system_value("frag_coord", 4)
system_value("point_coord", 2)
+system_value("line_coord", 1)
system_value("front_face", 1, bit_sizes=[1, 32])
system_value("vertex_id", 1)
system_value("vertex_id_zero_base", 1)
system_value("global_invocation_id", 3, bit_sizes=[32, 64])
system_value("global_invocation_index", 1, bit_sizes=[32, 64])
system_value("work_dim", 1)
+system_value("line_width", 1)
+system_value("aa_line_width", 1)
+# BASE=0 for global/shader, BASE=1 for local/function
+system_value("scratch_base_ptr", 0, bit_sizes=[32,64], indices=[BASE])
+
# Driver-specific viewport scale/offset parameters.
#
# VC4 and V3D need to emit a scaled version of the position in the vertex
# src[] = { value }
store("raw_output_pan", [], [])
store("combined_output_pan", [1, 1, 1], [BASE, COMPONENT])
-load("raw_output_pan", [], [], [CAN_ELIMINATE, CAN_REORDER])
+load("raw_output_pan", [1], [BASE], [CAN_ELIMINATE, CAN_REORDER])
# Loads the sampler paramaters <min_lod, max_lod, lod_bias>
# src[] = { sampler_index }