	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function glsl_vertex_pipe_vdecl
_glsl_vertex_pipe_vdecl:                ## @glsl_vertex_pipe_vdecl
	.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	%rsi, %r14
	movq	%rdi, %r13
	movq	72(%rdi), %r15
	movl	48(%rdi), %eax
	movq	_WINED3D_FFP_NORMAL@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	xorl	%edx, %edx
	btq	%rcx, %rax
	setb	%dl
	movq	%rdx, -48(%rbp)                 ## 8-byte Spill
	movq	%r15, %rdi
	callq	_needs_legacy_glsl_syntax
	movq	%rax, %r12
	movq	56(%r13), %rcx
	movq	64(%r13), %rax
	cmpq	(%r13), %rcx
	movq	%rcx, (%r13)
	jne	LBB0_2
## %bb.1:
	cmpq	8(%r13), %rax
	je	LBB0_3
LBB0_2:
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	movl	$1, %edx
	shll	%cl, %edx
	orl	%edx, 16(%r13)
LBB0_3:
	movq	%rax, 8(%r13)
	movq	%r14, %rdi
	callq	_use_vs
	movq	32(%r13), %rcx
	testq	%rax, %rax
	je	LBB0_4
## %bb.17:
	testq	%rcx, %rcx
	jne	LBB0_24
## %bb.18:
	testq	%r12, %r12
	je	LBB0_22
## %bb.19:
	cmpl	$0, (%r15)
	je	LBB0_24
## %bb.20:
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_21:                                ## =>This Inner Loop Header: Depth=1
	movl	%ebx, %edi
	callq	_STATE_CLIPPLANE
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_clipplane
	incl	%ebx
	cmpl	(%r15), %ebx
	jb	LBB0_21
	jmp	LBB0_24
LBB0_4:
	testq	%rcx, %rcx
	je	LBB0_10
## %bb.5:
	testq	%r12, %r12
	je	LBB0_9
## %bb.6:
	cmpl	$0, (%r15)
	je	LBB0_10
## %bb.7:
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_8:                                 ## =>This Inner Loop Header: Depth=1
	movl	%ebx, %edi
	callq	_STATE_CLIPPLANE
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_clipplane
	incl	%ebx
	cmpl	(%r15), %ebx
	jb	LBB0_8
	jmp	LBB0_10
LBB0_22:
	movq	_WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	leaq	40(%r13), %rcx
	jmp	LBB0_23
LBB0_9:
	movq	_WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, 40(%r13)
LBB0_10:
	movq	_WINED3D_SHADER_CONST_FFP_TEXMATRIX@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, 40(%r13)
	movq	8(%r15), %rbx
	movq	%r15, %rdi
	callq	_wined3d_max_compat_varyings
	cmpq	%rax, %rbx
	jl	LBB0_12
## %bb.11:
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	cmpq	%rax, 24(%r13)
	je	LBB0_13
LBB0_12:
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rax
	movb	(%rax), %cl
	movl	$1, %eax
	shll	%cl, %eax
	orl	%eax, 16(%r13)
LBB0_13:
	movq	%r14, %rdi
	callq	_use_ps
	testq	%rax, %rax
	je	LBB0_24
## %bb.14:
	movq	(%r14), %rax
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %rax
	cmpl	$1, (%rax)
	jne	LBB0_24
## %bb.15:
	cmpl	$3, 4(%rax)
	jg	LBB0_24
## %bb.16:
	movl	$1, %eax
                                        ## kill: def $cl killed $cl killed $rcx
	shll	%cl, %eax
	leaq	16(%r13), %rcx
LBB0_23:
	orl	%eax, (%rcx)
LBB0_24:
	movq	%r14, %rdi
	callq	_use_vs
	movq	%rax, 32(%r13)
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movq	%rax, 24(%r13)
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_FFP_NORMAL,4,2         ## @WINED3D_FFP_NORMAL
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_CONST_VS_CLIP_PLANES,4,2 ## @WINED3D_SHADER_CONST_VS_CLIP_PLANES
	.comm	_WINED3D_SHADER_CONST_FFP_TEXMATRIX,4,2 ## @WINED3D_SHADER_CONST_FFP_TEXMATRIX
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.no_dead_strip	_glsl_vertex_pipe_vdecl
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function glsl_vertex_pipe_vdecl
_glsl_vertex_pipe_vdecl:                ; @glsl_vertex_pipe_vdecl
	.cfi_startproc
; %bb.0:
	stp	x24, x23, [sp, #-64]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 64
	stp	x22, x21, [sp, #16]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.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
	mov	x20, x1
	mov	x19, x0
	ldr	x21, [x0, #72]
	ldr	w8, [x0, #48]
Lloh0:
	adrp	x9, _WINED3D_FFP_NORMAL@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_FFP_NORMAL@GOTPAGEOFF]
Lloh2:
	ldr	w9, [x9]
	lsr	x8, x8, x9
	and	x23, x8, #0x1
	mov	x0, x21
	bl	_needs_legacy_glsl_syntax
	mov	x22, x0
	ldr	x9, [x19]
	ldp	x10, x8, [x19, #56]
	str	x10, [x19]
Lloh3:
	adrp	x24, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh4:
	ldr	x24, [x24, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
	cmp	x10, x9
	b.ne	LBB0_2
; %bb.1:
	ldr	x9, [x19, #8]
	cmp	x8, x9
	b.eq	LBB0_3
LBB0_2:
	ldr	w9, [x24]
	mov	w10, #1
	lsl	w9, w10, w9
	ldr	w10, [x19, #16]
	orr	w9, w10, w9
	str	w9, [x19, #16]
LBB0_3:
	str	x8, [x19, #8]
	mov	x0, x20
	bl	_use_vs
	ldr	x8, [x19, #32]
	cbz	x0, LBB0_9
; %bb.4:
	cbnz	x8, LBB0_24
; %bb.5:
	cbz	x22, LBB0_14
; %bb.6:
	ldr	w8, [x21]
	cbz	w8, LBB0_24
; %bb.7:
	mov	w22, #0
LBB0_8:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x22
	bl	_STATE_CLIPPLANE
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_clipplane
	add	w22, w22, #1
	ldr	w8, [x21]
	cmp	w22, w8
	b.lo	LBB0_8
	b	LBB0_24
LBB0_9:
	cbz	x8, LBB0_16
; %bb.10:
	cbz	x22, LBB0_15
; %bb.11:
	ldr	w8, [x21]
	cbz	w8, LBB0_16
; %bb.12:
	mov	w22, #0
LBB0_13:                                ; =>This Inner Loop Header: Depth=1
	mov	x0, x22
	bl	_STATE_CLIPPLANE
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_clipplane
	add	w22, w22, #1
	ldr	w8, [x21]
	cmp	w22, w8
	b.lo	LBB0_13
	b	LBB0_16
LBB0_14:
Lloh5:
	adrp	x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGE
Lloh6:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGEOFF]
Lloh7:
	ldr	w8, [x8]
	add	x9, x19, #40
	b	LBB0_23
LBB0_15:
Lloh8:
	adrp	x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGE
Lloh9:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGEOFF]
Lloh10:
	ldr	w8, [x8]
	ldr	w9, [x19, #40]
	orr	w8, w9, w8
	str	w8, [x19, #40]
LBB0_16:
Lloh11:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_TEXMATRIX@GOTPAGE
Lloh12:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_TEXMATRIX@GOTPAGEOFF]
Lloh13:
	ldr	w8, [x8]
	ldr	w9, [x19, #40]
	orr	w8, w9, w8
	str	w8, [x19, #40]
	ldr	x22, [x21, #8]
	mov	x0, x21
	bl	_wined3d_max_compat_varyings
	cmp	x22, x0
	b.lt	LBB0_18
; %bb.17:
	ldr	x8, [x19, #24]
	cmp	x8, x23
	b.eq	LBB0_19
LBB0_18:
	ldr	w8, [x24]
	mov	w9, #1
	lsl	w8, w9, w8
	ldr	w9, [x19, #16]
	orr	w8, w9, w8
	str	w8, [x19, #16]
LBB0_19:
	mov	x0, x20
	bl	_use_ps
	cbz	x0, LBB0_24
; %bb.20:
Lloh14:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh15:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
	ldr	x9, [x20]
Lloh16:
	ldr	x8, [x8]
	ldr	x9, [x9, x8, lsl #3]
	ldr	w10, [x9]
	cmp	w10, #1
	b.ne	LBB0_24
; %bb.21:
	ldr	w9, [x9, #4]
	cmp	w9, #3
	b.gt	LBB0_24
; %bb.22:
	mov	w9, #1
	lsl	w8, w9, w8
	add	x9, x19, #16
LBB0_23:
	ldr	w10, [x9]
	orr	w8, w10, w8
	str	w8, [x9]
LBB0_24:
	mov	x0, x20
	bl	_use_vs
	stp	x23, x0, [x19, #24]
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp], #64             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_FFP_NORMAL,4,2         ; @WINED3D_FFP_NORMAL
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_CONST_VS_CLIP_PLANES,4,2 ; @WINED3D_SHADER_CONST_VS_CLIP_PLANES
	.comm	_WINED3D_SHADER_CONST_FFP_TEXMATRIX,4,2 ; @WINED3D_SHADER_CONST_FFP_TEXMATRIX
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.no_dead_strip	_glsl_vertex_pipe_vdecl
.subsections_via_symbols
