-            staticBuffer->getIndexRangeCache()->addRange(type, offset, count, translated->indexRange, streamOffset);
-        }
-        if (!buffer->getIndexRangeCache()->findRange(type, offset, count, nullptr, nullptr))
-        {
-            buffer->getIndexRangeCache()->addRange(type, offset, count, translated->indexRange, offset);
-        }
+        // Using bit-shift here is faster than using division.
+        streamOffset = (offset >> typeInfo.bytesShift) << gl::GetTypeInfo(destinationIndexType).bytesShift;
     }
 
     // Avoid D3D11's primitive restart index value
@@ -219,7 +206,6 @@
         {
             // Using bit-shift here is faster than using division.
             streamOffset = (offset >> typeInfo.bytesShift) << destTypeInfo.bytesShift;
-            staticBuffer->getIndexRangeCache()->addRange(type, offset, count, translated->indexRange, streamOffset);
         }
     }