Revert "Reland "Populate some D3D12 limits from the backend""

This reverts commit 167d299916e3399765e62e52e3a28cacf2696b45.

Reason for revert: Still failing the roll because of OOM on x86.

Original change's description:
> Reland "Populate some D3D12 limits from the backend"
>
> This is a reland of aa8fcfc64b10c5961441bf63da08cd54343bd415
> It changes MaxLimitTests to use at most a 512MB buffer on 32-bit
> platforms.
>
> Original change's description:
> > Populate some D3D12 limits from the backend
> >
> > Also bumps the required D3D feature level to 11.1
> >
> > Bug: dawn:685
> > Change-Id: I40bc3a162e0aee596d61118ba0dfe0bf9cb60d93
> > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/65120
> > Commit-Queue: Austin Eng <enga@chromium.org>
> > Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
> > Reviewed-by: Corentin Wallez <cwallez@chromium.org>
>
> Bug: dawn:685
> Change-Id: I2e1df5f7ac0c9bbb6476ca2e1964a9af4afd89b6
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67145
> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
> Commit-Queue: Austin Eng <enga@chromium.org>

TBR=cwallez@chromium.org,enga@chromium.org,rafael.cintron@microsoft.com,dawn-scoped@luci-project-accounts.iam.gserviceaccount.com

Change-Id: Ibad5ac7f28015da6a7334ba074aa975198591318
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: dawn:685
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67564
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
diff --git a/src/dawn_native/d3d12/AdapterD3D12.cpp b/src/dawn_native/d3d12/AdapterD3D12.cpp
index 99e4603..26ac005 100644
--- a/src/dawn_native/d3d12/AdapterD3D12.cpp
+++ b/src/dawn_native/d3d12/AdapterD3D12.cpp
@@ -66,7 +66,7 @@
         // Create the device to populate the adapter properties then reuse it when needed for actual
         // rendering.
         const PlatformFunctions* functions = GetBackend()->GetFunctions();
-        if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_1,
+        if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_0,
                                                 _uuidof(ID3D12Device), &mD3d12Device))) {
             return DAWN_INTERNAL_ERROR("D3D12CreateDevice failed");
         }
@@ -139,143 +139,7 @@
     }
 
     MaybeError Adapter::InitializeSupportedLimitsImpl(CombinedLimits* limits) {
-        D3D12_FEATURE_DATA_D3D12_OPTIONS featureData = {};
-
-        DAWN_TRY(CheckHRESULT(mD3d12Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
-                                                                &featureData, sizeof(featureData)),
-                              "CheckFeatureSupport"));
-
         GetDefaultLimits(&limits->v1);
-
-        // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
-
-        // Limits that are the same across D3D feature levels
-        limits->v1.maxTextureDimension1D = D3D12_REQ_TEXTURE1D_U_DIMENSION;
-        limits->v1.maxTextureDimension2D = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
-        limits->v1.maxTextureDimension3D = D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
-        limits->v1.maxTextureArrayLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
-        // Slot values can be 0-15, inclusive:
-        // https://docs.microsoft.com/en-ca/windows/win32/api/d3d12/ns-d3d12-d3d12_input_element_desc
-        limits->v1.maxVertexBuffers = 16;
-        limits->v1.maxVertexAttributes = D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT;
-
-        // Note: WebGPU requires FL11.1+
-        // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
-        // Resource Binding Tier:   1      2      3
-
-        // Max(CBV+UAV+SRV)         1M    1M    1M+
-        // Max CBV per stage        14    14   full
-        // Max SRV per stage       128  full   full
-        // Max UAV in all stages    64    64   full
-        // Max Samplers per stage   16  2048   2048
-
-        // https://docs.microsoft.com/en-us/windows-hardware/test/hlk/testref/efad06e8-51d1-40ce-ad5c-573a134b4bb6
-        // "full" means the full heap can be used. This is tested
-        // to work for 1 million descriptors, and 1.1M for tier 3.
-        uint32_t maxCBVsPerStage;
-        uint32_t maxSRVsPerStage;
-        uint32_t maxUAVsAllStages;
-        uint32_t maxSamplersPerStage;
-        switch (featureData.ResourceBindingTier) {
-            case D3D12_RESOURCE_BINDING_TIER_1:
-                maxCBVsPerStage = 14;
-                maxSRVsPerStage = 128;
-                maxUAVsAllStages = 64;
-                maxSamplersPerStage = 16;
-                break;
-            case D3D12_RESOURCE_BINDING_TIER_2:
-                maxCBVsPerStage = 14;
-                maxSRVsPerStage = 1'000'000;
-                maxUAVsAllStages = 64;
-                maxSamplersPerStage = 2048;
-                break;
-            case D3D12_RESOURCE_BINDING_TIER_3:
-                maxCBVsPerStage = 1'100'000;
-                maxSRVsPerStage = 1'100'000;
-                maxUAVsAllStages = 1'100'000;
-                maxSamplersPerStage = 2048;
-                break;
-            default:
-                UNREACHABLE();
-        }
-
-        ASSERT(maxUAVsAllStages / 2 > limits->v1.maxStorageTexturesPerShaderStage);
-        ASSERT(maxUAVsAllStages / 2 > limits->v1.maxStorageBuffersPerShaderStage);
-
-        limits->v1.maxUniformBuffersPerShaderStage = maxCBVsPerStage;
-        // Allocate half of the UAVs to storage buffers, and half to storage textures.
-        limits->v1.maxStorageTexturesPerShaderStage = maxUAVsAllStages / 2;
-        limits->v1.maxStorageBuffersPerShaderStage = maxUAVsAllStages - maxUAVsAllStages / 2;
-        limits->v1.maxSampledTexturesPerShaderStage = maxSRVsPerStage;
-        limits->v1.maxSamplersPerShaderStage = maxSamplersPerStage;
-
-        // https://docs.microsoft.com/en-us/windows/win32/direct3d12/root-signature-limits
-        // In DWORDS. Descriptor tables cost 1, Root constants cost 1, Root descriptors cost 2.
-        static constexpr uint32_t kMaxRootSignatureSize = 64u;
-        // Dawn maps WebGPU's binding model by:
-        //  - (maxBindGroups)
-        //    CBVs/UAVs/SRVs for bind group are a root descriptor table
-        //  - (maxBindGroups)
-        //    Samplers for each bind group are a root descriptor table
-        //  - (2 * maxDynamicBuffers)
-        //    Each dynamic buffer is a root descriptor
-        //  RESERVED:
-        //  - 2 root constants for the baseVertex/baseInstance constants.
-        //  - 3 root constants for num workgroups X, Y, Z
-        //  - (1)
-        //    TODO(crbug.com/dawn/429): Dynamic storage buffers need bounds checks.
-        //    This will probably be 1 CBV (root descriptor table) to store all the lengths.
-        static constexpr uint32_t kReservedSlots = 6;
-
-        // Available slots after base limits considered.
-        uint32_t availableRootSignatureSlots =
-            kMaxRootSignatureSize - kReservedSlots -
-            2 * (limits->v1.maxBindGroups + limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
-                 limits->v1.maxDynamicStorageBuffersPerPipelineLayout);
-
-        // Because we need either:
-        //  - 1 cbv/uav/srv table + 1 sampler table
-        //  - 2 slots for a root descriptor
-        uint32_t availableDynamicBufferOrBindGroup = availableRootSignatureSlots / 2;
-
-        // We can either have a bind group, a dyn uniform buffer or a dyn storage buffer.
-        // Distribute evenly.
-        limits->v1.maxBindGroups += availableDynamicBufferOrBindGroup / 3;
-        limits->v1.maxDynamicUniformBuffersPerPipelineLayout +=
-            availableDynamicBufferOrBindGroup / 3;
-        limits->v1.maxDynamicStorageBuffersPerPipelineLayout +=
-            (availableDynamicBufferOrBindGroup - 2 * (availableDynamicBufferOrBindGroup / 3));
-
-        ASSERT(2 * (limits->v1.maxBindGroups +
-                    limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
-                    limits->v1.maxDynamicStorageBuffersPerPipelineLayout) <=
-               kMaxRootSignatureSize - kReservedSlots);
-
-        // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-attributes-numthreads
-        limits->v1.maxComputeWorkgroupSizeX = D3D12_CS_THREAD_GROUP_MAX_X;
-        limits->v1.maxComputeWorkgroupSizeY = D3D12_CS_THREAD_GROUP_MAX_Y;
-        limits->v1.maxComputeWorkgroupSizeZ = D3D12_CS_THREAD_GROUP_MAX_Z;
-        limits->v1.maxComputeInvocationsPerWorkgroup = D3D12_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
-
-        // https://docs.maxComputeWorkgroupSizeXmicrosoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_dispatch_arguments
-        limits->v1.maxComputeWorkgroupsPerDimension =
-            D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
-
-        // https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-compute-shaders
-        // Thread Group Shared Memory is limited to 16Kb on downlevel hardware. This is less than
-        // the 32Kb that is available to Direct3D 11 hardware. D3D12 is also 32kb.
-        limits->v1.maxComputeWorkgroupStorageSize = 32768;
-
-        // Max number of "constants" where each constant is a 16-byte float4
-        limits->v1.maxUniformBufferBindingSize = D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
-        // D3D12 has no documented limit on the size of a storage buffer binding.
-        limits->v1.maxStorageBufferBindingSize = 4294967295;
-
-        // TODO(crbug.com/dawn/685):
-        // LIMITS NOT SET:
-        // - maxInterStageShaderComponents
-        // - maxVertexBufferArrayStride
-
         return {};
     }
 
diff --git a/src/tests/end2end/MaxLimitTests.cpp b/src/tests/end2end/MaxLimitTests.cpp
index 2d8d3c0..a083cf0 100644
--- a/src/tests/end2end/MaxLimitTests.cpp
+++ b/src/tests/end2end/MaxLimitTests.cpp
@@ -111,13 +111,9 @@
                 // because allocating the buffer for zero-initialization fails.
                 maxBufferBindingSize =
                     std::min(maxBufferBindingSize, uint64_t(2) * 1024 * 1024 * 1024);
-                // With WARP or on 32-bit platforms, such large buffer allocations often fail.
-#ifndef DAWN_PLATFORM_32BIT
-                if (IsWARP())
-#endif
-                {
+                if (IsWARP()) {
                     maxBufferBindingSize =
-                        std::min(maxBufferBindingSize, uint64_t(512) * 1024 * 1024);
+                        std::min(maxBufferBindingSize, uint64_t(1) * 1024 * 1024 * 1024);
                 }
                 shader = R"(
                   [[block]] struct Buf {