# VC4 and V3D need to emit a scaled version of the position in the vertex
# shaders for binning, and having system values lets us move the math for that
# into NIR.
+#
+# Panfrost needs to implement all coordinate transformation in the
+# vertex shader; system values allow us to share this routine in NIR.
system_value("viewport_x_scale", 1)
system_value("viewport_y_scale", 1)
system_value("viewport_z_scale", 1)
system_value("viewport_z_offset", 1)
+system_value("viewport_scale", 3)
+system_value("viewport_offset", 3)
# Blend constant color values. Float values are clamped.#
system_value("blend_const_color_r_float", 1)