	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_sm1_read_semantic
_shader_sm1_read_semantic:              ## @shader_sm1_read_semantic
	.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	(%rdi), %rax
	movl	(%rax), %ebx
	leaq	8(%rax), %rcx
	movq	%rcx, (%rdi)
	movq	_WINED3D_SM1_DCL_USAGE_MASK@GOTPCREL(%rip), %rcx
	movl	(%rcx), %edx
	andl	%ebx, %edx
	movq	_WINED3D_SM1_DCL_USAGE_SHIFT@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	sarl	%cl, %edx
	movq	%rsi, %r15
	movl	4(%rax), %r14d
	movl	%edx, (%rsi)
	movq	_WINED3D_SM1_DCL_USAGE_INDEX_MASK@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	andl	%ebx, %eax
	movq	_WINED3D_SM1_DCL_USAGE_INDEX_SHIFT@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	sarl	%cl, %eax
	movl	%eax, 4(%rsi)
	movq	_WINED3D_SM1_RESOURCE_TYPE_MASK@GOTPCREL(%rip), %rax
	andl	(%rax), %ebx
	movq	_WINED3D_SM1_RESOURCE_TYPE_SHIFT@GOTPCREL(%rip), %rax
	movb	(%rax), %cl
	sarl	%cl, %ebx
	movq	_resource_type_table@GOTPCREL(%rip), %r12
	movq	(%r12), %rdi
	callq	_ARRAY_SIZE
	cmpl	%eax, %ebx
	jae	LBB0_1
## %bb.2:
	movl	%ebx, %eax
	shlq	$2, %rax
	addq	(%r12), %rax
	jmp	LBB0_3
LBB0_1:
	leaq	L_.str(%rip), %rdi
	movl	%ebx, %esi
	callq	_FIXME
	movq	_WINED3D_SHADER_RESOURCE_NONE@GOTPCREL(%rip), %rax
LBB0_3:
	movl	(%rax), %eax
	movl	%eax, 16(%r15)
	movq	_WINED3D_DATA_FLOAT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 12(%r15)
	addq	$8, %r15
	movl	%r14d, %edi
	xorl	%esi, %esi
	movq	%r15, %rdx
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_parse_dst_param         ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SM1_DCL_USAGE_MASK,4,2 ## @WINED3D_SM1_DCL_USAGE_MASK
	.comm	_WINED3D_SM1_DCL_USAGE_SHIFT,4,2 ## @WINED3D_SM1_DCL_USAGE_SHIFT
	.comm	_WINED3D_SM1_DCL_USAGE_INDEX_MASK,4,2 ## @WINED3D_SM1_DCL_USAGE_INDEX_MASK
	.comm	_WINED3D_SM1_DCL_USAGE_INDEX_SHIFT,4,2 ## @WINED3D_SM1_DCL_USAGE_INDEX_SHIFT
	.comm	_WINED3D_SM1_RESOURCE_TYPE_MASK,4,2 ## @WINED3D_SM1_RESOURCE_TYPE_MASK
	.comm	_WINED3D_SM1_RESOURCE_TYPE_SHIFT,4,2 ## @WINED3D_SM1_RESOURCE_TYPE_SHIFT
	.comm	_resource_type_table,8,3        ## @resource_type_table
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Unhandled resource type %#x.\n"

	.comm	_WINED3D_SHADER_RESOURCE_NONE,4,2 ## @WINED3D_SHADER_RESOURCE_NONE
	.comm	_WINED3D_DATA_FLOAT,4,2         ## @WINED3D_DATA_FLOAT
	.no_dead_strip	_shader_sm1_read_semantic
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_sm1_read_semantic
_shader_sm1_read_semantic:              ; @shader_sm1_read_semantic
	.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
	ldr	x8, [x0]
	add	x9, x8, #8
	str	x9, [x0]
	ldp	w9, w20, [x8]
Lloh0:
	adrp	x8, _WINED3D_SM1_DCL_USAGE_MASK@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_SM1_DCL_USAGE_MASK@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
Lloh3:
	adrp	x10, _WINED3D_SM1_DCL_USAGE_SHIFT@GOTPAGE
Lloh4:
	ldr	x10, [x10, _WINED3D_SM1_DCL_USAGE_SHIFT@GOTPAGEOFF]
	and	w8, w8, w9
Lloh5:
	ldr	w10, [x10]
	asr	w8, w8, w10
	str	w8, [x1]
Lloh6:
	adrp	x8, _WINED3D_SM1_DCL_USAGE_INDEX_MASK@GOTPAGE
Lloh7:
	ldr	x8, [x8, _WINED3D_SM1_DCL_USAGE_INDEX_MASK@GOTPAGEOFF]
Lloh8:
	ldr	w8, [x8]
	and	w8, w8, w9
Lloh9:
	adrp	x10, _WINED3D_SM1_DCL_USAGE_INDEX_SHIFT@GOTPAGE
Lloh10:
	ldr	x10, [x10, _WINED3D_SM1_DCL_USAGE_INDEX_SHIFT@GOTPAGEOFF]
Lloh11:
	ldr	w10, [x10]
	asr	w8, w8, w10
	str	w8, [x1, #4]
Lloh12:
	adrp	x8, _WINED3D_SM1_RESOURCE_TYPE_MASK@GOTPAGE
Lloh13:
	ldr	x8, [x8, _WINED3D_SM1_RESOURCE_TYPE_MASK@GOTPAGEOFF]
Lloh14:
	ldr	w8, [x8]
Lloh15:
	adrp	x10, _WINED3D_SM1_RESOURCE_TYPE_SHIFT@GOTPAGE
Lloh16:
	ldr	x10, [x10, _WINED3D_SM1_RESOURCE_TYPE_SHIFT@GOTPAGEOFF]
	and	w8, w8, w9
Lloh17:
	ldr	w9, [x10]
	asr	w21, w8, w9
Lloh18:
	adrp	x22, _resource_type_table@GOTPAGE
Lloh19:
	ldr	x22, [x22, _resource_type_table@GOTPAGEOFF]
	ldr	x0, [x22]
	bl	_ARRAY_SIZE
	cmp	w21, w0
	b.hs	LBB0_2
; %bb.1:
	ldr	x8, [x22]
	add	x8, x8, w21, uxtw #2
	b	LBB0_3
LBB0_2:
Lloh20:
	adrp	x0, l_.str@PAGE
Lloh21:
	add	x0, x0, l_.str@PAGEOFF
	mov	x1, x21
	bl	_FIXME
Lloh22:
	adrp	x8, _WINED3D_SHADER_RESOURCE_NONE@GOTPAGE
Lloh23:
	ldr	x8, [x8, _WINED3D_SHADER_RESOURCE_NONE@GOTPAGEOFF]
LBB0_3:
	ldr	w8, [x8]
Lloh24:
	adrp	x9, _WINED3D_DATA_FLOAT@GOTPAGE
Lloh25:
	ldr	x9, [x9, _WINED3D_DATA_FLOAT@GOTPAGEOFF]
Lloh26:
	ldr	w9, [x9]
	stp	w9, w8, [x19, #12]
	add	x2, x19, #8
	mov	x0, x20
	mov	x1, #0
	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
	b	_shader_parse_dst_param
	.loh AdrpLdrGot	Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh22, Lloh23
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SM1_DCL_USAGE_MASK,4,2 ; @WINED3D_SM1_DCL_USAGE_MASK
	.comm	_WINED3D_SM1_DCL_USAGE_SHIFT,4,2 ; @WINED3D_SM1_DCL_USAGE_SHIFT
	.comm	_WINED3D_SM1_DCL_USAGE_INDEX_MASK,4,2 ; @WINED3D_SM1_DCL_USAGE_INDEX_MASK
	.comm	_WINED3D_SM1_DCL_USAGE_INDEX_SHIFT,4,2 ; @WINED3D_SM1_DCL_USAGE_INDEX_SHIFT
	.comm	_WINED3D_SM1_RESOURCE_TYPE_MASK,4,2 ; @WINED3D_SM1_RESOURCE_TYPE_MASK
	.comm	_WINED3D_SM1_RESOURCE_TYPE_SHIFT,4,2 ; @WINED3D_SM1_RESOURCE_TYPE_SHIFT
	.comm	_resource_type_table,8,3        ; @resource_type_table
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Unhandled resource type %#x.\n"

	.comm	_WINED3D_SHADER_RESOURCE_NONE,4,2 ; @WINED3D_SHADER_RESOURCE_NONE
	.comm	_WINED3D_DATA_FLOAT,4,2         ; @WINED3D_DATA_FLOAT
	.no_dead_strip	_shader_sm1_read_semantic
.subsections_via_symbols
