	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function draw_tex
LCPI0_0:
	.long	0x3f800000                      ## float 1
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_draw_tex:                              ## @draw_tex
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r15
	pushq	%r14
	pushq	%r13
	pushq	%r12
	pushq	%rbx
	subq	$200, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r9, -224(%rbp)                 ## 8-byte Spill
	movl	%edx, %r12d
	movl	%esi, %r15d
	movq	%rdi, %rbx
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	_GL_RGB8@GOTPCREL(%rip), %rax
	cmpq	$0, 40(%rdi)
	jne	LBB0_1
## %bb.2:
	movq	_GL_RGBA@GOTPCREL(%rip), %rdx
	jmp	LBB0_3
LBB0_1:
	movq	_GL_BGRA_EXT@GOTPCREL(%rip), %rdx
LBB0_3:
	movq	16(%rbp), %r14
	movl	(%rax), %eax
	movl	%eax, -196(%rbp)                ## 4-byte Spill
	movl	(%rdx), %eax
	movq	%rax, -216(%rbp)                ## 8-byte Spill
	movaps	l___const.draw_tex.vertices+32(%rip), %xmm0
	movaps	%xmm0, -64(%rbp)
	movaps	l___const.draw_tex.vertices+16(%rip), %xmm0
	movaps	%xmm0, -80(%rbp)
	movaps	l___const.draw_tex.vertices(%rip), %xmm0
	movaps	%xmm0, -96(%rbp)
	movaps	l___const.draw_tex.colors+48(%rip), %xmm0
	movaps	%xmm0, -112(%rbp)
	movaps	l___const.draw_tex.colors+32(%rip), %xmm0
	movaps	%xmm0, -128(%rbp)
	movaps	l___const.draw_tex.colors+16(%rip), %xmm0
	movaps	%xmm0, -144(%rbp)
	movaps	l___const.draw_tex.colors(%rip), %xmm0
	movaps	%xmm0, -160(%rbp)
	xorps	%xmm0, %xmm0
	cvtsi2ss	%r15d, %xmm0
	movss	LCPI0_0(%rip), %xmm1            ## xmm1 = mem[0],zero,zero,zero
	movaps	%xmm1, %xmm2
	divss	%xmm0, %xmm2
	xorps	%xmm0, %xmm0
	cvtsi2ss	%ecx, %xmm0
	mulss	%xmm2, %xmm0
	xorps	%xmm2, %xmm2
	cvtsi2ss	%r12d, %xmm2
	divss	%xmm2, %xmm1
	xorps	%xmm2, %xmm2
	cvtsi2ss	%r8d, %xmm2
	movq	_GL_UNSIGNED_BYTE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	%rax, -208(%rbp)                ## 8-byte Spill
	mulss	%xmm1, %xmm2
	xorps	%xmm1, %xmm1
	movaps	%xmm1, -176(%rbp)
	movaps	%xmm1, -192(%rbp)
	movss	%xmm2, -172(%rbp)
	movss	%xmm2, -188(%rbp)
	movss	%xmm0, -168(%rbp)
	movss	%xmm0, -176(%rbp)
	movq	_GL_DEPTH_TEST@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glDisable
	movq	_GL_CULL_FACE@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glDisable
	movq	_GL_STENCIL_TEST@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glDisable
	movq	_GL_SCISSOR_TEST@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glDisable
	movq	_GL_TEXTURE_2D@GOTPCREL(%rip), %r13
	movl	(%r13), %edi
	callq	_glEnable
	movq	_GL_UNPACK_ALIGNMENT@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movl	$1, %esi
	callq	_glPixelStorei
	movq	_GL_UNPACK_ROW_LENGTH@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movl	%r15d, %esi
	callq	_glPixelStorei
	movl	(%r13), %edi
	movq	-224(%rbp), %rsi                ## 8-byte Reload
	callq	_glBindTexture
	movq	%rbx, -232(%rbp)                ## 8-byte Spill
	cmpq	$0, 40(%rbx)
	je	LBB0_4
LBB0_31:
	movq	_GL_TEXTURE_2D@GOTPCREL(%rip), %r13
	movl	(%r13), %edi
	subq	$8, %rsp
	xorl	%esi, %esi
	movl	-196(%rbp), %edx                ## 4-byte Reload
	movl	%r15d, %ecx
	movl	%r12d, %r8d
	xorl	%r9d, %r9d
	pushq	%r14
	pushq	-208(%rbp)                      ## 8-byte Folded Reload
	pushq	-216(%rbp)                      ## 8-byte Folded Reload
	callq	_glTexImage2D
	addq	$32, %rsp
	jmp	LBB0_12
LBB0_4:
	movl	%r15d, %edi
	imull	%r12d, %edi
	shll	$2, %edi
	callq	_malloc
	testq	%rax, %rax
	je	LBB0_31
## %bb.5:
	movq	%rax, %r13
	testl	%r12d, %r12d
	jle	LBB0_11
## %bb.6:
	movl	%r15d, %r8d
	leal	(,%r15,4), %r9d
	xorl	%r11d, %r11d
	movl	$3, %r10d
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_10:                                ##   in Loop: Header=BB0_7 Depth=1
	incl	%r11d
	addl	%r9d, %r10d
	cmpl	%r12d, %r11d
	je	LBB0_11
LBB0_7:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_9 Depth 2
	testl	%r15d, %r15d
	jle	LBB0_10
## %bb.8:                               ##   in Loop: Header=BB0_7 Depth=1
	movq	%r8, %rdi
	movl	%r10d, %eax
	.p2align	4, 0x90
LBB0_9:                                 ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	leal	-3(%rax), %ebx
	movslq	%ebx, %rbx
	movl	(%r14,%rbx,4), %ecx
	leal	-1(%rax), %esi
	movslq	%esi, %rsi
	movl	%ecx, (%r13,%rsi,4)
	leal	-2(%rax), %ecx
	movslq	%ecx, %rcx
	movl	(%r14,%rcx,4), %edx
	movl	%edx, (%r13,%rcx,4)
	movl	(%r14,%rsi,4), %ecx
	movl	%ecx, (%r13,%rbx,4)
	cltq
	movl	(%r14,%rax,4), %ecx
	movl	%ecx, (%r13,%rax,4)
	addl	$4, %eax
	decq	%rdi
	jne	LBB0_9
	jmp	LBB0_10
LBB0_11:
	movq	_GL_TEXTURE_2D@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edi
	subq	$8, %rsp
	xorl	%esi, %esi
	movl	-196(%rbp), %edx                ## 4-byte Reload
	movl	%r15d, %ecx
	movl	%r12d, %r8d
	xorl	%r9d, %r9d
	pushq	%r13
	pushq	-208(%rbp)                      ## 8-byte Folded Reload
	pushq	-216(%rbp)                      ## 8-byte Folded Reload
	callq	_glTexImage2D
	addq	$32, %rsp
	movq	%r13, %rdi
	movq	%rbx, %r13
	callq	_free
LBB0_12:
	movq	-224(%rbp), %r14                ## 8-byte Reload
	movq	-232(%rbp), %r15                ## 8-byte Reload
	cmpq	%r14, (%r15)
	jne	LBB0_17
## %bb.13:
	movl	(%r13), %edi
	movq	_GL_TEXTURE_MIN_FILTER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	cmpq	$0, 32(%r15)
	jne	LBB0_14
## %bb.15:
	movq	_GL_NEAREST@GOTPCREL(%rip), %rax
	leaq	32(%r15), %rbx
	jmp	LBB0_22
LBB0_17:
	cmpq	%r14, 8(%r15)
	jne	LBB0_26
## %bb.18:
	movl	(%r13), %edi
	movq	_GL_TEXTURE_MIN_FILTER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	cmpq	$0, 24(%r15)
	jne	LBB0_19
## %bb.20:
	movq	_GL_NEAREST@GOTPCREL(%rip), %rax
	jmp	LBB0_21
LBB0_14:
	movq	_GL_LINEAR@GOTPCREL(%rip), %rax
	leaq	32(%r15), %rbx
	jmp	LBB0_22
LBB0_19:
	movq	_GL_LINEAR@GOTPCREL(%rip), %rax
LBB0_21:
	leaq	24(%r15), %rbx
LBB0_22:
	movl	(%rax), %edx
	callq	_glTexParameteri
	movl	(%r13), %edi
	movq	_GL_TEXTURE_MAG_FILTER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	cmpq	$0, (%rbx)
	jne	LBB0_23
## %bb.24:
	movq	_GL_NEAREST@GOTPCREL(%rip), %rax
	jmp	LBB0_25
LBB0_23:
	movq	_GL_LINEAR@GOTPCREL(%rip), %rax
LBB0_25:
	movl	(%rax), %edx
	callq	_glTexParameteri
LBB0_26:
	movl	(%r13), %edi
	movq	_GL_TEXTURE_WRAP_S@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	_GL_REPEAT@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edx
	callq	_glTexParameteri
	movl	(%r13), %edi
	movq	_GL_TEXTURE_WRAP_T@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	(%rbx), %edx
	callq	_glTexParameteri
	movq	_GL_PROJECTION@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glMatrixMode
	xorl	%eax, %eax
	callq	_glPushMatrix
	xorl	%eax, %eax
	callq	_glLoadIdentity
	movq	_GL_MODELVIEW@GOTPCREL(%rip), %r12
	movl	(%r12), %edi
	callq	_glMatrixMode
	xorl	%eax, %eax
	callq	_glPushMatrix
	xorl	%eax, %eax
	callq	_glLoadIdentity
	movq	16(%r15), %rdi
	testq	%rdi, %rdi
	je	LBB0_29
## %bb.27:
	cmpq	%r14, (%r15)
	jne	LBB0_29
## %bb.28:
	movss	LCPI0_0(%rip), %xmm2            ## xmm2 = mem[0],zero,zero,zero
	xorps	%xmm0, %xmm0
	xorps	%xmm1, %xmm1
	callq	_glRotatef
LBB0_29:
	movq	_GL_COLOR_ARRAY@GOTPCREL(%rip), %r15
	movl	(%r15), %edi
	callq	_glEnableClientState
	movq	_GL_VERTEX_ARRAY@GOTPCREL(%rip), %r13
	movl	(%r13), %edi
	callq	_glEnableClientState
	movq	_GL_TEXTURE_COORD_ARRAY@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edi
	callq	_glEnableClientState
	movq	_GL_FLOAT@GOTPCREL(%rip), %r14
	movl	(%r14), %esi
	leaq	-160(%rbp), %rcx
	movl	$4, %edi
	xorl	%edx, %edx
	callq	_glColorPointer
	movl	(%r14), %esi
	leaq	-96(%rbp), %rcx
	movl	$3, %edi
	xorl	%edx, %edx
	callq	_glVertexPointer
	movl	(%r14), %esi
	leaq	-192(%rbp), %rcx
	movl	$2, %edi
	xorl	%edx, %edx
	callq	_glTexCoordPointer
	movq	_GL_TRIANGLE_STRIP@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	xorl	%esi, %esi
	movl	$4, %edx
	callq	_glDrawArrays
	movl	(%rbx), %edi
	callq	_glDisableClientState
	movl	(%r13), %edi
	callq	_glDisableClientState
	movl	(%r15), %edi
	callq	_glDisableClientState
	movl	(%r12), %edi
	callq	_glMatrixMode
	xorl	%eax, %eax
	callq	_glPopMatrix
	movq	_GL_PROJECTION@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glMatrixMode
	xorl	%eax, %eax
	callq	_glPopMatrix
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_32
## %bb.30:
	addq	$200, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_32:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.comm	_GL_RGB8,4,2                    ## @GL_RGB8
	.comm	_GL_BGRA_EXT,4,2                ## @GL_BGRA_EXT
	.comm	_GL_RGBA,4,2                    ## @GL_RGBA
	.comm	_GL_UNSIGNED_BYTE,4,2           ## @GL_UNSIGNED_BYTE
	.section	__TEXT,__const
	.p2align	4                               ## @__const.draw_tex.vertices
l___const.draw_tex.vertices:
	.long	0xbf800000                      ## float -1
	.long	0xbf800000                      ## float -1
	.long	0x00000000                      ## float 0
	.long	0xbf800000                      ## float -1
	.long	0x3f800000                      ## float 1
	.long	0x00000000                      ## float 0
	.long	0x3f800000                      ## float 1
	.long	0xbf800000                      ## float -1
	.long	0x00000000                      ## float 0
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x00000000                      ## float 0

	.p2align	4                               ## @__const.draw_tex.colors
l___const.draw_tex.colors:
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1
	.long	0x3f800000                      ## float 1

	.comm	_GL_DEPTH_TEST,4,2              ## @GL_DEPTH_TEST
	.comm	_GL_CULL_FACE,4,2               ## @GL_CULL_FACE
	.comm	_GL_STENCIL_TEST,4,2            ## @GL_STENCIL_TEST
	.comm	_GL_SCISSOR_TEST,4,2            ## @GL_SCISSOR_TEST
	.comm	_GL_TEXTURE_2D,4,2              ## @GL_TEXTURE_2D
	.comm	_GL_UNPACK_ALIGNMENT,4,2        ## @GL_UNPACK_ALIGNMENT
	.comm	_GL_UNPACK_ROW_LENGTH,4,2       ## @GL_UNPACK_ROW_LENGTH
	.comm	_GL_TEXTURE_MIN_FILTER,4,2      ## @GL_TEXTURE_MIN_FILTER
	.comm	_GL_LINEAR,4,2                  ## @GL_LINEAR
	.comm	_GL_NEAREST,4,2                 ## @GL_NEAREST
	.comm	_GL_TEXTURE_MAG_FILTER,4,2      ## @GL_TEXTURE_MAG_FILTER
	.comm	_GL_TEXTURE_WRAP_S,4,2          ## @GL_TEXTURE_WRAP_S
	.comm	_GL_REPEAT,4,2                  ## @GL_REPEAT
	.comm	_GL_TEXTURE_WRAP_T,4,2          ## @GL_TEXTURE_WRAP_T
	.comm	_GL_PROJECTION,4,2              ## @GL_PROJECTION
	.comm	_GL_MODELVIEW,4,2               ## @GL_MODELVIEW
	.comm	_GL_COLOR_ARRAY,4,2             ## @GL_COLOR_ARRAY
	.comm	_GL_VERTEX_ARRAY,4,2            ## @GL_VERTEX_ARRAY
	.comm	_GL_TEXTURE_COORD_ARRAY,4,2     ## @GL_TEXTURE_COORD_ARRAY
	.comm	_GL_FLOAT,4,2                   ## @GL_FLOAT
	.comm	_GL_TRIANGLE_STRIP,4,2          ## @GL_TRIANGLE_STRIP
	.no_dead_strip	_draw_tex
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function draw_tex
_draw_tex:                              ; @draw_tex
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #336
	.cfi_def_cfa_offset 336
	stp	x28, x27, [sp, #240]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #256]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #272]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #288]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #304]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #320]            ; 16-byte Folded Spill
	add	x29, sp, #320
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	x25, x6
	mov	x19, x5
	mov	x21, x2
	mov	x22, x1
	mov	x20, x0
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
Lloh3:
	adrp	x9, _GL_RGB8@GOTPAGE
Lloh4:
	ldr	x9, [x9, _GL_RGB8@GOTPAGEOFF]
	stur	x8, [x29, #-96]
Lloh5:
	ldr	w8, [x9]
	str	w8, [sp, #72]                   ; 4-byte Folded Spill
Lloh6:
	adrp	x8, _GL_BGRA_EXT@GOTPAGE
Lloh7:
	ldr	x8, [x8, _GL_BGRA_EXT@GOTPAGEOFF]
Lloh8:
	adrp	x9, _GL_RGBA@GOTPAGE
Lloh9:
	ldr	x9, [x9, _GL_RGBA@GOTPAGEOFF]
	ldr	x10, [x0, #40]
	cmp	x10, #0
	csel	x8, x9, x8, eq
	ldr	w8, [x8]
	str	w8, [sp, #76]                   ; 4-byte Folded Spill
Lloh10:
	adrp	x8, _GL_UNSIGNED_BYTE@GOTPAGE
Lloh11:
	ldr	x8, [x8, _GL_UNSIGNED_BYTE@GOTPAGEOFF]
Lloh12:
	adrp	x9, l___const.draw_tex.vertices@PAGE
Lloh13:
	add	x9, x9, l___const.draw_tex.vertices@PAGEOFF
	ldp	q0, q1, [x9]
	stp	q0, q1, [x29, #-144]
	ldr	q0, [x9, #32]
	stur	q0, [x29, #-112]
Lloh14:
	adrp	x9, l___const.draw_tex.colors@PAGE
Lloh15:
	add	x9, x9, l___const.draw_tex.colors@PAGEOFF
	ldp	q0, q1, [x9]
	stp	q0, q1, [sp, #112]
	ldp	q0, q1, [x9, #32]
	stp	q0, q1, [sp, #144]
	scvtf	s0, w1
	fmov	s1, #1.00000000
	fdiv	s0, s1, s0
	scvtf	s2, w3
	fmul	s0, s0, s2
	scvtf	s2, w2
	fdiv	s1, s1, s2
	scvtf	s2, w4
Lloh16:
	ldr	w8, [x8]
	str	w8, [sp, #68]                   ; 4-byte Folded Spill
	fmul	s1, s1, s2
	movi.2d	v2, #0000000000000000
	stp	q2, q2, [sp, #80]
	stp	s1, s0, [sp, #100]
	str	s1, [sp, #84]
	str	s0, [sp, #96]
Lloh17:
	adrp	x8, _GL_DEPTH_TEST@GOTPAGE
Lloh18:
	ldr	x8, [x8, _GL_DEPTH_TEST@GOTPAGEOFF]
Lloh19:
	ldr	w0, [x8]
	bl	_glDisable
Lloh20:
	adrp	x8, _GL_CULL_FACE@GOTPAGE
Lloh21:
	ldr	x8, [x8, _GL_CULL_FACE@GOTPAGEOFF]
Lloh22:
	ldr	w0, [x8]
	bl	_glDisable
Lloh23:
	adrp	x8, _GL_STENCIL_TEST@GOTPAGE
Lloh24:
	ldr	x8, [x8, _GL_STENCIL_TEST@GOTPAGEOFF]
Lloh25:
	ldr	w0, [x8]
	bl	_glDisable
Lloh26:
	adrp	x8, _GL_SCISSOR_TEST@GOTPAGE
Lloh27:
	ldr	x8, [x8, _GL_SCISSOR_TEST@GOTPAGEOFF]
Lloh28:
	ldr	w0, [x8]
	bl	_glDisable
Lloh29:
	adrp	x28, _GL_TEXTURE_2D@GOTPAGE
Lloh30:
	ldr	x28, [x28, _GL_TEXTURE_2D@GOTPAGEOFF]
	ldr	w0, [x28]
	bl	_glEnable
Lloh31:
	adrp	x8, _GL_UNPACK_ALIGNMENT@GOTPAGE
Lloh32:
	ldr	x8, [x8, _GL_UNPACK_ALIGNMENT@GOTPAGEOFF]
Lloh33:
	ldr	w0, [x8]
	mov	w1, #1
	bl	_glPixelStorei
Lloh34:
	adrp	x8, _GL_UNPACK_ROW_LENGTH@GOTPAGE
Lloh35:
	ldr	x8, [x8, _GL_UNPACK_ROW_LENGTH@GOTPAGEOFF]
Lloh36:
	ldr	w0, [x8]
	mov	x1, x22
	bl	_glPixelStorei
	ldr	w0, [x28]
	mov	x1, x19
	bl	_glBindTexture
	ldr	x8, [x20, #40]
	cbz	x8, LBB0_2
LBB0_1:
	ldr	w0, [x28]
	str	x25, [sp]
	mov	w1, #0
	ldp	w2, w6, [sp, #72]               ; 8-byte Folded Reload
	mov	x3, x22
	mov	x4, x21
	mov	w5, #0
	ldr	w7, [sp, #68]                   ; 4-byte Folded Reload
	bl	_glTexImage2D
	b	LBB0_29
LBB0_2:
	mul	w8, w22, w21
	lsl	w0, w8, #2
	bl	_malloc
	cbz	x0, LBB0_1
; %bb.3:
	mov	x27, x0
	cmp	w21, #1
	b.lt	LBB0_28
; %bb.4:
	mov	w8, #0
	mov	w9, #0
	mov	w10, w22
	sub	x11, x10, #1
	lsl	w12, w22, #2
	add	x14, x27, #12
	add	x13, x27, #4
	stp	x13, x14, [sp, #48]             ; 16-byte Folded Spill
	add	x15, x27, #8
	lsl	x13, x10, #4
	add	x14, x27, x13
	add	x13, x25, x13
	stp	x13, x15, [sp, #32]             ; 16-byte Folded Spill
	and	x13, x11, #0xffffffff
	lsl	x0, x13, #2
	tst	x0, #0xffffffff00000000
	cset	w1, ne
	cmp	xzr, x11, lsr #60
	cset	w2, ne
	lsl	x3, x11, #4
	and	x13, x10, #0xfffffffc
	stp	x14, x13, [sp, #16]             ; 16-byte Folded Spill
	sub	x5, x27, #12
	mov	w6, #3
	b	LBB0_6
LBB0_5:                                 ;   in Loop: Header=BB0_6 Depth=1
	add	w9, w9, #1
	add	w6, w6, w12
	add	w8, w8, w22
	cmp	w9, w21
	b.eq	LBB0_28
LBB0_6:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_26 Depth 2
                                        ;     Child Loop BB0_24 Depth 2
	cmp	w22, #1
	b.lt	LBB0_5
; %bb.7:                                ;   in Loop: Header=BB0_6 Depth=1
	cmp	w22, #4
	b.lo	LBB0_22
; %bb.8:                                ;   in Loop: Header=BB0_6 Depth=1
	mov	x7, #0
	mul	w30, w12, w9
	orr	w13, w30, #0x2
	orr	w14, w30, #0x1
	orr	w16, w30, #0x3
	sbfiz	x23, x30, #2, #32
	add	w17, w13, w0
	cmp	w17, w13
	cset	w15, lt
	add	w13, w14, w0
	cmp	w13, w14
	cset	w13, lt
	add	w14, w30, w0
	cmp	w14, w30
	cset	w26, lt
	add	w14, w16, w0
	cmp	w14, w16
	cset	w24, lt
	add	x14, x27, x23
	add	x16, x14, x3
	cmp	x16, x14
	cset	w16, lo
	ldr	x14, [sp, #56]                  ; 8-byte Folded Reload
	add	x14, x14, x23
	add	x17, x14, x3
	cmp	x17, x14
	cset	w17, lo
	ldr	x14, [sp, #48]                  ; 8-byte Folded Reload
	add	x14, x14, x23
	add	x4, x14, x3
	cmp	x4, x14
	cset	w4, lo
	ldr	x14, [sp, #40]                  ; 8-byte Folded Reload
	add	x14, x14, x23
	add	x23, x14, x3
	cmp	x23, x14
	orr	w14, w15, w1
	cset	w23, lo
	tbnz	w14, #0, LBB0_23
; %bb.9:                                ;   in Loop: Header=BB0_6 Depth=1
	lsr	x14, x11, #32
	cbnz	x14, LBB0_23
; %bb.10:                               ;   in Loop: Header=BB0_6 Depth=1
	orr	w13, w13, w1
	tbnz	w13, #0, LBB0_23
; %bb.11:                               ;   in Loop: Header=BB0_6 Depth=1
	cbnz	x14, LBB0_23
; %bb.12:                               ;   in Loop: Header=BB0_6 Depth=1
	orr	w13, w26, w1
	tbnz	w13, #0, LBB0_23
; %bb.13:                               ;   in Loop: Header=BB0_6 Depth=1
	cbnz	x14, LBB0_23
; %bb.14:                               ;   in Loop: Header=BB0_6 Depth=1
	orr	w13, w24, w1
	tbnz	w13, #0, LBB0_23
; %bb.15:                               ;   in Loop: Header=BB0_6 Depth=1
	cbnz	x14, LBB0_23
; %bb.16:                               ;   in Loop: Header=BB0_6 Depth=1
	orr	w13, w16, w2
	tbnz	w13, #0, LBB0_23
; %bb.17:                               ;   in Loop: Header=BB0_6 Depth=1
	orr	w13, w17, w2
	tbnz	w13, #0, LBB0_23
; %bb.18:                               ;   in Loop: Header=BB0_6 Depth=1
	orr	w13, w4, w2
	tbnz	w13, #0, LBB0_23
; %bb.19:                               ;   in Loop: Header=BB0_6 Depth=1
	orr	w13, w23, w2
	tbnz	w13, #0, LBB0_23
; %bb.20:                               ;   in Loop: Header=BB0_6 Depth=1
                                        ; kill: def $w30 killed $w30 killed $lr def $lr
	sbfiz	x13, x30, #2, #32
	add	x14, x27, x13
	ldr	x15, [sp, #32]                  ; 8-byte Folded Reload
	add	x15, x15, x13
	cmp	x15, x14
	b.ls	LBB0_25
; %bb.21:                               ;   in Loop: Header=BB0_6 Depth=1
	ldr	x14, [sp, #16]                  ; 8-byte Folded Reload
	add	x14, x14, x13
	add	x13, x25, x13
	cmp	x13, x14
	b.hs	LBB0_25
LBB0_22:                                ;   in Loop: Header=BB0_6 Depth=1
	mov	x7, #0
LBB0_23:                                ;   in Loop: Header=BB0_6 Depth=1
	add	w13, w8, w7
	lsl	w30, w13, #2
	sub	x7, x10, x7
LBB0_24:                                ;   Parent Loop BB0_6 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	sbfiz	x13, x30, #2, #32
	ldr	w14, [x25, x13]
	add	w15, w30, #2
	sbfiz	x15, x15, #2, #32
	str	w14, [x27, x15]
	add	w14, w30, #1
	sbfiz	x14, x14, #2, #32
	ldr	w16, [x25, x14]
	str	w16, [x27, x14]
	ldr	w14, [x25, x15]
	str	w14, [x27, x13]
	add	w13, w30, #3
	sbfiz	x13, x13, #2, #32
	ldr	w14, [x25, x13]
	str	w14, [x27, x13]
	add	w30, w30, #4
	subs	x7, x7, #1
	b.ne	LBB0_24
	b	LBB0_5
LBB0_25:                                ;   in Loop: Header=BB0_6 Depth=1
	mov	x13, x6
	ldr	x16, [sp, #24]                  ; 8-byte Folded Reload
LBB0_26:                                ;   Parent Loop BB0_6 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	sub	w14, w13, #3
	add	x14, x25, w14, sxtw #2
	ld4.4s	{ v0, v1, v2, v3 }, [x14]
	mov.16b	v4, v2
	mov.16b	v5, v1
	mov.16b	v6, v0
	mov.16b	v7, v3
	add	x14, x5, w13, sxtw #2
	st4.4s	{ v4, v5, v6, v7 }, [x14]
	add	w13, w13, #16
	subs	x16, x16, #4
	b.ne	LBB0_26
; %bb.27:                               ;   in Loop: Header=BB0_6 Depth=1
	ldr	x13, [sp, #24]                  ; 8-byte Folded Reload
	mov	x7, x13
	cmp	x13, x10
	b.eq	LBB0_5
	b	LBB0_23
LBB0_28:
	ldr	w0, [x28]
	str	x27, [sp]
	mov	w1, #0
	ldp	w2, w6, [sp, #72]               ; 8-byte Folded Reload
	mov	x3, x22
	mov	x4, x21
	mov	w5, #0
	ldr	w7, [sp, #68]                   ; 4-byte Folded Reload
	bl	_glTexImage2D
	mov	x0, x27
	bl	_free
LBB0_29:
	ldr	x8, [x20]
Lloh37:
	adrp	x21, _GL_LINEAR@GOTPAGE
Lloh38:
	ldr	x21, [x21, _GL_LINEAR@GOTPAGEOFF]
Lloh39:
	adrp	x22, _GL_NEAREST@GOTPAGE
Lloh40:
	ldr	x22, [x22, _GL_NEAREST@GOTPAGEOFF]
	cmp	x8, x19
	b.ne	LBB0_31
; %bb.30:
	ldr	w0, [x28]
Lloh41:
	adrp	x8, _GL_TEXTURE_MIN_FILTER@GOTPAGE
Lloh42:
	ldr	x8, [x8, _GL_TEXTURE_MIN_FILTER@GOTPAGEOFF]
Lloh43:
	ldr	w1, [x8]
	mov	x23, x20
	ldr	x8, [x23, #32]!
	b	LBB0_33
LBB0_31:
	ldr	x8, [x20, #8]
	cmp	x8, x19
	b.ne	LBB0_34
; %bb.32:
	ldr	w0, [x28]
Lloh44:
	adrp	x8, _GL_TEXTURE_MIN_FILTER@GOTPAGE
Lloh45:
	ldr	x8, [x8, _GL_TEXTURE_MIN_FILTER@GOTPAGEOFF]
Lloh46:
	ldr	w1, [x8]
	mov	x23, x20
	ldr	x8, [x23, #24]!
LBB0_33:
	cmp	x8, #0
	csel	x8, x22, x21, eq
	ldr	w2, [x8]
	bl	_glTexParameteri
Lloh47:
	adrp	x8, _GL_TEXTURE_MAG_FILTER@GOTPAGE
Lloh48:
	ldr	x8, [x8, _GL_TEXTURE_MAG_FILTER@GOTPAGEOFF]
	ldr	w0, [x28]
Lloh49:
	ldr	w1, [x8]
	ldr	x8, [x23]
	cmp	x8, #0
	csel	x8, x22, x21, eq
	ldr	w2, [x8]
	bl	_glTexParameteri
LBB0_34:
	ldr	w0, [x28]
Lloh50:
	adrp	x8, _GL_TEXTURE_WRAP_S@GOTPAGE
Lloh51:
	ldr	x8, [x8, _GL_TEXTURE_WRAP_S@GOTPAGEOFF]
Lloh52:
	ldr	w1, [x8]
Lloh53:
	adrp	x21, _GL_REPEAT@GOTPAGE
Lloh54:
	ldr	x21, [x21, _GL_REPEAT@GOTPAGEOFF]
	ldr	w2, [x21]
	bl	_glTexParameteri
	ldr	w0, [x28]
Lloh55:
	adrp	x8, _GL_TEXTURE_WRAP_T@GOTPAGE
Lloh56:
	ldr	x8, [x8, _GL_TEXTURE_WRAP_T@GOTPAGEOFF]
Lloh57:
	ldr	w1, [x8]
	ldr	w2, [x21]
	bl	_glTexParameteri
Lloh58:
	adrp	x21, _GL_PROJECTION@GOTPAGE
Lloh59:
	ldr	x21, [x21, _GL_PROJECTION@GOTPAGEOFF]
	ldr	w0, [x21]
	bl	_glMatrixMode
	bl	_glPushMatrix
	bl	_glLoadIdentity
Lloh60:
	adrp	x22, _GL_MODELVIEW@GOTPAGE
Lloh61:
	ldr	x22, [x22, _GL_MODELVIEW@GOTPAGEOFF]
	ldr	w0, [x22]
	bl	_glMatrixMode
	bl	_glPushMatrix
	bl	_glLoadIdentity
	ldr	x0, [x20, #16]
	cbz	x0, LBB0_37
; %bb.35:
	ldr	x8, [x20]
	cmp	x8, x19
	b.ne	LBB0_37
; %bb.36:
	movi	d0, #0000000000000000
	movi	d1, #0000000000000000
	fmov	s2, #1.00000000
	bl	_glRotatef
LBB0_37:
Lloh62:
	adrp	x19, _GL_COLOR_ARRAY@GOTPAGE
Lloh63:
	ldr	x19, [x19, _GL_COLOR_ARRAY@GOTPAGEOFF]
	ldr	w0, [x19]
	bl	_glEnableClientState
Lloh64:
	adrp	x20, _GL_VERTEX_ARRAY@GOTPAGE
Lloh65:
	ldr	x20, [x20, _GL_VERTEX_ARRAY@GOTPAGEOFF]
	ldr	w0, [x20]
	bl	_glEnableClientState
Lloh66:
	adrp	x23, _GL_TEXTURE_COORD_ARRAY@GOTPAGE
Lloh67:
	ldr	x23, [x23, _GL_TEXTURE_COORD_ARRAY@GOTPAGEOFF]
	ldr	w0, [x23]
	bl	_glEnableClientState
Lloh68:
	adrp	x24, _GL_FLOAT@GOTPAGE
Lloh69:
	ldr	x24, [x24, _GL_FLOAT@GOTPAGEOFF]
	ldr	w1, [x24]
	add	x3, sp, #112
	mov	w0, #4
	mov	w2, #0
	bl	_glColorPointer
	ldr	w1, [x24]
	sub	x3, x29, #144
	mov	w0, #3
	mov	w2, #0
	bl	_glVertexPointer
	ldr	w1, [x24]
	add	x3, sp, #80
	mov	w0, #2
	mov	w2, #0
	bl	_glTexCoordPointer
Lloh70:
	adrp	x8, _GL_TRIANGLE_STRIP@GOTPAGE
Lloh71:
	ldr	x8, [x8, _GL_TRIANGLE_STRIP@GOTPAGEOFF]
Lloh72:
	ldr	w0, [x8]
	mov	w1, #0
	mov	w2, #4
	bl	_glDrawArrays
	ldr	w0, [x23]
	bl	_glDisableClientState
	ldr	w0, [x20]
	bl	_glDisableClientState
	ldr	w0, [x19]
	bl	_glDisableClientState
	ldr	w0, [x22]
	bl	_glMatrixMode
	bl	_glPopMatrix
	ldr	w0, [x21]
	bl	_glMatrixMode
	bl	_glPopMatrix
	ldur	x8, [x29, #-96]
Lloh73:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh74:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh75:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_39
; %bb.38:
	ldp	x29, x30, [sp, #320]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #304]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #288]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #272]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #256]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #240]            ; 16-byte Folded Reload
	add	sp, sp, #336
	ret
LBB0_39:
	bl	___stack_chk_fail
	.loh AdrpLdrGotLdr	Lloh34, Lloh35, Lloh36
	.loh AdrpLdrGotLdr	Lloh31, Lloh32, Lloh33
	.loh AdrpLdrGot	Lloh29, Lloh30
	.loh AdrpLdrGotLdr	Lloh26, Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh16
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh39, Lloh40
	.loh AdrpLdrGot	Lloh37, Lloh38
	.loh AdrpLdrGotLdr	Lloh41, Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.loh AdrpLdrGot	Lloh60, Lloh61
	.loh AdrpLdrGot	Lloh58, Lloh59
	.loh AdrpLdrGotLdr	Lloh55, Lloh56, Lloh57
	.loh AdrpLdrGot	Lloh53, Lloh54
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGotLdr	Lloh73, Lloh74, Lloh75
	.loh AdrpLdrGotLdr	Lloh70, Lloh71, Lloh72
	.loh AdrpLdrGot	Lloh68, Lloh69
	.loh AdrpLdrGot	Lloh66, Lloh67
	.loh AdrpLdrGot	Lloh64, Lloh65
	.loh AdrpLdrGot	Lloh62, Lloh63
	.cfi_endproc
                                        ; -- End function
	.comm	_GL_RGB8,4,2                    ; @GL_RGB8
	.comm	_GL_BGRA_EXT,4,2                ; @GL_BGRA_EXT
	.comm	_GL_RGBA,4,2                    ; @GL_RGBA
	.comm	_GL_UNSIGNED_BYTE,4,2           ; @GL_UNSIGNED_BYTE
	.section	__TEXT,__const
	.p2align	2                               ; @__const.draw_tex.vertices
l___const.draw_tex.vertices:
	.long	0xbf800000                      ; float -1
	.long	0xbf800000                      ; float -1
	.long	0x00000000                      ; float 0
	.long	0xbf800000                      ; float -1
	.long	0x3f800000                      ; float 1
	.long	0x00000000                      ; float 0
	.long	0x3f800000                      ; float 1
	.long	0xbf800000                      ; float -1
	.long	0x00000000                      ; float 0
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x00000000                      ; float 0

	.p2align	2                               ; @__const.draw_tex.colors
l___const.draw_tex.colors:
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1
	.long	0x3f800000                      ; float 1

	.comm	_GL_DEPTH_TEST,4,2              ; @GL_DEPTH_TEST
	.comm	_GL_CULL_FACE,4,2               ; @GL_CULL_FACE
	.comm	_GL_STENCIL_TEST,4,2            ; @GL_STENCIL_TEST
	.comm	_GL_SCISSOR_TEST,4,2            ; @GL_SCISSOR_TEST
	.comm	_GL_TEXTURE_2D,4,2              ; @GL_TEXTURE_2D
	.comm	_GL_UNPACK_ALIGNMENT,4,2        ; @GL_UNPACK_ALIGNMENT
	.comm	_GL_UNPACK_ROW_LENGTH,4,2       ; @GL_UNPACK_ROW_LENGTH
	.comm	_GL_TEXTURE_MIN_FILTER,4,2      ; @GL_TEXTURE_MIN_FILTER
	.comm	_GL_LINEAR,4,2                  ; @GL_LINEAR
	.comm	_GL_NEAREST,4,2                 ; @GL_NEAREST
	.comm	_GL_TEXTURE_MAG_FILTER,4,2      ; @GL_TEXTURE_MAG_FILTER
	.comm	_GL_TEXTURE_WRAP_S,4,2          ; @GL_TEXTURE_WRAP_S
	.comm	_GL_REPEAT,4,2                  ; @GL_REPEAT
	.comm	_GL_TEXTURE_WRAP_T,4,2          ; @GL_TEXTURE_WRAP_T
	.comm	_GL_PROJECTION,4,2              ; @GL_PROJECTION
	.comm	_GL_MODELVIEW,4,2               ; @GL_MODELVIEW
	.comm	_GL_COLOR_ARRAY,4,2             ; @GL_COLOR_ARRAY
	.comm	_GL_VERTEX_ARRAY,4,2            ; @GL_VERTEX_ARRAY
	.comm	_GL_TEXTURE_COORD_ARRAY,4,2     ; @GL_TEXTURE_COORD_ARRAY
	.comm	_GL_FLOAT,4,2                   ; @GL_FLOAT
	.comm	_GL_TRIANGLE_STRIP,4,2          ; @GL_TRIANGLE_STRIP
	.no_dead_strip	_draw_tex
.subsections_via_symbols
