Use safe glFramebufferTexture* function

glFramebufferTexture() is only supported when GL_EXT_geometry_shader is
present. Use glFramebufferTextureLayer() instead so that testing is
possible on unextended ES3.1 contexts.

Components: AOSP
Bug: 65317295
Test: Ran tests on couple of Google devices
Affects:
dEQP-GLES31.functional.shaders.framebuffer_fetch.basic.framebuffer_texture_level

Change-Id: Iaf75d17e5d1077c1a6f591c3ebfca62c465d4378
diff --git a/modules/gles31/functional/es31fShaderFramebufferFetchTests.cpp b/modules/gles31/functional/es31fShaderFramebufferFetchTests.cpp
index 1bd8ce2..c9b0c69 100644
--- a/modules/gles31/functional/es31fShaderFramebufferFetchTests.cpp
+++ b/modules/gles31/functional/es31fShaderFramebufferFetchTests.cpp
@@ -1225,7 +1225,7 @@
 		tcu::TextureLevel			result			(getReadPixelFormat(m_texFmt), VIEWPORT_WIDTH >> level, VIEWPORT_HEIGHT >> level);
 		tcu::TextureLevel			reference		= genReferenceTexture(level, levelColors, uniformColor);
 
-		m_gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texColorBuffer, level);
+		m_gl.framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texColorBuffer, level, 0);
 
 		genUniformColor(uniformColor);
 		render();