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Without this fix, ppir codegen outputs instructions that always write to
the x component of the output register, so a simple shader like this
won't work:
gl_FragColor = vec4(color.rg, sqrt(color.b*color.b), color.a);
It produces
sqrt.s2 $0.x $1.x
instead of
sqrt.s2 $0.z $1.x
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>