brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt)
{
switch (mt->target) {
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ brw_miptree_layout_texture_array(intel, mt);
+ break;
+
case GL_TEXTURE_CUBE_MAP:
if (intel->gen >= 5) {
/* On Ironlake, cube maps are finally represented as just a series of