	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function glsl_vertex_pipe_viewport
_glsl_vertex_pipe_viewport:             ## @glsl_vertex_pipe_viewport
	.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, %r14
	movq	%rdi, %rbx
	movq	_WINED3D_TS_PROJECTION@GOTPCREL(%rip), %r15
	movl	(%r15), %edi
	callq	_STATE_TRANSFORM
	movq	%rbx, %rdi
	movl	%eax, %esi
	callq	_isStateDirty
	testl	%eax, %eax
	jne	LBB0_2
## %bb.1:
	movl	(%r15), %edi
	callq	_STATE_TRANSFORM
	movq	%rbx, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_glsl_vertex_pipe_projection
LBB0_2:
	movq	_WINED3D_RS_POINTSCALEENABLE@GOTPCREL(%rip), %r15
	movq	(%r15), %rdi
	callq	_STATE_RENDER
	movq	%rbx, %rdi
	movl	%eax, %esi
	callq	_isStateDirty
	testl	%eax, %eax
	jne	LBB0_5
## %bb.3:
	movq	(%r14), %rax
	movq	(%r15), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_5
## %bb.4:
	movq	_WINED3D_SHADER_CONST_VS_POINTSIZE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, (%rbx)
LBB0_5:
	movq	_WINED3D_SHADER_CONST_POS_FIXUP@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, (%rbx)
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_TS_PROJECTION,4,2      ## @WINED3D_TS_PROJECTION
	.comm	_WINED3D_RS_POINTSCALEENABLE,8,3 ## @WINED3D_RS_POINTSCALEENABLE
	.comm	_WINED3D_SHADER_CONST_VS_POINTSIZE,4,2 ## @WINED3D_SHADER_CONST_VS_POINTSIZE
	.comm	_WINED3D_SHADER_CONST_POS_FIXUP,4,2 ## @WINED3D_SHADER_CONST_POS_FIXUP
	.no_dead_strip	_glsl_vertex_pipe_viewport
.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_viewport
_glsl_vertex_pipe_viewport:             ; @glsl_vertex_pipe_viewport
	.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
Lloh0:
	adrp	x21, _WINED3D_TS_PROJECTION@GOTPAGE
Lloh1:
	ldr	x21, [x21, _WINED3D_TS_PROJECTION@GOTPAGEOFF]
	ldr	w0, [x21]
	bl	_STATE_TRANSFORM
	mov	x1, x0
	mov	x0, x19
	bl	_isStateDirty
	cbnz	w0, LBB0_2
; %bb.1:
	ldr	w0, [x21]
	bl	_STATE_TRANSFORM
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_glsl_vertex_pipe_projection
LBB0_2:
Lloh2:
	adrp	x21, _WINED3D_RS_POINTSCALEENABLE@GOTPAGE
Lloh3:
	ldr	x21, [x21, _WINED3D_RS_POINTSCALEENABLE@GOTPAGEOFF]
	ldr	x0, [x21]
	bl	_STATE_RENDER
	mov	x1, x0
	mov	x0, x19
	bl	_isStateDirty
	cbnz	w0, LBB0_5
; %bb.3:
	ldr	x8, [x20]
	ldr	x9, [x21]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_5
; %bb.4:
Lloh4:
	adrp	x8, _WINED3D_SHADER_CONST_VS_POINTSIZE@GOTPAGE
Lloh5:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_POINTSIZE@GOTPAGEOFF]
Lloh6:
	ldr	w8, [x8]
	ldr	w9, [x19]
	orr	w8, w9, w8
	str	w8, [x19]
LBB0_5:
Lloh7:
	adrp	x8, _WINED3D_SHADER_CONST_POS_FIXUP@GOTPAGE
Lloh8:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_POS_FIXUP@GOTPAGEOFF]
Lloh9:
	ldr	w8, [x8]
	ldr	w9, [x19]
	orr	w8, w9, w8
	str	w8, [x19]
	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
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.loh AdrpLdrGotLdr	Lloh7, Lloh8, Lloh9
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_TS_PROJECTION,4,2      ; @WINED3D_TS_PROJECTION
	.comm	_WINED3D_RS_POINTSCALEENABLE,8,3 ; @WINED3D_RS_POINTSCALEENABLE
	.comm	_WINED3D_SHADER_CONST_VS_POINTSIZE,4,2 ; @WINED3D_SHADER_CONST_VS_POINTSIZE
	.comm	_WINED3D_SHADER_CONST_POS_FIXUP,4,2 ; @WINED3D_SHADER_CONST_POS_FIXUP
	.no_dead_strip	_glsl_vertex_pipe_viewport
.subsections_via_symbols
