Swizzle is usually done on a per-operand basis in 3D GPU ISAs, making
for extremely long instructions (64 bits or greater).
Their value lies in the high occurrence of Swizzle
-in 3D Shader Binaries (over 10% of all instructions).
+in 3D Shader Binaries (over 10% of all instructions),
+however it is not practical to add two or more sets of 12-bit
+prefixes into a single instruction.
A compromise is to provide a Swizzle "Move".
The encoding for this instruction embeds static predication into the
swizzle as well as constants 1/1.0 and 0/0.0