nir_alu_instr *instr = nir_alu_instr_create(b->shader, op);
nir_ssa_dest_init(&instr->instr, &instr->dest.dest,
glsl_get_vector_elements(val->ssa->type), val->name);
+ instr->dest.write_mask = (1 << instr->dest.dest.ssa.num_components) - 1;
val->ssa->def = &instr->dest.dest.ssa;
for (unsigned i = 0; i < nir_op_infos[op].num_inputs; i++)