Revert "Fixed FL9_3 shaders that use glPointCoord without glPointSize."

Failing test in angle_end2end_tests:

GLSLTest.MaxMinusTwoVaryingVec4PlusTwoSpecialVariables:
program link failed: C:\fakepath(87,5-18): error X4000: variable 'output' used without having been completely initialized

This reverts commit 73e32ee161b7b613e9e25e3cc393851c430eeb98.

Change-Id: Ie47cb3a92ccfa1271a880a8b7e5a87b05963bab9
Reviewed-on: https://chromium-review.googlesource.com/305530
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
index b9fae27..6e386f9 100644
--- a/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
+++ b/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
@@ -775,10 +775,6 @@
     bool usesPointCoord = fragmentShader->mUsesPointCoord;
     bool usesPointSize = vertexShader->mUsesPointSize;
     bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
-    bool insertDummyPointCoordValue = !usesPointSize && usesPointCoord &&
-                                      mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
-    bool addPointCoord = (useInstancedPointSpriteEmulation && usesPointCoord) ||
-                         insertDummyPointCoordValue || (!usesPointSize && usesPointCoord);
 
     // Validation done in the compiler
     ASSERT(!fragmentShader->mUsesFragColor || !fragmentShader->mUsesFragData);
@@ -815,9 +811,9 @@
     // generated pixel shader.
     // The Geometry Shader point sprite implementation needs gl_PointSize to be in VS_OUTPUT and GS_INPUT.
     // Instanced point sprites doesn't need gl_PointSize in VS_OUTPUT.
-    const SemanticInfo &vertexSemantics =
-        getSemanticInfo(registers, outputPositionFromVS, usesFragCoord, addPointCoord,
-                        (!useInstancedPointSpriteEmulation && usesPointSize), false);
+    const SemanticInfo &vertexSemantics = getSemanticInfo(registers, outputPositionFromVS,
+                                                          usesFragCoord, (useInstancedPointSpriteEmulation && usesPointCoord),
+                                                          (!useInstancedPointSpriteEmulation && usesPointSize), false);
 
     storeUserLinkedVaryings(packedVaryings, usesPointSize, linkedVaryings);
     storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
@@ -933,18 +929,6 @@
         }
     }
 
-    // Renderers that enable instanced pointsprite emulation require the vertex shader output member
-    // gl_PointCoord
-    // to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same default value
-    // used in the
-    // generated pixel shader.
-    if (insertDummyPointCoordValue)
-    {
-        vertexHLSL +=
-            "\n"
-            "    output.gl_PointCoord = float2(0.5, 0.5);\n";
-    }
-
     vertexHLSL += "\n"
                   "    return output;\n"
                   "}\n";