	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_sm4_read_dcl_input_ps_siv
_shader_sm4_read_dcl_input_ps_siv:      ## @shader_sm4_read_dcl_input_ps_siv
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -24
	movq	%rcx, %rax
	movq	_WINED3D_SM4_INTERPOLATION_MODE_MASK@GOTPCREL(%rip), %rcx
	andl	(%rcx), %edx
	movq	_WINED3D_SM4_INTERPOLATION_MODE_SHIFT@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	sarl	%cl, %edx
	movq	%rdi, %rbx
	movq	%rax, -16(%rbp)
	movl	%edx, (%rdi)
	movl	%r8d, %ecx
	leaq	(%rax,%rcx,4), %rdx
	movq	_WINED3D_DATA_FLOAT@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	leaq	8(%rdi), %r8
	leaq	-16(%rbp), %rsi
	movq	%r9, %rdi
	callq	_shader_sm4_read_dst_param
	movq	-16(%rbp), %rax
	movl	(%rax), %eax
	movl	%eax, 4(%rbx)
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SM4_INTERPOLATION_MODE_MASK,4,2 ## @WINED3D_SM4_INTERPOLATION_MODE_MASK
	.comm	_WINED3D_SM4_INTERPOLATION_MODE_SHIFT,4,2 ## @WINED3D_SM4_INTERPOLATION_MODE_SHIFT
	.comm	_WINED3D_DATA_FLOAT,4,2         ## @WINED3D_DATA_FLOAT
	.no_dead_strip	_shader_sm4_read_dcl_input_ps_siv
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_sm4_read_dcl_input_ps_siv
_shader_sm4_read_dcl_input_ps_siv:      ; @shader_sm4_read_dcl_input_ps_siv
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #48
	.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
	mov	x19, x0
	str	x3, [sp, #8]
Lloh0:
	adrp	x8, _WINED3D_SM4_INTERPOLATION_MODE_MASK@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_SM4_INTERPOLATION_MODE_MASK@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	and	w8, w8, w2
Lloh3:
	adrp	x9, _WINED3D_SM4_INTERPOLATION_MODE_SHIFT@GOTPAGE
Lloh4:
	ldr	x9, [x9, _WINED3D_SM4_INTERPOLATION_MODE_SHIFT@GOTPAGEOFF]
Lloh5:
	ldr	w9, [x9]
	asr	w8, w8, w9
	str	w8, [x0]
	add	x2, x3, w4, uxtw #2
Lloh6:
	adrp	x8, _WINED3D_DATA_FLOAT@GOTPAGE
Lloh7:
	ldr	x8, [x8, _WINED3D_DATA_FLOAT@GOTPAGEOFF]
Lloh8:
	ldr	w3, [x8]
	add	x4, x0, #8
	add	x1, sp, #8
	mov	x0, x5
	bl	_shader_sm4_read_dst_param
	ldr	x8, [sp, #8]
	ldr	w8, [x8]
	str	w8, [x19, #4]
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #48
	ret
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SM4_INTERPOLATION_MODE_MASK,4,2 ; @WINED3D_SM4_INTERPOLATION_MODE_MASK
	.comm	_WINED3D_SM4_INTERPOLATION_MODE_SHIFT,4,2 ; @WINED3D_SM4_INTERPOLATION_MODE_SHIFT
	.comm	_WINED3D_DATA_FLOAT,4,2         ; @WINED3D_DATA_FLOAT
	.no_dead_strip	_shader_sm4_read_dcl_input_ps_siv
.subsections_via_symbols
