	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_shader_phase_invocation
_shader_glsl_generate_shader_phase_invocation: ## @shader_glsl_generate_shader_phase_invocation
	.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	%rbx
	pushq	%rax
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%ecx, %r14d
	movq	%rdx, %r15
	movq	%rdi, %rbx
	movq	(%rsi), %rdx
	testq	%rdx, %rdx
	je	LBB0_2
## %bb.1:
	leaq	L_.str(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.1(%rip), %rsi
	movq	%rbx, %rdi
	movq	%r15, %rdx
	movl	%r14d, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.2(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
LBB0_2:
	leaq	L_.str.3(%rip), %rsi
	movq	%rbx, %rdi
	movq	%r15, %rdx
	movl	%r14d, %ecx
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"for (int i = 0; i < %u; ++i)\n{\n"

L_.str.1:                               ## @.str.1
	.asciz	"hs_%s_phase%u(i);\n"

L_.str.2:                               ## @.str.2
	.asciz	"}\n"

L_.str.3:                               ## @.str.3
	.asciz	"hs_%s_phase%u();\n"

	.no_dead_strip	_shader_glsl_generate_shader_phase_invocation
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_generate_shader_phase_invocation
_shader_glsl_generate_shader_phase_invocation: ; @shader_glsl_generate_shader_phase_invocation
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #64
	.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
	mov	x21, x3
	mov	x20, x2
	mov	x19, x0
	ldr	x8, [x1]
	cbz	x8, LBB0_2
; %bb.1:
	str	x8, [sp]
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	stp	x20, x21, [sp]
Lloh2:
	adrp	x1, l_.str.1@PAGE
Lloh3:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh4:
	adrp	x1, l_.str.2@PAGE
Lloh5:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
	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
	add	sp, sp, #64
	b	_shader_addline
LBB0_2:
                                        ; kill: def $w21 killed $w21 killed $x21 def $x21
	stp	x20, x21, [sp]
Lloh6:
	adrp	x1, l_.str.3@PAGE
Lloh7:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	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
	add	sp, sp, #64
	ret
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh6, Lloh7
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"for (int i = 0; i < %u; ++i)\n{\n"

l_.str.1:                               ; @.str.1
	.asciz	"hs_%s_phase%u(i);\n"

l_.str.2:                               ; @.str.2
	.asciz	"}\n"

l_.str.3:                               ; @.str.3
	.asciz	"hs_%s_phase%u();\n"

	.no_dead_strip	_shader_glsl_generate_shader_phase_invocation
.subsections_via_symbols
