Use cube textures as 2D texture arrays in rendertarget SRVs

This fixes mipmapping for renderable cube textures in D3D11.

Signed-off-by: Jamie Madill
Signed-off-by: Geoff Lang
diff --git a/src/libGLESv2/renderer/TextureStorage11.cpp b/src/libGLESv2/renderer/TextureStorage11.cpp
index 408b48e..41515ed 100644
--- a/src/libGLESv2/renderer/TextureStorage11.cpp
+++ b/src/libGLESv2/renderer/TextureStorage11.cpp
@@ -549,7 +549,7 @@
 
             D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
             srvDesc.Format = mShaderResourceFormat;
-            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
             srvDesc.Texture2DArray.MostDetailedMip = level;
             srvDesc.Texture2DArray.MipLevels = 1;
             srvDesc.Texture2DArray.FirstArraySlice = faceIdx;