ref: 1523f1d3a6a9d9e9cb4bafa420d4af54307acf28
parent: c7bd79e13ff76a3e727ee27c497de30ae84b7bf2
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Jun 29 12:40:32 EDT 2020
Unified the Wii U vertex buffers
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -50,13 +50,24 @@
float height;
} Viewport;
+typedef struct Coordinate2D
+{
+ float x;
+ float y;
+} Coordinate2D;
+
+typedef struct Vertex
+{
+ Coordinate2D position;
+ Coordinate2D texture;
+} Vertex;
+
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
static WHBGfxShaderGroup glyph_shader;
-static GX2RBuffer vertex_position_buffer;
-static GX2RBuffer texture_coordinate_buffer;
+static GX2RBuffer vertex_buffer;
static GX2Sampler sampler;
@@ -126,96 +137,79 @@
WHBGfxInitFetchShader(&glyph_shader);
// Initialise vertex position buffer
- vertex_position_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
+ vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
- vertex_position_buffer.elemSize = 2 * sizeof(float);
- vertex_position_buffer.elemCount = 4;
+ vertex_buffer.elemSize = sizeof(Vertex);
+ vertex_buffer.elemCount = 4;
- if (GX2RCreateBuffer(&vertex_position_buffer))
+ if (GX2RCreateBuffer(&vertex_buffer))
{
- // Initialise texture coordinate buffer
- texture_coordinate_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
- GX2R_RESOURCE_USAGE_CPU_READ |
- GX2R_RESOURCE_USAGE_CPU_WRITE |
- GX2R_RESOURCE_USAGE_GPU_READ);
- texture_coordinate_buffer.elemSize = 2 * sizeof(float);
- texture_coordinate_buffer.elemCount = 4;
+ // Initialise sampler
+ GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
- if (GX2RCreateBuffer(&texture_coordinate_buffer))
+ // Create framebuffer surface
+ framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
+
+ if (framebuffer_surface != NULL)
{
- // Initialise sampler
- GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
+ // Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
+ // allowing us to draw to the screen once again)
+ gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
- // Create framebuffer surface
- framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
-
- if (framebuffer_surface != NULL)
+ if (gx2_context != NULL)
{
- // Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
- // allowing us to draw to the screen once again)
- gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
+ memset(gx2_context, 0, sizeof(GX2ContextState));
+ GX2SetupContextStateEx(gx2_context, TRUE);
+ GX2SetContextState(gx2_context);
- if (gx2_context != NULL)
+ // Disable depth-test (enabled by default for some reason)
+ GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
+
+ // Calculate centred viewports
+ switch (GX2GetSystemTVScanMode())
{
- memset(gx2_context, 0, sizeof(GX2ContextState));
- GX2SetupContextStateEx(gx2_context, TRUE);
- GX2SetContextState(gx2_context);
+ // For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
+ // enum is missing values, and the rest are off-by-one)
+ //case GX2_TV_SCAN_MODE_576I:
+ case GX2_TV_SCAN_MODE_480I: // Actually 576i
+ case GX2_TV_SCAN_MODE_480P: // Actually 480i
+ CalculateViewport(854, 480, &tv_viewport);
+ break;
- // Disable depth-test (enabled by default for some reason)
- GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
+ case GX2_TV_SCAN_MODE_720P: // Actually 480p
+ default: // Funnel the *real* 1080p into this
+ CalculateViewport(1280, 720, &tv_viewport);
+ break;
- // Calculate centred viewports
- switch (GX2GetSystemTVScanMode())
- {
- // For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
- // enum is missing values, and the rest are off-by-one)
- //case GX2_TV_SCAN_MODE_576I:
- case GX2_TV_SCAN_MODE_480I: // Actually 576i
- case GX2_TV_SCAN_MODE_480P: // Actually 480i
- CalculateViewport(854, 480, &tv_viewport);
- break;
-
- case GX2_TV_SCAN_MODE_720P: // Actually 480p
- default: // Funnel the *real* 1080p into this
- CalculateViewport(1280, 720, &tv_viewport);
- break;
-
- case GX2_TV_SCAN_MODE_1080I: // Actually invalid
- case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
- CalculateViewport(1920, 1080, &tv_viewport);
- break;
- }
-
- CalculateViewport(854, 480, &drc_viewport);
-
- return framebuffer_surface;
+ case GX2_TV_SCAN_MODE_1080I: // Actually invalid
+ case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
+ CalculateViewport(1920, 1080, &tv_viewport);
+ break;
}
- else
- {
- Backend_PrintError("Couldn't allocate memory for the GX2 context");
- }
- RenderBackend_FreeSurface(framebuffer_surface);
+ CalculateViewport(854, 480, &drc_viewport);
+
+ return framebuffer_surface;
}
else
{
- Backend_PrintError("Couldn't create the framebuffer surface");
+ Backend_PrintError("Couldn't allocate memory for the GX2 context");
}
- GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ RenderBackend_FreeSurface(framebuffer_surface);
}
else
{
- Backend_PrintError("Couldn't create the texture coordinate buffer");
+ Backend_PrintError("Couldn't create the framebuffer surface");
}
- GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+ GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
}
else
{
- Backend_PrintError("Couldn't create the vertex position buffer");
+ Backend_PrintError("Couldn't create the vertex buffer");
}
WHBGfxFreeShaderGroup(&glyph_shader);
@@ -262,8 +256,7 @@
RenderBackend_FreeSurface(framebuffer_surface);
- GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
- GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+ GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&glyph_shader);
WHBGfxFreeShaderGroup(&colour_fill_shader);
@@ -278,30 +271,30 @@
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
+ Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
// Set buffer to (4:3) full-screen
- float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
- position_pointer[0] = -1.0f;
- position_pointer[1] = -1.0f;
- position_pointer[2] = 1.0f;
- position_pointer[3] = -1.0f;
- position_pointer[4] = 1.0f;
- position_pointer[5] = 1.0f;
- position_pointer[6] = -1.0f;
- position_pointer[7] = 1.0f;
- GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+ vertex_pointer[0].position.x = -1.0f;
+ vertex_pointer[0].position.y = -1.0f;
+ vertex_pointer[1].position.x = 1.0f;
+ vertex_pointer[1].position.y = -1.0f;
+ vertex_pointer[2].position.x = 1.0f;
+ vertex_pointer[2].position.y = 1.0f;
+ vertex_pointer[3].position.x = -1.0f;
+ vertex_pointer[3].position.y = 1.0f;
// Set buffer to full-texture
- float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
- texture_coordinate_pointer[0] = 0.0f;
- texture_coordinate_pointer[1] = 1.0f;
- texture_coordinate_pointer[2] = 1.0f;
- texture_coordinate_pointer[3] = 1.0f;
- texture_coordinate_pointer[4] = 1.0f;
- texture_coordinate_pointer[5] = 0.0f;
- texture_coordinate_pointer[6] = 0.0f;
- texture_coordinate_pointer[7] = 0.0f;
- GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ vertex_pointer[0].texture.x = 0.0f;
+ vertex_pointer[0].texture.y = 1.0f;
+ vertex_pointer[1].texture.x = 1.0f;
+ vertex_pointer[1].texture.y = 1.0f;
+ vertex_pointer[2].texture.x = 1.0f;
+ vertex_pointer[2].texture.y = 0.0f;
+ vertex_pointer[3].texture.x = 0.0f;
+ vertex_pointer[3].texture.y = 0.0f;
+ GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
// Start drawing
WHBGfxBeginRender();
@@ -326,8 +319,8 @@
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
- GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
- GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
+ GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@@ -355,8 +348,8 @@
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
- GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
- GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
+ GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@@ -513,6 +506,8 @@
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
+ Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
@@ -519,41 +514,38 @@
const float destination_right = x + (rect->right - rect->left);
const float destination_bottom = y + (rect->bottom - rect->top);
- float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
- position_pointer[0] = destination_left;
- position_pointer[1] = destination_top;
- position_pointer[2] = destination_right;
- position_pointer[3] = destination_top;
- position_pointer[4] = destination_right;
- position_pointer[5] = destination_bottom;
- position_pointer[6] = destination_left;
- position_pointer[7] = destination_bottom;
+ vertex_pointer[0].position.x = destination_left;
+ vertex_pointer[0].position.y = destination_top;
+ vertex_pointer[1].position.x = destination_right;
+ vertex_pointer[1].position.y = destination_top;
+ vertex_pointer[2].position.x = destination_right;
+ vertex_pointer[2].position.y = destination_bottom;
+ vertex_pointer[3].position.x = destination_left;
+ vertex_pointer[3].position.y = destination_bottom;
- for (unsigned int i = 0; i < 8; i += 2)
+ for (unsigned int i = 0; i < 4; ++i)
{
- position_pointer[i + 0] /= destination_surface->width;
- position_pointer[i + 0] *= 2.0f;
- position_pointer[i + 0] -= 1.0f;
+ vertex_pointer[i].position.x /= destination_surface->width;
+ vertex_pointer[i].position.x *= 2.0f;
+ vertex_pointer[i].position.x -= 1.0f;
- position_pointer[i + 1] /= destination_surface->height;
- position_pointer[i + 1] *= -2.0f;
- position_pointer[i + 1] += 1.0f;
+ vertex_pointer[i].position.y /= destination_surface->height;
+ vertex_pointer[i].position.y *= -2.0f;
+ vertex_pointer[i].position.y += 1.0f;
}
- GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
-
// Set texture coordinate buffer
- float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
- texture_coordinate_pointer[0] = rect->left / (float)source_surface->width;
- texture_coordinate_pointer[1] = rect->top / (float)source_surface->height;
- texture_coordinate_pointer[2] = rect->right / (float)source_surface->width;
- texture_coordinate_pointer[3] = rect->top / (float)source_surface->height;
- texture_coordinate_pointer[4] = rect->right / (float)source_surface->width;
- texture_coordinate_pointer[5] = rect->bottom / (float)source_surface->height;
- texture_coordinate_pointer[6] = rect->left / (float)source_surface->width;
- texture_coordinate_pointer[7] = rect->bottom / (float)source_surface->height;
- GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ vertex_pointer[0].texture.x = rect->left / (float)source_surface->width;
+ vertex_pointer[0].texture.y = rect->top / (float)source_surface->height;
+ vertex_pointer[1].texture.x = rect->right / (float)source_surface->width;
+ vertex_pointer[1].texture.y = rect->top / (float)source_surface->height;
+ vertex_pointer[2].texture.x = rect->right / (float)source_surface->width;
+ vertex_pointer[2].texture.y = rect->bottom / (float)source_surface->height;
+ vertex_pointer[3].texture.x = rect->left / (float)source_surface->width;
+ vertex_pointer[3].texture.y = rect->bottom / (float)source_surface->height;
+ GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
@@ -570,8 +562,8 @@
// Bind misc. data
GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
- GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
- GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
+ GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@@ -585,29 +577,30 @@
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
+ Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
// Set vertex position buffer
- float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
- position_pointer[0] = rect->left;
- position_pointer[1] = rect->top;
- position_pointer[2] = rect->right;
- position_pointer[3] = rect->top;
- position_pointer[4] = rect->right;
- position_pointer[5] = rect->bottom;
- position_pointer[6] = rect->left;
- position_pointer[7] = rect->bottom;
+ vertex_pointer[0].position.x = rect->left;
+ vertex_pointer[0].position.y = rect->top;
+ vertex_pointer[1].position.x = rect->right;
+ vertex_pointer[1].position.y = rect->top;
+ vertex_pointer[2].position.x = rect->right;
+ vertex_pointer[2].position.y = rect->bottom;
+ vertex_pointer[3].position.x = rect->left;
+ vertex_pointer[3].position.y = rect->bottom;
- for (unsigned int i = 0; i < 8; i += 2)
+ for (unsigned int i = 0; i < 4; ++i)
{
- position_pointer[i + 0] /= surface->width;
- position_pointer[i + 0] *= 2.0f;
- position_pointer[i + 0] -= 1.0f;
+ vertex_pointer[i].position.x /= surface->width;
+ vertex_pointer[i].position.x *= 2.0f;
+ vertex_pointer[i].position.x -= 1.0f;
- position_pointer[i + 1] /= surface->height;
- position_pointer[i + 1] *= -2.0f;
- position_pointer[i + 1] += 1.0f;
+ vertex_pointer[i].position.y /= surface->height;
+ vertex_pointer[i].position.y *= -2.0f;
+ vertex_pointer[i].position.y += 1.0f;
}
- GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+ GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
@@ -624,7 +617,7 @@
GX2SetPixelShader(colour_fill_shader.pixelShader);
// Bind misc. data
- GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@@ -720,6 +713,8 @@
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
+ Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
@@ -726,41 +721,38 @@
const float destination_right = x + glyph->width;
const float destination_bottom = y + glyph->height;
- float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
- position_pointer[0] = destination_left;
- position_pointer[1] = destination_top;
- position_pointer[2] = destination_right;
- position_pointer[3] = destination_top;
- position_pointer[4] = destination_right;
- position_pointer[5] = destination_bottom;
- position_pointer[6] = destination_left;
- position_pointer[7] = destination_bottom;
+ vertex_pointer[0].position.x = destination_left;
+ vertex_pointer[0].position.y = destination_top;
+ vertex_pointer[1].position.x = destination_right;
+ vertex_pointer[1].position.y = destination_top;
+ vertex_pointer[2].position.x = destination_right;
+ vertex_pointer[2].position.y = destination_bottom;
+ vertex_pointer[3].position.x = destination_left;
+ vertex_pointer[3].position.y = destination_bottom;
- for (unsigned int i = 0; i < 8; i += 2)
+ for (unsigned int i = 0; i < 4; ++i)
{
- position_pointer[i + 0] /= glyph_destination_surface->width;
- position_pointer[i + 0] *= 2.0f;
- position_pointer[i + 0] -= 1.0f;
+ vertex_pointer[i].position.x /= glyph_destination_surface->width;
+ vertex_pointer[i].position.x *= 2.0f;
+ vertex_pointer[i].position.x -= 1.0f;
- position_pointer[i + 1] /= glyph_destination_surface->height;
- position_pointer[i + 1] *= -2.0f;
- position_pointer[i + 1] += 1.0f;
+ vertex_pointer[i].position.y /= glyph_destination_surface->height;
+ vertex_pointer[i].position.y *= -2.0f;
+ vertex_pointer[i].position.y += 1.0f;
}
- GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
-
// Set texture coordinate buffer
- float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
- texture_coordinate_pointer[0] = 0.0f;
- texture_coordinate_pointer[1] = 0.0f;
- texture_coordinate_pointer[2] = 1.0f;
- texture_coordinate_pointer[3] = 0.0f;
- texture_coordinate_pointer[4] = 1.0f;
- texture_coordinate_pointer[5] = 1.0f;
- texture_coordinate_pointer[6] = 0.0f;
- texture_coordinate_pointer[7] = 1.0f;
- GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ vertex_pointer[0].texture.x = 0.0f;
+ vertex_pointer[0].texture.y = 0.0f;
+ vertex_pointer[1].texture.x = 1.0f;
+ vertex_pointer[1].texture.y = 0.0f;
+ vertex_pointer[2].texture.x = 1.0f;
+ vertex_pointer[2].texture.y = 1.0f;
+ vertex_pointer[3].texture.x = 0.0f;
+ vertex_pointer[3].texture.y = 1.0f;
+ GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&glyph_destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)glyph_destination_surface->colour_buffer.surface.width, (float)glyph_destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
@@ -774,8 +766,8 @@
// Bind misc. data
GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&glyph->texture, glyph_shader.pixelShader->samplerVars[0].location);
- GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
- GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
+ GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);