	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function find_arb_vshader
_find_arb_vshader:                      ## @find_arb_vshader
	.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	$40, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r8, -80(%rbp)                  ## 8-byte Spill
	movq	%rcx, %r14
	movl	%edx, -60(%rbp)                 ## 4-byte Spill
	movq	%rsi, -48(%rbp)                 ## 8-byte Spill
	movq	%rdi, %r15
	movq	(%rdi), %rbx
	testq	%rbx, %rbx
	je	LBB0_1
LBB0_9:
	movq	%r15, -72(%rbp)                 ## 8-byte Spill
	cmpq	$0, 8(%rbx)
	je	LBB0_14
## %bb.10:
	xorl	%r12d, %r12d
	movq	_NV_VERTEX_PROGRAM2_OPTION@GOTPCREL(%rip), %r15
	xorl	%r13d, %r13d
	.p2align	4, 0x90
LBB0_11:                                ## =>This Inner Loop Header: Depth=1
	movq	24(%rbx), %rax
	leaq	(%rax,%r12), %rdi
	addq	$4, %rdi
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %rax
	movq	(%r15), %rcx
	movl	(%rax,%rcx,4), %ecx
	movq	%r14, %rsi
	movl	-60(%rbp), %edx                 ## 4-byte Reload
	callq	_vs_args_equal
	testq	%rax, %rax
	jne	LBB0_12
## %bb.13:                              ##   in Loop: Header=BB0_11 Depth=1
	incq	%r13
	addq	$8, %r12
	cmpq	8(%rbx), %r13
	jb	LBB0_11
LBB0_14:
	leaq	L_.str.3(%rip), %rdi
	callq	_TRACE
	movq	8(%rbx), %rcx
	movq	16(%rbx), %r12
	cmpq	%rcx, %r12
	jne	LBB0_15
## %bb.16:
	testq	%r12, %r12
	je	LBB0_18
## %bb.17:
	movq	%r12, %rsi
	shrq	%rsi
	movl	$1, %edi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_max
	movl	%eax, %r15d
	addq	%r12, %r15
	xorl	%eax, %eax
	callq	_GetProcessHeap
	movq	_HEAP_ZERO_MEMORY@GOTPCREL(%rip), %rcx
	movl	(%rcx), %esi
	movq	24(%rbx), %rdx
	leal	(,%r15,8), %ecx
	movl	%eax, %edi
	callq	_HeapReAlloc
	movslq	%r15d, %rcx
	jmp	LBB0_19
LBB0_1:
	movl	$32, %edi
	callq	_heap_alloc_zero
	movq	%rax, %rbx
	movq	%rax, (%r15)
	movq	_WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	-48(%rbp), %rcx                 ## 8-byte Reload
	testl	%eax, (%rcx)
	je	LBB0_9
## %bb.2:
	movl	8(%r15), %eax
	movl	12(%r15), %ecx
	movl	%ecx, %edx
	subl	%eax, %edx
	jl	LBB0_9
## %bb.3:
	cmpl	$128, %edx
	jl	LBB0_5
## %bb.4:
	leaq	L_.str(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	leaq	L_.str.1(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	movl	8(%r15), %esi
	movl	12(%r15), %edx
	leaq	L_.str.2(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	movq	(%r15), %rbx
	jmp	LBB0_9
LBB0_15:
	movq	24(%rbx), %rax
	movq	%r14, %r15
	jmp	LBB0_23
LBB0_12:
	addq	24(%rbx), %r12
	jmp	LBB0_26
LBB0_18:
	movl	$8, %edi
	callq	_heap_alloc_zero
	movl	$1, %ecx
LBB0_19:
	movq	%r14, %r15
	testq	%rax, %rax
	je	LBB0_20
## %bb.22:
	movq	%rax, 24(%rbx)
	movq	%rcx, 16(%rbx)
	movq	8(%rbx), %rcx
LBB0_23:
	movl	(%r15), %edx
	movl	%edx, 4(%rax,%rcx,8)
	leaq	-56(%rbp), %rdi
	callq	_string_buffer_init
	testl	%eax, %eax
	je	LBB0_24
## %bb.25:
	movq	8(%rbx), %r8
	shlq	$3, %r8
	addq	24(%rbx), %r8
	leaq	-56(%rbp), %r14
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	movq	-48(%rbp), %rsi                 ## 8-byte Reload
	movq	%r14, %rdx
	movq	%r15, %rcx
	movq	-80(%rbp), %r9                  ## 8-byte Reload
	callq	_shader_arb_generate_vshader
	movl	%eax, %r15d
	movq	%r14, %rdi
	callq	_string_buffer_free
	movq	8(%rbx), %rax
	movq	24(%rbx), %rcx
	leaq	(%rcx,%rax,8), %r12
	movl	%r15d, (%rcx,%rax,8)
	incq	%rax
	movq	%rax, 8(%rbx)
	jmp	LBB0_26
LBB0_24:
	leaq	L_.str.5(%rip), %rdi
	jmp	LBB0_21
LBB0_20:
	leaq	L_.str.4(%rip), %rdi
LBB0_21:
	callq	_ERR
	xorl	%r12d, %r12d
LBB0_26:
	movq	%r12, %rax
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_5:
	cmpl	$64, %edx
	jl	LBB0_7
## %bb.6:
	addl	$63, %eax
	jmp	LBB0_8
LBB0_7:
	cmpl	$64, %ecx
	jl	LBB0_9
LBB0_8:
	movl	%eax, (%rbx)
	jmp	LBB0_9
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT,4,2 ## @WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"The difference between the minimum and maximum relative offset is > 127.\n"

L_.str.1:                               ## @.str.1
	.asciz	"Which this OpenGL implementation does not support. Try using GLSL.\n"

L_.str.2:                               ## @.str.2
	.asciz	"Min: %u, Max: %u.\n"

	.comm	_NV_VERTEX_PROGRAM2_OPTION,8,3  ## @NV_VERTEX_PROGRAM2_OPTION
L_.str.3:                               ## @.str.3
	.asciz	"No matching GL shader found, compiling a new shader\n"

	.comm	_HEAP_ZERO_MEMORY,4,2           ## @HEAP_ZERO_MEMORY
L_.str.4:                               ## @.str.4
	.asciz	"Out of memory\n"

L_.str.5:                               ## @.str.5
	.asciz	"Failed to initialize shader buffer.\n"

	.no_dead_strip	_find_arb_vshader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function find_arb_vshader
_find_arb_vshader:                      ; @find_arb_vshader
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	x28, x27, [sp, #32]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #48]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #64]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	x19, x4
	mov	x20, x3
	mov	x24, x2
	mov	x21, x1
	mov	x22, x0
	ldr	x23, [x0]
	cbz	x23, LBB0_9
LBB0_1:
	ldr	x8, [x23, #8]
	cbz	x8, LBB0_5
; %bb.2:
	mov	x25, #0
	mov	x26, #0
Lloh0:
	adrp	x27, _NV_VERTEX_PROGRAM2_OPTION@GOTPAGE
Lloh1:
	ldr	x27, [x27, _NV_VERTEX_PROGRAM2_OPTION@GOTPAGEOFF]
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x23, #24]
	add	x8, x8, x25
	add	x0, x8, #4
	ldr	x8, [x21, #8]
	ldr	x9, [x27]
	ldr	w3, [x8, x9, lsl #2]
	mov	x1, x20
	mov	x2, x24
	bl	_vs_args_equal
	cbnz	x0, LBB0_16
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	add	x26, x26, #1
	ldr	x8, [x23, #8]
	add	x25, x25, #8
	cmp	x26, x8
	b.lo	LBB0_3
LBB0_5:
Lloh2:
	adrp	x0, l_.str.3@PAGE
Lloh3:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_TRACE
	ldp	x8, x24, [x23, #8]
	cmp	x24, x8
	b.ne	LBB0_13
; %bb.6:
	cbz	x24, LBB0_18
; %bb.7:
	lsr	x1, x24, #1
	mov	w0, #1
                                        ; kill: def $w1 killed $w1 killed $x1
	bl	_max
	add	x24, x24, w0, uxtw
	bl	_GetProcessHeap
Lloh4:
	adrp	x8, _HEAP_ZERO_MEMORY@GOTPAGE
Lloh5:
	ldr	x8, [x8, _HEAP_ZERO_MEMORY@GOTPAGEOFF]
Lloh6:
	ldr	w1, [x8]
	ldr	x2, [x23, #24]
	lsl	w3, w24, #3
	bl	_HeapReAlloc
	sxtw	x8, w24
	cbz	x0, LBB0_19
LBB0_8:
	stp	x8, x0, [x23, #16]
	ldr	x8, [x23, #8]
	b	LBB0_14
LBB0_9:
	mov	w0, #32
	bl	_heap_alloc_zero
	mov	x23, x0
	str	x0, [x22]
	ldr	w8, [x21]
Lloh7:
	adrp	x9, _WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT@GOTPAGE
Lloh8:
	ldr	x9, [x9, _WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT@GOTPAGEOFF]
Lloh9:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_1
; %bb.10:
	ldp	w8, w9, [x22, #8]
	subs	w10, w9, w8
	b.lt	LBB0_1
; %bb.11:
	cmp	w10, #128
	b.lt	LBB0_22
; %bb.12:
Lloh10:
	adrp	x0, l_.str@PAGE
Lloh11:
	add	x0, x0, l_.str@PAGEOFF
	bl	_FIXME
Lloh12:
	adrp	x0, l_.str.1@PAGE
Lloh13:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_FIXME
	ldp	w8, w9, [x22, #8]
	stp	x8, x9, [sp]
Lloh14:
	adrp	x0, l_.str.2@PAGE
Lloh15:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_FIXME
	ldr	x23, [x22]
	b	LBB0_1
LBB0_13:
	ldr	x0, [x23, #24]
LBB0_14:
	add	x8, x0, x8, lsl #3
	ldr	w9, [x20]
	str	w9, [x8, #4]
	add	x0, sp, #24
	bl	_string_buffer_init
	cbz	w0, LBB0_17
; %bb.15:
	ldr	x8, [x23, #24]
	ldr	x9, [x23, #8]
	add	x4, x8, x9, lsl #3
	add	x2, sp, #24
	mov	x0, x22
	mov	x1, x21
	mov	x3, x20
	mov	x5, x19
	bl	_shader_arb_generate_vshader
	mov	x19, x0
	add	x0, sp, #24
	bl	_string_buffer_free
	ldr	x8, [x23, #24]
	ldr	x9, [x23, #8]
	add	x0, x8, x9, lsl #3
	str	w19, [x0]
	add	x8, x9, #1
	str	x8, [x23, #8]
	b	LBB0_21
LBB0_16:
	ldr	x8, [x23, #24]
	add	x0, x8, x25
	b	LBB0_21
LBB0_17:
Lloh16:
	adrp	x0, l_.str.5@PAGE
Lloh17:
	add	x0, x0, l_.str.5@PAGEOFF
	b	LBB0_20
LBB0_18:
	mov	w0, #8
	bl	_heap_alloc_zero
	mov	w8, #1
	cbnz	x0, LBB0_8
LBB0_19:
Lloh18:
	adrp	x0, l_.str.4@PAGE
Lloh19:
	add	x0, x0, l_.str.4@PAGEOFF
LBB0_20:
	bl	_ERR
	mov	x0, #0
LBB0_21:
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
LBB0_22:
	cmp	w10, #64
	b.lt	LBB0_24
; %bb.23:
	add	w8, w8, #63
	b	LBB0_25
LBB0_24:
	cmp	w9, #64
	b.lt	LBB0_1
LBB0_25:
	str	w8, [x23]
	b	LBB0_1
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.loh AdrpLdrGotLdr	Lloh7, Lloh8, Lloh9
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh18, Lloh19
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT,4,2 ; @WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"The difference between the minimum and maximum relative offset is > 127.\n"

l_.str.1:                               ; @.str.1
	.asciz	"Which this OpenGL implementation does not support. Try using GLSL.\n"

l_.str.2:                               ; @.str.2
	.asciz	"Min: %u, Max: %u.\n"

	.comm	_NV_VERTEX_PROGRAM2_OPTION,8,3  ; @NV_VERTEX_PROGRAM2_OPTION
l_.str.3:                               ; @.str.3
	.asciz	"No matching GL shader found, compiling a new shader\n"

	.comm	_HEAP_ZERO_MEMORY,4,2           ; @HEAP_ZERO_MEMORY
l_.str.4:                               ; @.str.4
	.asciz	"Out of memory\n"

l_.str.5:                               ; @.str.5
	.asciz	"Failed to initialize shader buffer.\n"

	.no_dead_strip	_find_arb_vshader
.subsections_via_symbols
