Implement GL_MAX_PROGRAM_TEXEL_OFFSET and GL_MAX_TEXTURE_LOD_BIAS

- GL_MAX_PROGRAM_TEXEL_OFFSET and GL_MIN_PROGRAM_TEXEL_OFFSET were
  technically already properly implemented, since the spec mentions
  that the behavior outside of these limits is undefined, and
  SwiftShader has no actual hard limit for these parameters.
- GL_MAX_TEXTURE_LOD_BIAS also has no hard limit in SwiftShader,
  other than the limit imposed on LOD itself, so that limit was
  used for GL_MAX_TEXTURE_LOD_BIAS.

Change-Id: I60b15b7f7a0febbc3e6582caff6c6a414a5d4964
Reviewed-on: https://swiftshader-review.googlesource.com/11709
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Tested-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Renderer/Sampler.cpp b/src/Renderer/Sampler.cpp
index 24734da..60f5e35 100644
--- a/src/Renderer/Sampler.cpp
+++ b/src/Renderer/Sampler.cpp
@@ -72,7 +72,7 @@
 
 		texture.baseLevel = 0;
 		texture.maxLevel = 1000;
-		texture.maxLod = MIPMAP_LEVELS - 2;	// Trilinear accesses lod+1
+		texture.maxLod = MAX_TEXTURE_LOD;
 		texture.minLod = 0;
 	}
 
@@ -344,12 +344,12 @@
 
 	void Sampler::setMinLod(float minLod)
 	{
-		texture.minLod = clamp(minLod, 0.0f, (float)(MIPMAP_LEVELS - 2));
+		texture.minLod = clamp(minLod, 0.0f, (float)(MAX_TEXTURE_LOD));
 	}
 
 	void Sampler::setMaxLod(float maxLod)
 	{
-		texture.maxLod = clamp(maxLod, 0.0f, (float)(MIPMAP_LEVELS - 2));
+		texture.maxLod = clamp(maxLod, 0.0f, (float)(MAX_TEXTURE_LOD));
 	}
 
 	void Sampler::setFilterQuality(FilterType maximumFilterQuality)