Revert "Revert "Revert "Revert "Revert "Revert "Redefine the meaning of sample counts in GPU backend.""""""

This reverts commit 3a2cc2c2ec124de36d2544b2a523ef1dd317ca32.

Fix code with samplecnt=0 that slipped in between trybots/CQ and landing of previous version

Change-Id: Iab19f2e8d1e9901601c8c76244d7a88c5d707fab
Reviewed-on: https://skia-review.googlesource.com/103181
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/gl/GrGLRenderTarget.cpp b/src/gpu/gl/GrGLRenderTarget.cpp
index 443128d..6f3714c 100644
--- a/src/gpu/gl/GrGLRenderTarget.cpp
+++ b/src/gpu/gl/GrGLRenderTarget.cpp
@@ -224,7 +224,7 @@
     if (fTexFBOID == kUnresolvableFBOID || fTexFBOID != fRTFBOID) {
         // If the render target's FBO is external (fTexFBOID == kUnresolvableFBOID), or if we own
         // the render target's FBO (fTexFBOID == fRTFBOID) then we use the provided sample count.
-        return SkTMax(1, this->numStencilSamples());
+        return this->numStencilSamples();
     }
 
     // When fTexFBOID == fRTFBOID, we either are not using MSAA, or MSAA is auto resolving, so use