	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function find_glsl_vshader
_find_glsl_vshader:                     ## @find_glsl_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	%rcx, %r12
	movq	%rdx, %r14
	movq	%rsi, %r15
	movq	%rdi, -72(%rbp)                 ## 8-byte Spill
	movl	(%rdi), %r13d
	movq	(%rdx), %rbx
	testq	%rbx, %rbx
	jne	LBB0_4
## %bb.1:
	movl	$24, %edi
	callq	_heap_alloc_zero
	movq	%rax, %rbx
	movq	%rax, (%r14)
	testq	%rax, %rax
	je	LBB0_2
LBB0_4:
	movq	%r15, -64(%rbp)                 ## 8-byte Spill
	movq	%r14, -48(%rbp)                 ## 8-byte Spill
	movq	16(%rbx), %rax
	movq	%rax, -56(%rbp)                 ## 8-byte Spill
	cmpq	$0, (%rbx)
	je	LBB0_9
## %bb.5:
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	leaq	4(%rax), %r14
	xorl	%r15d, %r15d
	.p2align	4, 0x90
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r14, %rdi
	movq	%r12, %rsi
	movl	%r13d, %edx
	callq	_vs_args_equal
	testq	%rax, %rax
	jne	LBB0_7
## %bb.8:                               ##   in Loop: Header=BB0_6 Depth=1
	incq	%r15
	addq	$8, %r14
	cmpq	(%rbx), %r15
	jb	LBB0_6
LBB0_9:
	leaq	L_.str.1(%rip), %rdi
	movq	-48(%rbp), %r15                 ## 8-byte Reload
	movq	%r15, %rsi
	callq	_TRACE
	movq	(%rbx), %rax
	movq	8(%rbx), %r14
	cmpq	%rax, %r14
	movq	-56(%rbp), %r13                 ## 8-byte Reload
	jne	LBB0_16
## %bb.10:
	testq	%r14, %r14
	je	LBB0_12
## %bb.11:
	movq	%r14, %rsi
	shrq	%rsi
	movl	$1, %edi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_max
	movl	%eax, %r15d
	addq	%r14, %r15
	movq	16(%rbx), %rdi
	leal	(,%r15,8), %esi
	callq	_heap_realloc
	movq	%rax, %r13
	movslq	%r15d, %rax
	movq	-48(%rbp), %r15                 ## 8-byte Reload
	testq	%r13, %r13
	je	LBB0_14
LBB0_15:
	movq	%r13, 16(%rbx)
	movq	%rax, 8(%rbx)
	movq	(%rbx), %rax
LBB0_16:
	movl	(%r12), %ecx
	movl	%ecx, 4(%r13,%rax,8)
	movq	-64(%rbp), %r14                 ## 8-byte Reload
	movq	%r14, %rdi
	callq	_string_buffer_clear
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	movq	%r14, %rsi
	movq	%r15, %rdx
	movq	%r12, %rcx
	callq	_shader_glsl_generate_vshader
	movq	(%rbx), %rcx
	leaq	1(%rcx), %rdx
	movq	%rdx, (%rbx)
	movl	%eax, (%r13,%rcx,8)
	jmp	LBB0_17
LBB0_7:
	movl	-4(%r14), %eax
	jmp	LBB0_17
LBB0_2:
	leaq	L_.str(%rip), %rdi
	jmp	LBB0_3
LBB0_12:
	movl	$8, %edi
	callq	_heap_alloc
	movq	%rax, %r13
	movl	$1, %eax
	testq	%r13, %r13
	jne	LBB0_15
LBB0_14:
	leaq	L_.str.2(%rip), %rdi
LBB0_3:
	callq	_ERR
	xorl	%eax, %eax
LBB0_17:
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Failed to allocate backend data.\n"

L_.str.1:                               ## @.str.1
	.asciz	"No matching GL shader found for shader %p, compiling a new shader.\n"

L_.str.2:                               ## @.str.2
	.asciz	"Out of memory\n"

	.no_dead_strip	_find_glsl_vshader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function find_glsl_vshader
_find_glsl_vshader:                     ; @find_glsl_vshader
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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, x3
	mov	x20, x2
	mov	x21, x1
	mov	x23, x0
	ldr	w25, [x0]
	ldr	x22, [x2]
	cbnz	x22, LBB0_2
; %bb.1:
	mov	w0, #24
	bl	_heap_alloc_zero
	mov	x22, x0
	str	x0, [x20]
	cbz	x0, LBB0_12
LBB0_2:
	ldr	x24, [x22, #16]
	ldr	x8, [x22]
	cbz	x8, LBB0_6
; %bb.3:
	mov	x27, #0
	add	x26, x24, #4
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x26
	mov	x1, x19
	mov	x2, x25
	bl	_vs_args_equal
	cbnz	x0, LBB0_11
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	add	x27, x27, #1
	ldr	x8, [x22]
	add	x26, x26, #8
	cmp	x27, x8
	b.lo	LBB0_4
LBB0_6:
Lloh0:
	adrp	x0, l_.str.1@PAGE
Lloh1:
	add	x0, x0, l_.str.1@PAGEOFF
	mov	x1, x20
	bl	_TRACE
	ldp	x8, x25, [x22]
	cmp	x25, x8
	b.ne	LBB0_10
; %bb.7:
	cbz	x25, LBB0_13
; %bb.8:
	lsr	x1, x25, #1
	mov	w0, #1
                                        ; kill: def $w1 killed $w1 killed $x1
	bl	_max
	add	x25, x25, w0, uxtw
	ldr	x0, [x22, #16]
	lsl	w1, w25, #3
	bl	_heap_realloc
	mov	x24, x0
	sxtw	x8, w25
	cbz	x24, LBB0_14
LBB0_9:
	stp	x8, x24, [x22, #8]
	ldr	x8, [x22]
LBB0_10:
	add	x8, x24, x8, lsl #3
	ldr	w9, [x19]
	str	w9, [x8, #4]
	mov	x0, x21
	bl	_string_buffer_clear
	mov	x0, x23
	mov	x1, x21
	mov	x2, x20
	mov	x3, x19
	bl	_shader_glsl_generate_vshader
	ldr	x8, [x22]
	add	x9, x8, #1
	str	x9, [x22]
	lsl	x8, x8, #3
	str	w0, [x24, x8]
	b	LBB0_16
LBB0_11:
	ldur	w0, [x26, #-4]
	b	LBB0_16
LBB0_12:
Lloh2:
	adrp	x0, l_.str@PAGE
Lloh3:
	add	x0, x0, l_.str@PAGEOFF
	b	LBB0_15
LBB0_13:
	mov	w0, #8
	bl	_heap_alloc
	mov	x24, x0
	mov	w8, #1
	cbnz	x24, LBB0_9
LBB0_14:
Lloh4:
	adrp	x0, l_.str.2@PAGE
Lloh5:
	add	x0, x0, l_.str.2@PAGEOFF
LBB0_15:
	bl	_ERR
	mov	w0, #0
LBB0_16:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh4, Lloh5
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Failed to allocate backend data.\n"

l_.str.1:                               ; @.str.1
	.asciz	"No matching GL shader found for shader %p, compiling a new shader.\n"

l_.str.2:                               ; @.str.2
	.asciz	"Out of memory\n"

	.no_dead_strip	_find_glsl_vshader
.subsections_via_symbols
