	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function glsl_vertex_pipe_view
_glsl_vertex_pipe_view:                 ## @glsl_vertex_pipe_view
	.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	_WINED3D_SHADER_CONST_FFP_MODELVIEW@GOTPCREL(%rip), %rax
	movq	_WINED3D_SHADER_CONST_FFP_LIGHTS@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	orl	(%rax), %ecx
	movq	%rsi, %r14
	movq	%rdi, %r12
	movq	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND@GOTPCREL(%rip), %rax
	orl	(%rax), %ecx
	movq	8(%rdi), %r15
	orl	%ecx, (%rdi)
	movq	%r15, %rdi
	callq	_needs_legacy_glsl_syntax
	testq	%rax, %rax
	je	LBB0_6
## %bb.1:
	cmpl	$0, (%r15)
	je	LBB0_7
## %bb.2:
	xorl	%ebx, %ebx
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_3 Depth=1
	incl	%ebx
	cmpl	(%r15), %ebx
	jae	LBB0_7
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movl	%ebx, %edi
	callq	_STATE_CLIPPLANE
	movq	%r12, %rdi
	movl	%eax, %esi
	callq	_isStateDirty
	testl	%eax, %eax
	jne	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movl	%ebx, %edi
	callq	_STATE_CLIPPLANE
	movq	%r12, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_clipplane
	jmp	LBB0_5
LBB0_6:
	movq	_WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, (%r12)
LBB0_7:
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_CONST_FFP_MODELVIEW,4,2 ## @WINED3D_SHADER_CONST_FFP_MODELVIEW
	.comm	_WINED3D_SHADER_CONST_FFP_LIGHTS,4,2 ## @WINED3D_SHADER_CONST_FFP_LIGHTS
	.comm	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND,4,2 ## @WINED3D_SHADER_CONST_FFP_VERTEXBLEND
	.comm	_WINED3D_SHADER_CONST_VS_CLIP_PLANES,4,2 ## @WINED3D_SHADER_CONST_VS_CLIP_PLANES
	.no_dead_strip	_glsl_vertex_pipe_view
.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_view
_glsl_vertex_pipe_view:                 ; @glsl_vertex_pipe_view
	.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	x20, x1
	mov	x19, x0
	ldr	x21, [x0, #8]
Lloh0:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_MODELVIEW@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_MODELVIEW@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
Lloh3:
	adrp	x9, _WINED3D_SHADER_CONST_FFP_LIGHTS@GOTPAGE
Lloh4:
	ldr	x9, [x9, _WINED3D_SHADER_CONST_FFP_LIGHTS@GOTPAGEOFF]
Lloh5:
	ldr	w9, [x9]
Lloh6:
	adrp	x10, _WINED3D_SHADER_CONST_FFP_VERTEXBLEND@GOTPAGE
Lloh7:
	ldr	x10, [x10, _WINED3D_SHADER_CONST_FFP_VERTEXBLEND@GOTPAGEOFF]
	orr	w8, w9, w8
Lloh8:
	ldr	w9, [x10]
	orr	w8, w8, w9
	ldr	w9, [x0]
	orr	w8, w8, w9
	str	w8, [x0]
	mov	x0, x21
	bl	_needs_legacy_glsl_syntax
	cbz	x0, LBB0_6
; %bb.1:
	ldr	w8, [x21]
	cbz	w8, LBB0_7
; %bb.2:
	mov	w22, #0
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	w22, w22, #1
	ldr	w8, [x21]
	cmp	w22, w8
	b.hs	LBB0_7
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x22
	bl	_STATE_CLIPPLANE
	mov	x1, x0
	mov	x0, x19
	bl	_isStateDirty
	cbnz	w0, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x22
	bl	_STATE_CLIPPLANE
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_clipplane
	b	LBB0_3
LBB0_6:
Lloh9:
	adrp	x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGE
Lloh10:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGEOFF]
Lloh11:
	ldr	w8, [x8]
	ldr	w9, [x19]
	orr	w8, w9, w8
	str	w8, [x19]
LBB0_7:
	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	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_CONST_FFP_MODELVIEW,4,2 ; @WINED3D_SHADER_CONST_FFP_MODELVIEW
	.comm	_WINED3D_SHADER_CONST_FFP_LIGHTS,4,2 ; @WINED3D_SHADER_CONST_FFP_LIGHTS
	.comm	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND,4,2 ; @WINED3D_SHADER_CONST_FFP_VERTEXBLEND
	.comm	_WINED3D_SHADER_CONST_VS_CLIP_PLANES,4,2 ; @WINED3D_SHADER_CONST_VS_CLIP_PLANES
	.no_dead_strip	_glsl_vertex_pipe_view
.subsections_via_symbols
