Remove getSamplerStateWithNativeOffset.

This method returned a sampler state as normal, with the base level
automatically offset by the one or two levels we use in the D3D
workaround for small compressed textures. Since this is D3D-only,
we can move all of the logic into the D3D classes themselves.

BUG=angle:781

Change-Id: Ie0a60877efebb41f02f4e57625a44e5fb5cce074
Reviewed-on: https://chromium-review.googlesource.com/222923
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 457befb..b6b5472 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1471,9 +1471,8 @@
         GLint textureUnit = programBinary->getSamplerMapping(shaderType, samplerIndex, getCaps());
         if (textureUnit != -1)
         {
-            SamplerState sampler;
-            Texture* texture = getSamplerTexture(textureUnit, textureType);
-            texture->getSamplerStateWithNativeOffset(&sampler);
+            Texture *texture = getSamplerTexture(textureUnit, textureType);
+            SamplerState sampler = texture->getSamplerState();
 
             Sampler *samplerObject = mState.getSampler(textureUnit);
             if (samplerObject)
@@ -1485,7 +1484,7 @@
             if (texture->isSamplerComplete(sampler, mTextureCaps, mExtensions, mClientVersion) &&
                 !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
             {
-                Error error = mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
+                Error error = mRenderer->setSamplerState(shaderType, samplerIndex, texture, sampler);
                 if (error.isError())
                 {
                     return error;