Texture2DArray now uses dynamically allocated arrays to store Image objects.

TRAC #22918

Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang

git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2267 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Texture.h b/src/libGLESv2/Texture.h
index 700f41d..c7264dc 100644
--- a/src/libGLESv2/Texture.h
+++ b/src/libGLESv2/Texture.h
@@ -398,11 +398,8 @@
     // Texture2D object as a separate subresource.  Each layer would have to be looped over
     // to update all the texture layers since they cannot all be updated at once and it makes the most
     // sense for the Image class to not have to worry about layer subresource as well as mip subresources.
-
-    // A future optimization is to dynamically allocate each mip's layers so that such a large number
-    // of Image classes are not required.
     GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
-    rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS][IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS];
+    rx::Image **mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
 
     rx::TextureStorageInterface2DArray *mTexStorage;