	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_mnxn
_shader_glsl_mnxn:                      ## @shader_glsl_mnxn
	.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	%r12
	pushq	%rbx
	subq	$96, %rsp
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -40(%rbp)
	movq	$0, -88(%rbp)
	xorps	%xmm0, %xmm0
	movaps	%xmm0, -64(%rbp)
	movaps	%xmm0, -80(%rbp)
	leaq	-128(%rbp), %rdi
	xorl	%r14d, %r14d
	xorl	%esi, %esi
	movl	$40, %edx
	callq	_memset
	movl	32(%rbx), %eax
	movl	%eax, -96(%rbp)
	movabsq	$8589934593, %rax               ## imm = 0x200000001
	movq	%rax, -128(%rbp)
	leaq	-88(%rbp), %rax
	movq	%rax, -104(%rbp)
	leaq	-80(%rbp), %rax
	movq	%rax, -112(%rbp)
	movl	8(%rbx), %eax
	addl	$-128, %eax
	cmpl	$4, %eax
	ja	LBB0_2
## %bb.1:
	movslq	%eax, %rcx
	leaq	l_switch.table.shader_glsl_mnxn(%rip), %rdx
	movq	(%rdx,%rcx,8), %rdx
	leaq	l_switch.table.shader_glsl_mnxn.1(%rip), %rsi
	movl	(%rsi,%rcx,4), %r14d
	movl	(%rdx), %ecx
	movl	%ecx, -120(%rbp)
LBB0_2:
	movq	24(%rbx), %rcx
	movq	(%rcx), %rcx
	movq	%rcx, -88(%rbp)
	movq	16(%rbx), %rcx
	movups	(%rcx), %xmm0
	movaps	%xmm0, -80(%rbp)
	movups	16(%rcx), %xmm0
	movaps	%xmm0, -64(%rbp)
	cmpl	$4, %eax
	ja	LBB0_5
## %bb.3:
	cmpl	$2, %r14d
	movl	$1, %r15d
	cmovael	%r14d, %r15d
	xorl	%ebx, %ebx
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %r12
	leaq	-128(%rbp), %r14
	.p2align	4, 0x90
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movl	(%r12), %eax
	movl	%ebx, %ecx
	shll	%cl, %eax
	movl	%eax, -88(%rbp)
	movq	%r14, %rdi
	callq	_shader_glsl_dot
	movq	-64(%rbp), %rax
	incl	(%rax)
	incl	%ebx
	cmpl	%ebx, %r15d
	jne	LBB0_4
LBB0_5:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-40(%rbp), %rax
	jne	LBB0_7
## %bb.6:
	addq	$96, %rsp
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_7:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3DSIH_DP4,8,3             ## @WINED3DSIH_DP4
	.comm	_WINED3DSIH_DP3,8,3             ## @WINED3DSIH_DP3
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ## @WINED3DSP_WRITEMASK_0
	.no_dead_strip	_shader_glsl_mnxn
	.section	__DATA,__const
	.p2align	3                               ## @switch.table.shader_glsl_mnxn
l_switch.table.shader_glsl_mnxn:
	.quad	_WINED3DSIH_DP4
	.quad	_WINED3DSIH_DP4
	.quad	_WINED3DSIH_DP3
	.quad	_WINED3DSIH_DP3
	.quad	_WINED3DSIH_DP3

	.section	__TEXT,__const
	.p2align	2                               ## @switch.table.shader_glsl_mnxn.1
l_switch.table.shader_glsl_mnxn.1:
	.long	4                               ## 0x4
	.long	3                               ## 0x3
	.long	4                               ## 0x4
	.long	3                               ## 0x3
	.long	2                               ## 0x2

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ; -- Begin function shader_glsl_mnxn
lCPI0_0:
	.long	1                               ; 0x1
	.long	2                               ; 0x2
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	2
_shader_glsl_mnxn:                      ; @shader_glsl_mnxn
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #144
	.cfi_def_cfa_offset 144
	stp	x22, x21, [sp, #96]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #112]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #128]            ; 16-byte Folded Spill
	add	x29, sp, #128
	.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	x19, x0
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	stur	x8, [x29, #-40]
	str	xzr, [sp, #40]
	movi.2d	v0, #0000000000000000
	stp	q0, q0, [sp, #48]
	mov	x0, sp
	mov	w1, #0
	mov	w2, #40
	bl	_memset
	mov	w8, #0
	ldr	w9, [x19, #32]
	str	w9, [sp, #32]
	add	x9, sp, #40
Lloh3:
	adrp	x10, lCPI0_0@PAGE
Lloh4:
	ldr	d0, [x10, lCPI0_0@PAGEOFF]
	str	d0, [sp]
	add	x10, sp, #48
	stp	x10, x9, [sp, #16]
	ldr	w9, [x19, #8]
	sub	w9, w9, #128
	cmp	w9, #4
	b.hi	LBB0_2
; %bb.1:
Lloh5:
	adrp	x8, l_switch.table.shader_glsl_mnxn@PAGE
Lloh6:
	add	x8, x8, l_switch.table.shader_glsl_mnxn@PAGEOFF
	ldr	x10, [x8, w9, sxtw #3]
Lloh7:
	adrp	x8, l_switch.table.shader_glsl_mnxn.1@PAGE
Lloh8:
	add	x8, x8, l_switch.table.shader_glsl_mnxn.1@PAGEOFF
	ldr	w8, [x8, w9, sxtw #2]
	ldr	x10, [x10]
	str	w10, [sp, #8]
LBB0_2:
	ldp	x11, x10, [x19, #16]
	ldr	x10, [x10]
	str	x10, [sp, #40]
	ldp	q0, q1, [x11]
	stp	q0, q1, [sp, #48]
	cmp	w9, #4
	b.hi	LBB0_5
; %bb.3:
	mov	w19, #0
	cmp	w8, #1
	csinc	w20, w8, wzr, hi
Lloh9:
	adrp	x21, _WINED3DSP_WRITEMASK_0@GOTPAGE
Lloh10:
	ldr	x21, [x21, _WINED3DSP_WRITEMASK_0@GOTPAGEOFF]
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w8, [x21]
	lsl	w8, w8, w19
	str	w8, [sp, #40]
	mov	x0, sp
	bl	_shader_glsl_dot
	ldr	x8, [sp, #64]
	ldr	w9, [x8]
	add	w9, w9, #1
	str	w9, [x8]
	add	w19, w19, #1
	cmp	w20, w19
	b.ne	LBB0_4
LBB0_5:
	ldur	x8, [x29, #-40]
Lloh11:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh12:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh13:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_7
; %bb.6:
	ldp	x29, x30, [sp, #128]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #112]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #96]             ; 16-byte Folded Reload
	add	sp, sp, #144
	ret
LBB0_7:
	bl	___stack_chk_fail
	.loh AdrpLdr	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3DSIH_DP4,8,3             ; @WINED3DSIH_DP4
	.comm	_WINED3DSIH_DP3,8,3             ; @WINED3DSIH_DP3
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ; @WINED3DSP_WRITEMASK_0
	.no_dead_strip	_shader_glsl_mnxn
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.shader_glsl_mnxn
l_switch.table.shader_glsl_mnxn:
	.quad	_WINED3DSIH_DP4
	.quad	_WINED3DSIH_DP4
	.quad	_WINED3DSIH_DP3
	.quad	_WINED3DSIH_DP3
	.quad	_WINED3DSIH_DP3

	.section	__TEXT,__const
	.p2align	2                               ; @switch.table.shader_glsl_mnxn.1
l_switch.table.shader_glsl_mnxn.1:
	.long	4                               ; 0x4
	.long	3                               ; 0x3
	.long	4                               ; 0x4
	.long	3                               ; 0x3
	.long	2                               ; 0x2

.subsections_via_symbols
