	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function glsl_vertex_pipe_geometry_shader
_glsl_vertex_pipe_geometry_shader:      ## @glsl_vertex_pipe_geometry_shader
	.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
	movq	%rsi, %r15
	movq	%rdi, %r14
	movq	8(%rdi), %rbx
	movq	(%rsi), %rax
	movq	_WINED3D_SHADER_TYPE_GEOMETRY@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %rdi
	callq	_is_rasterization_disabled
	cmpq	%rax, (%rbx)
	je	LBB0_2
## %bb.1:
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	movl	$1, %edx
	shll	%cl, %edx
	orl	%edx, (%r14)
LBB0_2:
	movq	%rax, (%rbx)
	movq	(%r15), %rax
	movq	_WINED3D_SHADER_TYPE_DOMAIN@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_3
LBB0_5:
	movl	$1, %eax
                                        ## kill: def $cl killed $cl killed $rcx
	shll	%cl, %eax
	orl	%eax, (%r14)
LBB0_6:
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_3:
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %rax
	testq	%rax, %rax
	je	LBB0_6
## %bb.4:
	cmpl	$4, (%rax)
	jge	LBB0_5
	jmp	LBB0_6
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,8,3 ## @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,8,3 ## @WINED3D_SHADER_TYPE_DOMAIN
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ## @WINED3D_SHADER_TYPE_VERTEX
	.no_dead_strip	_glsl_vertex_pipe_geometry_shader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function glsl_vertex_pipe_geometry_shader
_glsl_vertex_pipe_geometry_shader:      ; @glsl_vertex_pipe_geometry_shader
	.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	x20, x1
	mov	x19, x0
	ldr	x21, [x0, #8]
	ldr	x8, [x1]
Lloh0:
	adrp	x9, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	ldr	x0, [x8, x9, lsl #3]
	bl	_is_rasterization_disabled
	ldr	x8, [x21]
	cmp	x8, x0
	b.eq	LBB0_2
; %bb.1:
Lloh3:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh4:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh5:
	ldr	w8, [x8]
	mov	w9, #1
	lsl	w8, w9, w8
	ldr	w9, [x19]
	orr	w8, w9, w8
	str	w8, [x19]
LBB0_2:
	str	x0, [x21]
	ldr	x9, [x20]
Lloh6:
	adrp	x8, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGE
Lloh7:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGEOFF]
Lloh8:
	ldr	x8, [x8]
	ldr	x10, [x9, x8, lsl #3]
	cbz	x10, LBB0_5
LBB0_3:
	mov	w9, #1
	lsl	w8, w9, w8
	ldr	w9, [x19]
	orr	w8, w9, w8
	str	w8, [x19]
LBB0_4:
	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
	ret
LBB0_5:
Lloh9:
	adrp	x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh10:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
Lloh11:
	ldr	x8, [x8]
	ldr	x9, [x9, x8, lsl #3]
	cbz	x9, LBB0_4
; %bb.6:
	ldr	w9, [x9]
	cmp	w9, #4
	b.ge	LBB0_3
	b	LBB0_4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,8,3 ; @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,8,3 ; @WINED3D_SHADER_TYPE_DOMAIN
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ; @WINED3D_SHADER_TYPE_VERTEX
	.no_dead_strip	_glsl_vertex_pipe_geometry_shader
.subsections_via_symbols
