Constructing a Texture2DArray from TextureData broken.
When constructing a Texture2DArray from a TextureData instance with multiple (2-dimensional) surfaces, BoundTexture2DArray::setData()
calls glTexImage3D
for every layer of the TextureData. This results in the Texture2DArray having a depth of 1 and containing only the contents of the last layer, even when the mLayer
s of the surfaces are set to distinct values.