D3D11 uses 1 as the default sampling level, not 0.

TRAC #22365

Author: Shannon Woods
Signed-off-by: Geoff Lang
Signed-off-by: Daniel Koch

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1684 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/RenderTarget11.cpp b/src/libGLESv2/renderer/RenderTarget11.cpp
index c84a0b9..797b8db 100644
--- a/src/libGLESv2/renderer/RenderTarget11.cpp
+++ b/src/libGLESv2/renderer/RenderTarget11.cpp
@@ -63,7 +63,7 @@
     mDepthStencil = NULL;
 
     DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format);
-    int supportedSamples = 1; // TODO - Multisample support query
+    int supportedSamples = 0; // TODO - Multisample support query
 
     if (supportedSamples == -1)
     {
@@ -83,7 +83,7 @@
         desc.MipLevels = 1;
         desc.ArraySize = 1;
         desc.Format = requestedFormat;
-        desc.SampleDesc.Count = supportedSamples;
+        desc.SampleDesc.Count = (supportedSamples == 0 ? 1 : supportedSamples);
         desc.SampleDesc.Quality = 0;
         desc.Usage = D3D11_USAGE_DEFAULT;
         desc.CPUAccessFlags = 0;