	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_arb_disable
_shader_arb_disable:                    ## @shader_arb_disable
	.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	%r12
	pushq	%rbx
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rsi, %r14
	movq	%rdi, %r15
	movq	8(%rsi), %rbx
	movq	(%rbx), %rax
	movq	_ARB_FRAGMENT_PROGRAM@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_2
## %bb.1:
	movq	_GL_FRAGMENT_PROGRAM_ARB@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	*8(%rbx)
	leaq	L_.str(%rip), %rdi
	callq	_checkGLcall
	movq	$0, 32(%r15)
LBB0_2:
	movq	24(%r15), %rax
	movq	_FALSE@GOTPCREL(%rip), %r12
	movq	(%r12), %rsi
	movq	%rbx, %rdi
	callq	*(%rax)
	movq	(%rbx), %rax
	movq	_ARB_VERTEX_PROGRAM@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_4
## %bb.3:
	movq	$0, 16(%r15)
	movq	_GL_VERTEX_PROGRAM_ARB@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	*8(%rbx)
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
LBB0_4:
	movq	8(%r15), %rax
	movq	(%r12), %rsi
	movq	%rbx, %rdi
	callq	*(%rax)
	movq	(%rbx), %rax
	movq	_ARB_COLOR_BUFFER_FLOAT@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_7
## %bb.5:
	cmpq	$0, (%r15)
	je	LBB0_7
## %bb.6:
	movq	_GL_CLAMP_VERTEX_COLOR_ARB@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_GL_FIXED_ONLY_ARB@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_glClampColorARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.2(%rip), %rdi
	callq	_checkGLcall
	movq	(%r12), %rax
	movq	%rax, (%r15)
LBB0_7:
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rax
	movb	(%rax), %cl
	movl	$1, %eax
	shll	%cl, %eax
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	btsl	%ecx, %eax
	movq	_WINED3D_SHADER_TYPE_GEOMETRY@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	btsl	%ecx, %eax
	movq	_WINED3D_SHADER_TYPE_HULL@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	btsl	%ecx, %eax
	movq	_WINED3D_SHADER_TYPE_DOMAIN@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	btsl	%ecx, %eax
	movq	_WINED3D_SHADER_TYPE_COMPUTE@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	btsl	%ecx, %eax
	movl	%eax, (%r14)
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_ARB_FRAGMENT_PROGRAM,8,3       ## @ARB_FRAGMENT_PROGRAM
	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ## @GL_FRAGMENT_PROGRAM_ARB
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"glDisable(GL_FRAGMENT_PROGRAM_ARB)"

	.comm	_FALSE,8,3                      ## @FALSE
	.comm	_ARB_VERTEX_PROGRAM,8,3         ## @ARB_VERTEX_PROGRAM
	.comm	_GL_VERTEX_PROGRAM_ARB,4,2      ## @GL_VERTEX_PROGRAM_ARB
L_.str.1:                               ## @.str.1
	.asciz	"glDisable(GL_VERTEX_PROGRAM_ARB)"

	.comm	_ARB_COLOR_BUFFER_FLOAT,8,3     ## @ARB_COLOR_BUFFER_FLOAT
	.comm	_GL_CLAMP_VERTEX_COLOR_ARB,4,2  ## @GL_CLAMP_VERTEX_COLOR_ARB
	.comm	_GL_FIXED_ONLY_ARB,4,2          ## @GL_FIXED_ONLY_ARB
L_.str.2:                               ## @.str.2
	.asciz	"glClampColorARB"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,4,2 ## @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_HULL,4,2   ## @WINED3D_SHADER_TYPE_HULL
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,4,2 ## @WINED3D_SHADER_TYPE_DOMAIN
	.comm	_WINED3D_SHADER_TYPE_COMPUTE,4,2 ## @WINED3D_SHADER_TYPE_COMPUTE
	.no_dead_strip	_shader_arb_disable
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_arb_disable
_shader_arb_disable:                    ; @shader_arb_disable
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.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
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	mov	x19, x1
	mov	x20, x0
	ldr	x21, [x1, #8]
	ldr	x8, [x21]
Lloh0:
	adrp	x9, _ARB_FRAGMENT_PROGRAM@GOTPAGE
Lloh1:
	ldr	x9, [x9, _ARB_FRAGMENT_PROGRAM@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_2
; %bb.1:
	ldr	x8, [x21, #8]
Lloh3:
	adrp	x9, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGE
Lloh4:
	ldr	x9, [x9, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGEOFF]
Lloh5:
	ldr	w0, [x9]
	blr	x8
Lloh6:
	adrp	x0, l_.str@PAGE
Lloh7:
	add	x0, x0, l_.str@PAGEOFF
	bl	_checkGLcall
	str	xzr, [x20, #32]
LBB0_2:
	ldr	x8, [x20, #24]
	ldr	x8, [x8]
Lloh8:
	adrp	x22, _FALSE@GOTPAGE
Lloh9:
	ldr	x22, [x22, _FALSE@GOTPAGEOFF]
	ldr	x1, [x22]
	mov	x0, x21
	blr	x8
	ldr	x8, [x21]
Lloh10:
	adrp	x9, _ARB_VERTEX_PROGRAM@GOTPAGE
Lloh11:
	ldr	x9, [x9, _ARB_VERTEX_PROGRAM@GOTPAGEOFF]
Lloh12:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_4
; %bb.3:
	str	xzr, [x20, #16]
	ldr	x8, [x21, #8]
Lloh13:
	adrp	x9, _GL_VERTEX_PROGRAM_ARB@GOTPAGE
Lloh14:
	ldr	x9, [x9, _GL_VERTEX_PROGRAM_ARB@GOTPAGEOFF]
Lloh15:
	ldr	w0, [x9]
	blr	x8
Lloh16:
	adrp	x0, l_.str.1@PAGE
Lloh17:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_checkGLcall
LBB0_4:
	ldr	x8, [x20, #8]
	ldr	x8, [x8]
	ldr	x1, [x22]
	mov	x0, x21
	blr	x8
	ldr	x8, [x21]
Lloh18:
	adrp	x9, _ARB_COLOR_BUFFER_FLOAT@GOTPAGE
Lloh19:
	ldr	x9, [x9, _ARB_COLOR_BUFFER_FLOAT@GOTPAGEOFF]
Lloh20:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_7
; %bb.5:
	ldr	x8, [x20]
	cbz	x8, LBB0_7
; %bb.6:
Lloh21:
	adrp	x8, _GL_CLAMP_VERTEX_COLOR_ARB@GOTPAGE
Lloh22:
	ldr	x8, [x8, _GL_CLAMP_VERTEX_COLOR_ARB@GOTPAGEOFF]
Lloh23:
	ldr	w0, [x8]
Lloh24:
	adrp	x8, _GL_FIXED_ONLY_ARB@GOTPAGE
Lloh25:
	ldr	x8, [x8, _GL_FIXED_ONLY_ARB@GOTPAGEOFF]
Lloh26:
	ldr	w1, [x8]
	bl	_glClampColorARB
	bl	_GL_EXTCALL
Lloh27:
	adrp	x0, l_.str.2@PAGE
Lloh28:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_checkGLcall
	ldr	x8, [x22]
	str	x8, [x20]
LBB0_7:
Lloh29:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh30:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh31:
	ldr	w8, [x8]
	mov	w9, #1
	lsl	w8, w9, w8
Lloh32:
	adrp	x10, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh33:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
Lloh34:
	ldr	w10, [x10]
	lsl	w10, w9, w10
	orr	w8, w10, w8
Lloh35:
	adrp	x10, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGE
Lloh36:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGEOFF]
Lloh37:
	ldr	w10, [x10]
	lsl	w10, w9, w10
	orr	w8, w8, w10
Lloh38:
	adrp	x10, _WINED3D_SHADER_TYPE_HULL@GOTPAGE
Lloh39:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_HULL@GOTPAGEOFF]
Lloh40:
	ldr	w10, [x10]
	lsl	w10, w9, w10
	orr	w8, w8, w10
Lloh41:
	adrp	x10, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGE
Lloh42:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGEOFF]
Lloh43:
	ldr	w10, [x10]
	lsl	w10, w9, w10
	orr	w8, w8, w10
Lloh44:
	adrp	x10, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGE
Lloh45:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGEOFF]
Lloh46:
	ldr	w10, [x10]
	lsl	w9, w9, w10
	orr	w8, w8, w9
	str	w8, [x19]
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpAdd	Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh41, Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh35, Lloh36, Lloh37
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.loh AdrpLdrGotLdr	Lloh29, Lloh30, Lloh31
	.cfi_endproc
                                        ; -- End function
	.comm	_ARB_FRAGMENT_PROGRAM,8,3       ; @ARB_FRAGMENT_PROGRAM
	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ; @GL_FRAGMENT_PROGRAM_ARB
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"glDisable(GL_FRAGMENT_PROGRAM_ARB)"

	.comm	_FALSE,8,3                      ; @FALSE
	.comm	_ARB_VERTEX_PROGRAM,8,3         ; @ARB_VERTEX_PROGRAM
	.comm	_GL_VERTEX_PROGRAM_ARB,4,2      ; @GL_VERTEX_PROGRAM_ARB
l_.str.1:                               ; @.str.1
	.asciz	"glDisable(GL_VERTEX_PROGRAM_ARB)"

	.comm	_ARB_COLOR_BUFFER_FLOAT,8,3     ; @ARB_COLOR_BUFFER_FLOAT
	.comm	_GL_CLAMP_VERTEX_COLOR_ARB,4,2  ; @GL_CLAMP_VERTEX_COLOR_ARB
	.comm	_GL_FIXED_ONLY_ARB,4,2          ; @GL_FIXED_ONLY_ARB
l_.str.2:                               ; @.str.2
	.asciz	"glClampColorARB"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,4,2 ; @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_HULL,4,2   ; @WINED3D_SHADER_TYPE_HULL
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,4,2 ; @WINED3D_SHADER_TYPE_DOMAIN
	.comm	_WINED3D_SHADER_TYPE_COMPUTE,4,2 ; @WINED3D_SHADER_TYPE_COMPUTE
	.no_dead_strip	_shader_arb_disable
.subsections_via_symbols
