	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_GLSL_InitUniforms              ## -- Begin function GLSL_InitUniforms
	.p2align	4, 0x90
_GLSL_InitUniforms:                     ## @GLSL_InitUniforms
	.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
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r14
	movq	_UNIFORM_COUNT@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	jle	LBB0_1
## %bb.2:
	movq	(%r14), %r12
	xorl	%ebx, %ebx
	movq	_uniformsInfo@GOTPCREL(%rip), %r15
	xorl	%r13d, %r13d
	jmp	LBB0_3
LBB0_12:                                ##   in Loop: Header=BB0_3 Depth=1
	movq	_glRefConfig@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	shll	$6, %eax
	addl	%eax, %r13d
	.p2align	4, 0x90
LBB0_13:                                ##   in Loop: Header=BB0_3 Depth=1
	incq	%rbx
	movq	_UNIFORM_COUNT@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	cmpq	%rax, %rbx
	jge	LBB0_14
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movl	20(%r14), %edi
	movq	(%r15), %rax
	movl	4(%rax,%rbx,8), %esi
	callq	_qglGetUniformLocation
	movl	%eax, (%r12,%rbx,4)
	cmpl	$-1, %eax
	je	LBB0_13
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	8(%r14), %rax
	movl	%r13d, (%rax,%rbx,4)
	movq	(%r15), %rax
	movl	(%rax,%rbx,8), %eax
	addl	$-128, %eax
	cmpl	$7, %eax
	ja	LBB0_13
## %bb.5:                               ##   in Loop: Header=BB0_3 Depth=1
	leaq	LJTI0_0(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	jmpq	*%rax
LBB0_6:                                 ##   in Loop: Header=BB0_3 Depth=1
	addl	$4, %r13d
	jmp	LBB0_13
LBB0_10:                                ##   in Loop: Header=BB0_3 Depth=1
	addl	$16, %r13d
	jmp	LBB0_13
LBB0_9:                                 ##   in Loop: Header=BB0_3 Depth=1
	addl	$12, %r13d
	jmp	LBB0_13
LBB0_8:                                 ##   in Loop: Header=BB0_3 Depth=1
	addl	$8, %r13d
	jmp	LBB0_13
LBB0_11:                                ##   in Loop: Header=BB0_3 Depth=1
	addl	$64, %r13d
	jmp	LBB0_13
LBB0_7:                                 ##   in Loop: Header=BB0_3 Depth=1
	addl	$20, %r13d
	jmp	LBB0_13
LBB0_1:
	xorl	%r13d, %r13d
LBB0_14:
	movq	_ri@GOTPCREL(%rip), %rax
	movl	%r13d, %edi
	callq	*(%rax)
	movl	%eax, 16(%r14)
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_10, LBB0_10-LJTI0_0
.set L0_0_set_9, LBB0_9-LJTI0_0
.set L0_0_set_8, LBB0_8-LJTI0_0
.set L0_0_set_12, LBB0_12-LJTI0_0
.set L0_0_set_11, LBB0_11-LJTI0_0
.set L0_0_set_6, LBB0_6-LJTI0_0
.set L0_0_set_7, LBB0_7-LJTI0_0
LJTI0_0:
	.long	L0_0_set_10
	.long	L0_0_set_9
	.long	L0_0_set_8
	.long	L0_0_set_12
	.long	L0_0_set_11
	.long	L0_0_set_6
	.long	L0_0_set_7
	.long	L0_0_set_6
	.end_data_region
                                        ## -- End function
	.comm	_UNIFORM_COUNT,4,2              ## @UNIFORM_COUNT
	.comm	_uniformsInfo,8,3               ## @uniformsInfo
	.comm	_glRefConfig,4,2                ## @glRefConfig
	.comm	_ri,8,3                         ## @ri
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_GLSL_InitUniforms              ; -- Begin function GLSL_InitUniforms
	.p2align	2
_GLSL_InitUniforms:                     ; @GLSL_InitUniforms
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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	x19, x0
Lloh0:
	adrp	x21, _UNIFORM_COUNT@GOTPAGE
Lloh1:
	ldr	x21, [x21, _UNIFORM_COUNT@GOTPAGEOFF]
	ldr	w8, [x21]
	cmp	w8, #1
	b.lt	LBB0_13
; %bb.1:
	mov	x22, #0
	mov	x23, #0
	mov	w20, #0
	ldr	x24, [x19]
Lloh2:
	adrp	x25, _uniformsInfo@GOTPAGE
Lloh3:
	ldr	x25, [x25, _uniformsInfo@GOTPAGEOFF]
Lloh4:
	adrp	x26, _glRefConfig@GOTPAGE
Lloh5:
	ldr	x26, [x26, _glRefConfig@GOTPAGEOFF]
Lloh6:
	adrp	x27, lJTI0_0@PAGE
Lloh7:
	add	x27, x27, lJTI0_0@PAGEOFF
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [x26]
	add	w20, w20, w8, lsl #6
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x23, x23, #1
	ldrsw	x8, [x21]
	add	x22, x22, #8
	cmp	x23, x8
	b.ge	LBB0_14
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w0, [x19, #20]
	ldr	x8, [x25]
	add	x8, x8, x22
	ldr	w1, [x8, #4]
	bl	_qglGetUniformLocation
	str	w0, [x24, x23, lsl #2]
	cmn	w0, #1
	b.eq	LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [x19, #8]
	str	w20, [x8, x23, lsl #2]
	ldr	x8, [x25]
	ldr	w8, [x8, x22]
	sub	w8, w8, #128
	cmp	w8, #7
	b.hi	LBB0_3
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	adr	x9, LBB0_2
	ldrb	w10, [x27, x8]
	add	x9, x9, x10, lsl #2
	br	x9
LBB0_7:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	w20, w20, #4
	b	LBB0_3
LBB0_8:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	w20, w20, #16
	b	LBB0_3
LBB0_9:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	w20, w20, #12
	b	LBB0_3
LBB0_10:                                ;   in Loop: Header=BB0_4 Depth=1
	add	w20, w20, #8
	b	LBB0_3
LBB0_11:                                ;   in Loop: Header=BB0_4 Depth=1
	add	w20, w20, #64
	b	LBB0_3
LBB0_12:                                ;   in Loop: Header=BB0_4 Depth=1
	add	w20, w20, #20
	b	LBB0_3
LBB0_13:
	mov	w20, #0
LBB0_14:
Lloh8:
	adrp	x8, _ri@GOTPAGE
Lloh9:
	ldr	x8, [x8, _ri@GOTPAGEOFF]
Lloh10:
	ldr	x8, [x8]
	mov	x0, x20
	blr	x8
	str	w0, [x19, #16]
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_8-LBB0_2)>>2
	.byte	(LBB0_9-LBB0_2)>>2
	.byte	(LBB0_10-LBB0_2)>>2
	.byte	(LBB0_2-LBB0_2)>>2
	.byte	(LBB0_11-LBB0_2)>>2
	.byte	(LBB0_7-LBB0_2)>>2
	.byte	(LBB0_12-LBB0_2)>>2
	.byte	(LBB0_7-LBB0_2)>>2
                                        ; -- End function
	.comm	_UNIFORM_COUNT,4,2              ; @UNIFORM_COUNT
	.comm	_uniformsInfo,8,3               ; @uniformsInfo
	.comm	_glRefConfig,4,2                ; @glRefConfig
	.comm	_ri,8,3                         ; @ri
.subsections_via_symbols
