	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_yui_gl_dump_screen             ## -- Begin function yui_gl_dump_screen
	.p2align	4, 0x90
_yui_gl_dump_screen:                    ## @yui_gl_dump_screen
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r14
	pushq	%rbx
	subq	$16, %rsp
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rdi, %rbx
	movq	_VIDCore@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	leaq	-24(%rbp), %rdi
	leaq	-20(%rbp), %rsi
	callq	*(%rax)
	movl	-24(%rbp), %r11d
	movl	-20(%rbp), %r9d
	leal	(%r11,%r11,2), %eax
	movl	%eax, %r14d
	imull	%r9d, %r14d
	movl	%r11d, (%rbx)
	leal	(%r11,%r11,2), %edx
	addl	$3, %edx
	testl	%eax, %eax
	cmovnsl	%eax, %edx
	movl	%r9d, 4(%rbx)
	andl	$-4, %edx
	movl	%eax, %esi
	subl	%edx, %esi
	movl	$4, %edx
	subl	%esi, %edx
	testl	%esi, %esi
	cmovel	%esi, %edx
	addl	%eax, %edx
	movl	%edx, 8(%rbx)
	movq	16(%rbx), %rax
	testq	%rax, %rax
	je	LBB0_1
## %bb.2:
	testl	%r9d, %r9d
	jg	LBB0_3
	jmp	LBB0_11
LBB0_1:
	leal	(,%r14,8), %edi
	callq	_malloc
	movq	%rax, 16(%rbx)
	movl	-24(%rbp), %r11d
	movl	-20(%rbp), %r9d
	testl	%r9d, %r9d
	jle	LBB0_11
LBB0_3:
	movq	_dispbuffer@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rsi
	leal	(%r11,%r11,2), %edx
	subl	%edx, %r14d
	movslq	%r14d, %rdx
	leaq	(%rax,%rdx,8), %rax
	leal	(%r11,%r11), %edx
	leal	(%rdx,%rdx,2), %edx
	movslq	%edx, %r10
	negq	%r10
	movl	%r11d, %r8d
	andl	$-2, %r8d
	xorl	%ebx, %ebx
	xorl	%edx, %edx
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_10:                                ##   in Loop: Header=BB0_4 Depth=1
	leaq	(%rax,%r10,8), %rax
	incl	%ebx
	cmpl	%r9d, %ebx
	je	LBB0_11
LBB0_4:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_7 Depth 2
	testl	%r11d, %r11d
	jle	LBB0_10
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movslq	%edx, %rdx
	cmpl	$1, %r11d
	je	LBB0_8
## %bb.6:                               ##   in Loop: Header=BB0_4 Depth=1
	movl	%r8d, %edi
	.p2align	4, 0x90
LBB0_7:                                 ##   Parent Loop BB0_4 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%rsi,%rdx,8), %rcx
	movq	%rcx, (%rax)
	movq	8(%rsi,%rdx,8), %rcx
	movq	%rcx, 8(%rax)
	movq	16(%rsi,%rdx,8), %rcx
	movq	%rcx, 16(%rax)
	movq	32(%rsi,%rdx,8), %rcx
	movq	%rcx, 24(%rax)
	movq	40(%rsi,%rdx,8), %rcx
	movq	%rcx, 32(%rax)
	movq	48(%rsi,%rdx,8), %rcx
	movq	%rcx, 40(%rax)
	addq	$48, %rax
	addq	$8, %rdx
	addl	$-2, %edi
	jne	LBB0_7
LBB0_8:                                 ##   in Loop: Header=BB0_4 Depth=1
	testb	$1, %r11b
	je	LBB0_10
## %bb.9:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	(%rsi,%rdx,8), %rcx
	movq	%rcx, (%rax)
	movq	8(%rsi,%rdx,8), %rcx
	movq	%rcx, 8(%rax)
	movq	16(%rsi,%rdx,8), %rcx
	movq	%rcx, 16(%rax)
	addq	$24, %rax
	addq	$4, %rdx
	jmp	LBB0_10
LBB0_11:
	addq	$16, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_VIDCore,8,3                    ## @VIDCore
	.comm	_dispbuffer,8,3                 ## @dispbuffer
	.comm	_GL_RGB,4,2                     ## @GL_RGB
	.comm	_GL_UNSIGNED_BYTE,4,2           ## @GL_UNSIGNED_BYTE
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_yui_gl_dump_screen             ; -- Begin function yui_gl_dump_screen
	.p2align	2
_yui_gl_dump_screen:                    ; @yui_gl_dump_screen
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #48
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x0
Lloh0:
	adrp	x8, _VIDCore@GOTPAGE
Lloh1:
	ldr	x8, [x8, _VIDCore@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	ldr	x8, [x8]
	add	x0, sp, #12
	add	x1, sp, #8
	blr	x8
	ldp	w9, w8, [sp, #8]
	add	w10, w8, w8, lsl #1
	mul	w20, w10, w9
	stp	w8, w9, [x19]
	negs	w11, w10
	and	w11, w11, #0x3
	and	w12, w10, #0x3
	csneg	w11, w12, w11, mi
	mov	w12, #4
	sub	w12, w12, w11
	cmp	w11, #0
	csel	w11, wzr, w12, eq
	add	w10, w11, w10
	str	w10, [x19, #8]
	ldr	x0, [x19, #16]
	cbz	x0, LBB0_2
; %bb.1:
	cmp	w9, #1
	b.ge	LBB0_3
	b	LBB0_16
LBB0_2:
	lsl	w0, w20, #3
	bl	_malloc
	str	x0, [x19, #16]
	ldp	w9, w8, [sp, #8]
	cmp	w9, #1
	b.lt	LBB0_16
LBB0_3:
	mov	x12, #0
	mov	w10, #0
	mov	w3, #0
	sub	w13, w8, w8, lsl #2
Lloh3:
	adrp	x11, _dispbuffer@GOTPAGE
Lloh4:
	ldr	x11, [x11, _dispbuffer@GOTPAGEOFF]
Lloh5:
	ldr	x11, [x11]
	add	w13, w13, w20
	add	x16, x0, w13, sxtw #3
	add	w13, w8, w8, lsl #1
	lsl	w13, w13, #1
	sub	x12, x12, w13, sxtw
	sub	w13, w8, #1
	add	x14, x13, w13, uxtw #1
	add	x14, x14, #3
	add	x15, x11, x13, lsl #5
	add	x15, x15, #24
	add	x17, x13, #1
	ands	x0, x17, #0x1
	mov	w1, #2
	csel	x0, x1, x0, eq
	sub	x17, x17, x0
	lsl	x0, x17, #2
	add	x1, x17, x17, lsl #1
	add	x2, x11, #16
	b	LBB0_5
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	add	x16, x16, x12, lsl #3
	add	w10, w10, #1
	cmp	w10, w9
	b.eq	LBB0_16
LBB0_5:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_11 Depth 2
                                        ;     Child Loop BB0_14 Depth 2
	cmp	w8, #1
	b.lt	LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
                                        ; kill: def $w3 killed $w3 killed $x3 def $x3
	sxtw	x3, w3
	cmp	w13, #2
	b.lo	LBB0_9
; %bb.7:                                ;   in Loop: Header=BB0_5 Depth=1
	lsl	x4, x3, #3
	add	x5, x15, x4
	cmp	x16, x5
	b.hs	LBB0_10
; %bb.8:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x5, x16, x14, lsl #3
	add	x4, x11, x4
	cmp	x4, x5
	b.hs	LBB0_10
LBB0_9:                                 ;   in Loop: Header=BB0_5 Depth=1
	mov	w4, #0
	b	LBB0_13
LBB0_10:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x4, x0, x3
	add	x5, x16, x1, lsl #3
	mov	x6, x17
	add	x3, x11, x3, lsl #3
LBB0_11:                                ;   Parent Loop BB0_5 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ld4.2d	{ v0, v1, v2, v3 }, [x3], #64
	st3.2d	{ v0, v1, v2 }, [x16], #48
	subs	x6, x6, #2
	b.ne	LBB0_11
; %bb.12:                               ;   in Loop: Header=BB0_5 Depth=1
	mov	x3, x4
	mov	x16, x5
	mov	x4, x17
LBB0_13:                                ;   in Loop: Header=BB0_5 Depth=1
	sub	w4, w8, w4
	add	x5, x2, x3, lsl #3
LBB0_14:                                ;   Parent Loop BB0_5 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldur	x6, [x5, #-16]
	str	x6, [x16]
	ldur	x6, [x5, #-8]
	str	x6, [x16, #8]
	add	x6, x16, #24
	ldr	x7, [x5], #32
	str	x7, [x16, #16]
	add	w3, w3, #4
	mov	x16, x6
	subs	w4, w4, #1
	b.ne	LBB0_14
; %bb.15:                               ;   in Loop: Header=BB0_5 Depth=1
	mov	x16, x6
	b	LBB0_4
LBB0_16:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #48
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.cfi_endproc
                                        ; -- End function
	.comm	_VIDCore,8,3                    ; @VIDCore
	.comm	_dispbuffer,8,3                 ; @dispbuffer
	.comm	_GL_RGB,4,2                     ; @GL_RGB
	.comm	_GL_UNSIGNED_BYTE,4,2           ; @GL_UNSIGNED_BYTE
.subsections_via_symbols
