wined3d: Also apply the last sampler state.

In practice we don't implement WINED3DSAMP_DMAPOFFSET anyway, so this
is unlikely to make much of a difference.
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 4203073..e1f1dd8 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1025,7 +1025,8 @@
             UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
 
             IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
-            for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
+            for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; ++i)
+            {
                 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
             }
         }