	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_init_uniform_block_bindings
_shader_glsl_init_uniform_block_bindings: ## @shader_glsl_init_uniform_block_bindings
	.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
	subq	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rcx, %r15
	movl	%edx, %r13d
	movq	%rsi, %rbx
	movq	%rdi, %r14
	movl	8(%rcx), %edi
	callq	_shader_glsl_get_prefix
	movq	%rax, %r12
	movq	%r14, %rdi
	callq	_shader_glsl_use_layout_binding_qualifier
	testq	%rax, %rax
	jne	LBB0_7
## %bb.1:
	movq	%rbx, -56(%rbp)                 ## 8-byte Spill
	movq	%rbx, %rdi
	callq	_string_buffer_get
	movq	%rax, %rbx
	movl	8(%r15), %esi
	leaq	-48(%rbp), %rdx
	leaq	-44(%rbp), %rcx
	movq	%r14, %rdi
	callq	_wined3d_gl_limits_get_uniform_block_range
	movl	-44(%rbp), %eax
	testl	%eax, %eax
	je	LBB0_6
## %bb.2:
	xorl	%r14d, %r14d
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_3 Depth=1
	incq	%r14
	movl	%eax, %ecx
	cmpq	%rcx, %r14
	jae	LBB0_6
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%r15), %rcx
	cmpl	$0, (%rcx,%r14,4)
	je	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	%rbx, %rdi
	leaq	L_.str(%rip), %rsi
	movq	%r12, %rdx
	movl	%r14d, %ecx
	callq	_string_buffer_sprintf
	movl	(%rbx), %esi
	movl	%r13d, %edi
	callq	_glGetUniformBlockIndex
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	-48(%rbp), %edx
	addl	%r14d, %edx
	movl	%r13d, %edi
	movl	%eax, %esi
	callq	_glUniformBlockBinding
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	-44(%rbp), %eax
	jmp	LBB0_5
LBB0_6:
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movq	%rbx, %rsi
	callq	_string_buffer_release
LBB0_7:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"block_%s_cb%u"

L_.str.1:                               ## @.str.1
	.asciz	"glUniformBlockBinding"

	.no_dead_strip	_shader_glsl_init_uniform_block_bindings
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_init_uniform_block_bindings
_shader_glsl_init_uniform_block_bindings: ; @shader_glsl_init_uniform_block_bindings
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.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
	mov	x20, x3
	mov	x21, x2
	mov	x19, x1
	mov	x24, x0
	ldr	w0, [x3, #8]
	bl	_shader_glsl_get_prefix
	mov	x22, x0
	mov	x0, x24
	bl	_shader_glsl_use_layout_binding_qualifier
	cbnz	x0, LBB0_7
; %bb.1:
	mov	x0, x19
	bl	_string_buffer_get
	mov	x23, x0
	ldr	w1, [x20, #8]
	add	x2, sp, #12
	add	x3, sp, #8
	mov	x0, x24
	bl	_wined3d_gl_limits_get_uniform_block_range
	ldr	w8, [sp, #8]
	cbz	w8, LBB0_6
; %bb.2:
	mov	x24, #0
Lloh0:
	adrp	x25, l_.str@PAGE
Lloh1:
	add	x25, x25, l_.str@PAGEOFF
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x24, x24, #1
	cmp	x24, w8, uxtw
	b.hs	LBB0_6
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x20]
	ldr	w9, [x9, x24, lsl #2]
	cbz	w9, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x23
	mov	x1, x25
	mov	x2, x22
	mov	x3, x24
	bl	_string_buffer_sprintf
	ldr	w1, [x23]
	mov	x0, x21
	bl	_glGetUniformBlockIndex
	bl	_GL_EXTCALL
	mov	x1, x0
	ldr	w8, [sp, #12]
	add	w2, w24, w8
	mov	x0, x21
	bl	_glUniformBlockBinding
	bl	_GL_EXTCALL
	ldr	w8, [sp, #8]
	b	LBB0_3
LBB0_6:
Lloh2:
	adrp	x0, l_.str.1@PAGE
Lloh3:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_checkGLcall
	mov	x0, x19
	mov	x1, x23
	bl	_string_buffer_release
LBB0_7:
	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
	add	sp, sp, #96
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"block_%s_cb%u"

l_.str.1:                               ; @.str.1
	.asciz	"glUniformBlockBinding"

	.no_dead_strip	_shader_glsl_init_uniform_block_bindings
.subsections_via_symbols
