Specify texture LOD in compute shader on D3D backend

D3D does not define LOD in compute shader, so Sample()
is not supported, try to use SampleLevel().

Bug: angleproject:2756
TEST=angle_end2end_tests.ComputeShaderTest
     .TextureFunction/ES3_1_D3D11
     dEQP.GLES31/functional_image_load_store_2d_store*

Change-Id: I63e707d2b56e807cfe766cc21bc6b0819982ce80
Reviewed-on: https://chromium-review.googlesource.com/c/1379672
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/TextureFunctionHLSL.cpp b/src/compiler/translator/TextureFunctionHLSL.cpp
index e3bd122..28208bc 100644
--- a/src/compiler/translator/TextureFunctionHLSL.cpp
+++ b/src/compiler/translator/TextureFunctionHLSL.cpp
@@ -1396,7 +1396,7 @@
 
         bool bias = (argumentCount > mandatoryArgumentCount);  // Bias argument is optional
 
-        if (lod0 || shaderType == GL_VERTEX_SHADER)
+        if (lod0 || shaderType == GL_VERTEX_SHADER || shaderType == GL_COMPUTE_SHADER)
         {
             if (bias)
             {