	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function gl2_renderchain_recompute_pass_sizes
_gl2_renderchain_recompute_pass_sizes:  ## @gl2_renderchain_recompute_pass_sizes
	.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	$56, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%r9d, -64(%rbp)                 ## 4-byte Spill
	movl	%r8d, -60(%rbp)                 ## 4-byte Spill
	movl	%ecx, %r14d
	movl	%edx, -48(%rbp)                 ## 4-byte Spill
	movq	%rsi, %r13
	movq	$0, -80(%rbp)
	movl	(%rdi), %eax
	movl	%eax, -44(%rbp)                 ## 4-byte Spill
	movq	%rdi, -72(%rbp)                 ## 8-byte Spill
	movl	4(%rdi), %eax
	movl	%eax, -56(%rbp)                 ## 4-byte Spill
	movq	_GL_MAX_TEXTURE_SIZE@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	leaq	-80(%rbp), %rsi
	callq	_glGetIntegerv
	movq	8(%r13), %rcx
	testl	%ecx, %ecx
	je	LBB0_32
## %bb.1:
	movl	%ecx, %r8d
	xorl	%ebx, %ebx
	movl	$12, %eax
	movl	$20, %r15d
	xorl	%r9d, %r9d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_29:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	%edx, (%rcx)
	movl	$1, %r9d
LBB0_30:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	%rcx, -56(%rbp)                 ## 8-byte Spill
	leaq	L_.str(%rip), %rdi
	movq	%rdx, %rsi
	movq	%r15, -88(%rbp)                 ## 8-byte Spill
	movl	%r9d, %r14d
	movq	%rax, %r15
	callq	_RARCH_WARN
	movq	%r15, %rax
	movl	%r14d, %r9d
	movq	-88(%rbp), %r15                 ## 8-byte Reload
	movl	-12(%r12,%rax), %ecx
	movl	%ecx, -48(%rbp)                 ## 4-byte Spill
	movl	-8(%r12,%rax), %ecx
	movl	%ecx, -44(%rbp)                 ## 4-byte Spill
	movl	-4(%r12,%rax), %r14d
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	movl	(%rcx), %ecx
	movl	%ecx, -56(%rbp)                 ## 4-byte Spill
	movl	8(%r13), %r8d
LBB0_31:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%rbx
	movl	%r8d, %ecx
	addq	$16, %rax
	addq	$24, %r15
	cmpq	%rcx, %rbx
	jae	LBB0_32
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	-72(%rbp), %rcx                 ## 8-byte Reload
	movq	16(%rcx), %r12
	movq	(%r13), %rcx
	movl	-20(%rcx,%r15), %edx
	cmpl	$128, %edx
	je	LBB0_7
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$130, %edx
	je	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$129, %edx
	jne	LBB0_11
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	-16(%rcx,%r15), %edx
	movl	-48(%rbp), %esi                 ## 4-byte Reload
	imull	%edx, %esi
	movl	%esi, -12(%r12,%rax)
	movl	-44(%rbp), %esi                 ## 4-byte Reload
	imull	%edx, %esi
	movl	%esi, -8(%r12,%rax)
	jmp	LBB0_11
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	-12(%rcx,%r15), %edx
	jmp	LBB0_10
	.p2align	4, 0x90
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rdx                 ## 8-byte Reload
	movslq	8(%rdx), %rsi
	imulq	$-1240768329, %rsi, %rdx        ## imm = 0xB60B60B7
	shrq	$32, %rdx
	addl	%esi, %edx
	movl	%edx, %edi
	shrl	$31, %edi
	sarl	$7, %edx
	addl	%edi, %edx
	imull	$180, %edx, %edx
	subl	%edx, %esi
	movl	-16(%rcx,%r15), %edx
	cmpl	$90, %esi
	jne	LBB0_9
## %bb.8:                               ##   in Loop: Header=BB0_2 Depth=1
	imull	-64(%rbp), %edx                 ## 4-byte Folded Reload
	jmp	LBB0_10
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	imull	-60(%rbp), %edx                 ## 4-byte Folded Reload
LBB0_10:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	%edx, -8(%r12,%rax)
	movl	%edx, -12(%r12,%rax)
LBB0_11:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	-8(%rcx,%r15), %edx
	cmpl	$128, %edx
	je	LBB0_16
## %bb.12:                              ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$130, %edx
	je	LBB0_15
## %bb.13:                              ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$129, %edx
	jne	LBB0_20
## %bb.14:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	-4(%rcx,%r15), %ecx
	imull	%ecx, %r14d
	movl	%r14d, -4(%r12,%rax)
	movl	-56(%rbp), %edx                 ## 4-byte Reload
	imull	%ecx, %edx
	movl	%edx, (%r12,%rax)
	jmp	LBB0_20
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rcx,%r15), %ecx
	movl	%ecx, -4(%r12,%rax)
	movl	%ecx, (%r12,%rax)
	jmp	LBB0_20
	.p2align	4, 0x90
LBB0_16:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rdx                 ## 8-byte Reload
	movslq	8(%rdx), %rdx
	imulq	$-1240768329, %rdx, %rsi        ## imm = 0xB60B60B7
	shrq	$32, %rsi
	addl	%edx, %esi
	movl	%esi, %edi
	shrl	$31, %edi
	sarl	$7, %esi
	addl	%edi, %esi
	imull	$180, %esi, %esi
	subl	%esi, %edx
	movl	-4(%rcx,%r15), %ecx
	cmpl	$90, %edx
	jne	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_2 Depth=1
	imull	-60(%rbp), %ecx                 ## 4-byte Folded Reload
	jmp	LBB0_19
LBB0_18:                                ##   in Loop: Header=BB0_2 Depth=1
	imull	-64(%rbp), %ecx                 ## 4-byte Folded Reload
LBB0_19:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	%ecx, (%r12,%rax)
	movl	%ecx, -4(%r12,%rax)
LBB0_20:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	-12(%r12,%rax), %esi
	movq	-80(%rbp), %rdx
	cmpl	%edx, %esi
	jbe	LBB0_22
## %bb.21:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	%edx, -12(%r12,%rax)
	movl	$1, %r9d
	movl	%edx, %esi
LBB0_22:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	-4(%r12,%rax), %r14d
	cmpl	%edx, %r14d
	jbe	LBB0_24
## %bb.23:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	%edx, -4(%r12,%rax)
	movl	$1, %r9d
	movl	%edx, %r14d
LBB0_24:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	-8(%r12,%rax), %edi
	cmpl	%edx, %edi
	jbe	LBB0_25
## %bb.28:                              ##   in Loop: Header=BB0_2 Depth=1
	leaq	(%r12,%rax), %rcx
	movl	%edx, -8(%r12,%rax)
	movl	$1, %r9d
	cmpl	%edx, (%r12,%rax)
	ja	LBB0_29
	jmp	LBB0_30
	.p2align	4, 0x90
LBB0_25:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	%rbx, %rcx
	shlq	$4, %rcx
	addq	%r12, %rcx
	addq	$12, %rcx
	movl	(%r12,%rax), %r10d
	cmpl	%edx, %r10d
	ja	LBB0_29
## %bb.26:                              ##   in Loop: Header=BB0_2 Depth=1
	testl	%r9d, %r9d
	jne	LBB0_30
## %bb.27:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	%edi, -44(%rbp)                 ## 4-byte Spill
	movl	%esi, -48(%rbp)                 ## 4-byte Spill
	movl	%r10d, -56(%rbp)                ## 4-byte Spill
	xorl	%r9d, %r9d
	jmp	LBB0_31
LBB0_32:
	addq	$56, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_GL_MAX_TEXTURE_SIZE,4,2        ## @GL_MAX_TEXTURE_SIZE
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"FBO textures exceeded maximum size of GPU (%dx%d). Resizing to fit.\n"

	.no_dead_strip	_gl2_renderchain_recompute_pass_sizes
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function gl2_renderchain_recompute_pass_sizes
_gl2_renderchain_recompute_pass_sizes:  ; @gl2_renderchain_recompute_pass_sizes
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	x28, x27, [sp, #32]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #48]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #64]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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
	stp	w4, w5, [sp, #8]                ; 8-byte Folded Spill
	mov	x24, x3
	mov	x25, x2
	mov	x19, x1
	stp	x0, xzr, [sp, #16]              ; 8-byte Folded Spill
	ldp	w22, w23, [x0]
Lloh0:
	adrp	x8, _GL_MAX_TEXTURE_SIZE@GOTPAGE
Lloh1:
	ldr	x8, [x8, _GL_MAX_TEXTURE_SIZE@GOTPAGEOFF]
Lloh2:
	ldr	w0, [x8]
	add	x1, sp, #24
	bl	_glGetIntegerv
	ldr	x8, [x19, #8]
	cbz	w8, LBB0_34
; %bb.1:
	mov	x13, x19
	mov	x26, #0
	mov	x27, #0
	mov	x28, #0
	mov	w14, #0
	and	x8, x8, #0xffffffff
	b	LBB0_6
LBB0_2:                                 ;   in Loop: Header=BB0_6 Depth=1
	str	w1, [x19]
LBB0_3:                                 ;   in Loop: Header=BB0_6 Depth=1
	mov	w14, #1
LBB0_4:                                 ;   in Loop: Header=BB0_6 Depth=1
Lloh3:
	adrp	x0, l_.str@PAGE
Lloh4:
	add	x0, x0, l_.str@PAGEOFF
	mov	x2, x1
	mov	x22, x13
	mov	x23, x14
	bl	_RARCH_WARN
	mov	x14, x23
	mov	x13, x22
	ldr	w25, [x20, x27]
	ldp	w22, w24, [x21, #4]
	ldr	w23, [x19]
	ldr	w8, [x13, #8]
LBB0_5:                                 ;   in Loop: Header=BB0_6 Depth=1
	add	x28, x28, #1
	add	x27, x27, #16
	add	x26, x26, #24
	cmp	x28, w8, uxtw
	b.hs	LBB0_34
LBB0_6:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [sp, #16]                   ; 8-byte Folded Reload
	ldr	x20, [x9, #16]
	ldr	x9, [x13]
	ldr	w10, [x9, x26]
	cmp	w10, #128
	b.eq	LBB0_11
; %bb.7:                                ;   in Loop: Header=BB0_6 Depth=1
	cmp	w10, #130
	b.eq	LBB0_10
; %bb.8:                                ;   in Loop: Header=BB0_6 Depth=1
	cmp	w10, #129
	b.ne	LBB0_16
; %bb.9:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x10, x9, x26
	ldr	w10, [x10, #4]
	mul	w11, w10, w25
	add	x12, x20, x27
	mul	w10, w10, w22
	stp	w11, w10, [x12]
	b	LBB0_16
LBB0_10:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x10, x9, x26
	ldr	w10, [x10, #8]
	b	LBB0_15
LBB0_11:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	x10, [sp, #16]                  ; 8-byte Folded Reload
	ldrsw	x10, [x10, #8]
	mov	x11, #-40777
	movk	x11, #46603, lsl #16
	mul	x11, x10, x11
	lsr	x11, x11, #32
	add	w11, w11, w10
	asr	w12, w11, #7
	add	w11, w12, w11, lsr #31
	mov	w12, #180
	msub	w11, w11, w12, w10
	add	x10, x9, x26
	ldr	w10, [x10, #4]
	cmp	w11, #90
	b.ne	LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_6 Depth=1
	ldr	w11, [sp, #12]                  ; 4-byte Folded Reload
	b	LBB0_14
LBB0_13:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	w11, [sp, #8]                   ; 4-byte Folded Reload
LBB0_14:                                ;   in Loop: Header=BB0_6 Depth=1
	mul	w10, w10, w11
LBB0_15:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x11, x20, x27
	stp	w10, w10, [x11]
LBB0_16:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x10, x9, x26
	ldr	w11, [x10, #12]
	cmp	w11, #128
	b.eq	LBB0_21
; %bb.17:                               ;   in Loop: Header=BB0_6 Depth=1
	cmp	w11, #130
	b.eq	LBB0_20
; %bb.18:                               ;   in Loop: Header=BB0_6 Depth=1
	cmp	w11, #129
	b.ne	LBB0_26
; %bb.19:                               ;   in Loop: Header=BB0_6 Depth=1
	add	x9, x9, x26
	ldr	w9, [x9, #16]
	mul	w10, w9, w24
	add	x11, x20, x27
	mul	w9, w9, w23
	stp	w10, w9, [x11, #8]
	b	LBB0_26
LBB0_20:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x9, x9, x26
	ldr	w9, [x9, #20]
	b	LBB0_25
LBB0_21:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	x9, [sp, #16]                   ; 8-byte Folded Reload
	ldrsw	x9, [x9, #8]
	mov	x11, #-40777
	movk	x11, #46603, lsl #16
	mul	x11, x9, x11
	lsr	x11, x11, #32
	add	w11, w11, w9
	asr	w12, w11, #7
	add	w11, w12, w11, lsr #31
	mov	w12, #180
	msub	w11, w11, w12, w9
	ldr	w9, [x10, #16]
	cmp	w11, #90
	b.ne	LBB0_23
; %bb.22:                               ;   in Loop: Header=BB0_6 Depth=1
	ldr	w10, [sp, #8]                   ; 4-byte Folded Reload
	b	LBB0_24
LBB0_23:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	w10, [sp, #12]                  ; 4-byte Folded Reload
LBB0_24:                                ;   in Loop: Header=BB0_6 Depth=1
	mul	w9, w9, w10
LBB0_25:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x10, x20, x27
	stp	w9, w9, [x10, #8]
LBB0_26:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	w25, [x20, x27]
	ldr	x1, [sp, #24]
	cmp	w25, w1
	b.ls	LBB0_28
; %bb.27:                               ;   in Loop: Header=BB0_6 Depth=1
	str	w1, [x20, x27]
	mov	w14, #1
	mov	x25, x1
LBB0_28:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x21, x20, x27
	ldr	w24, [x21, #8]
	cmp	w24, w1
	b.ls	LBB0_30
; %bb.29:                               ;   in Loop: Header=BB0_6 Depth=1
	str	w1, [x21, #8]
	mov	w14, #1
	mov	x24, x1
LBB0_30:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	w22, [x21, #4]
	cmp	w22, w1
	b.ls	LBB0_32
; %bb.31:                               ;   in Loop: Header=BB0_6 Depth=1
	str	w1, [x21, #4]
	add	x19, x20, x27
	ldr	w8, [x19, #12]!
	cmp	w8, w1
	b.hi	LBB0_2
	b	LBB0_3
LBB0_32:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x9, x20, x28, lsl #4
	add	x19, x9, #12
	add	x9, x20, x27
	ldr	w23, [x9, #12]
	cmp	w23, w1
	b.hi	LBB0_2
; %bb.33:                               ;   in Loop: Header=BB0_6 Depth=1
	cbnz	w14, LBB0_4
	b	LBB0_5
LBB0_34:
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.cfi_endproc
                                        ; -- End function
	.comm	_GL_MAX_TEXTURE_SIZE,4,2        ; @GL_MAX_TEXTURE_SIZE
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"FBO textures exceeded maximum size of GPU (%dx%d). Resizing to fit.\n"

	.no_dead_strip	_gl2_renderchain_recompute_pass_sizes
.subsections_via_symbols
