trb->Base.InternalFormat = trb->TexImage->Base.InternalFormat;
trb->Base.Format = trb->TexImage->Base.TexFormat;
+ /* Set the gl_renderbuffer::Data field so that mapping the buffer
+ * in renderbuffer.c succeeds.
+ */
+ if (att->Texture->Target == GL_TEXTURE_3D ||
+ att->Texture->Target == GL_TEXTURE_2D_ARRAY_EXT) {
+ trb->Base.Data = trb->TexImage->Buffer +
+ trb->TexImage->ImageOffsets[trb->Zoffset] *
+ _mesa_get_format_bytes(trb->TexImage->Base.TexFormat);
+ }
+ else {
+ trb->Base.Data = trb->TexImage->Buffer;
+ }
+
/* XXX may need more special cases here */
switch (trb->TexImage->Base.TexFormat) {
case MESA_FORMAT_Z24_S8: