const unsigned semantic_indices[] = { 0, 0 };
vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, semantic_indices);
- vbuf.buffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER, sizeof(quad_data));
+ vbuf.buffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
+ PIPE_USAGE_STREAM, sizeof(quad_data));
vbuf.buffer_offset = 0;
vbuf.stride = 4 * sizeof(float);
pipe_buffer_write(pipe, vbuf.buffer, 0, sizeof(quad_data), quad_data);