	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_relop
_shader_glsl_relop:                     ## @shader_glsl_relop
	.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	$16, %rsp
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	16(%rdi), %rax
	movq	(%rax), %r14
	movq	%r14, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst
	movl	%eax, %r12d
	movl	%eax, %edi
	callq	_shader_glsl_get_write_mask_size
	movl	%eax, %r15d
	movq	8(%rbx), %rsi
	leaq	-48(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%r12d, %edx
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rsi
	addq	$4, %rsi
	leaq	-40(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%r12d, %edx
	callq	_shader_glsl_add_src_param
	movl	(%rbx), %esi
	leal	-128(%rsi), %eax
	cmpl	$2, %r15d
	jb	LBB0_5
## %bb.1:
	cmpl	$10, %eax
	jae	LBB0_2
## %bb.3:
	cltq
	leaq	l_reltable.shader_glsl_relop(%rip), %rdx
	movslq	(%rdx,%rax,4), %rcx
	addq	%rdx, %rcx
	jmp	LBB0_4
LBB0_5:
	cmpl	$10, %eax
	jae	LBB0_6
## %bb.7:
	cltq
	leaq	l_reltable.shader_glsl_relop.13(%rip), %rdx
	movslq	(%rdx,%rax,4), %rcx
	addq	%rdx, %rcx
	jmp	LBB0_8
LBB0_2:
	leaq	L_.str.5(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_ERR
	leaq	L_.str.4(%rip), %rcx
LBB0_4:
	movl	-48(%rbp), %r8d
	movl	-40(%rbp), %r9d
	leaq	L_.str.6(%rip), %rsi
	movq	%r14, %rdi
	movl	%r15d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_9
LBB0_6:
	leaq	L_.str.5(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_ERR
	leaq	L_.str.4(%rip), %rcx
LBB0_8:
	movl	-48(%rbp), %edx
	movl	-40(%rbp), %r8d
	leaq	L_.str.11(%rip), %rsi
	movq	%r14, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_9:
	addq	$16, %rsp
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"equal"

L_.str.1:                               ## @.str.1
	.asciz	"greaterThanEqual"

L_.str.2:                               ## @.str.2
	.asciz	"lessThan"

L_.str.3:                               ## @.str.3
	.asciz	"notEqual"

L_.str.4:                               ## @.str.4
	.asciz	"<unhandled operator>"

L_.str.5:                               ## @.str.5
	.asciz	"Unhandled opcode %#x.\n"

L_.str.6:                               ## @.str.6
	.asciz	"uvec%u(%s(%s, %s)) * 0xffffffffu);\n"

L_.str.7:                               ## @.str.7
	.asciz	"=="

L_.str.8:                               ## @.str.8
	.asciz	">="

L_.str.9:                               ## @.str.9
	.asciz	"<"

L_.str.10:                              ## @.str.10
	.asciz	"!="

L_.str.11:                              ## @.str.11
	.asciz	"%s %s %s ? 0xffffffffu : 0u);\n"

	.no_dead_strip	_shader_glsl_relop
	.section	__TEXT,__const
	.p2align	2                               ## @reltable.shader_glsl_relop
l_reltable.shader_glsl_relop:
	.long	L_.str.2-l_reltable.shader_glsl_relop
	.long	L_.str.1-l_reltable.shader_glsl_relop
	.long	L_.str.3-l_reltable.shader_glsl_relop
	.long	L_.str.2-l_reltable.shader_glsl_relop
	.long	L_.str.3-l_reltable.shader_glsl_relop
	.long	L_.str.2-l_reltable.shader_glsl_relop
	.long	L_.str.1-l_reltable.shader_glsl_relop
	.long	L_.str-l_reltable.shader_glsl_relop
	.long	L_.str.1-l_reltable.shader_glsl_relop
	.long	L_.str-l_reltable.shader_glsl_relop

	.p2align	2                               ## @reltable.shader_glsl_relop.13
l_reltable.shader_glsl_relop.13:
	.long	L_.str.9-l_reltable.shader_glsl_relop.13
	.long	L_.str.8-l_reltable.shader_glsl_relop.13
	.long	L_.str.10-l_reltable.shader_glsl_relop.13
	.long	L_.str.9-l_reltable.shader_glsl_relop.13
	.long	L_.str.10-l_reltable.shader_glsl_relop.13
	.long	L_.str.9-l_reltable.shader_glsl_relop.13
	.long	L_.str.8-l_reltable.shader_glsl_relop.13
	.long	L_.str.7-l_reltable.shader_glsl_relop.13
	.long	L_.str.8-l_reltable.shader_glsl_relop.13
	.long	L_.str.7-l_reltable.shader_glsl_relop.13

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_relop
_shader_glsl_relop:                     ; @shader_glsl_relop
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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	x21, x0
	ldr	x8, [x0, #16]
	ldr	x19, [x8]
	mov	x0, x19
	mov	x1, x21
	bl	_shader_glsl_append_dst
	mov	x22, x0
	bl	_shader_glsl_get_write_mask_size
	mov	x20, x0
	ldr	x1, [x21, #8]
	add	x3, sp, #24
	mov	x0, x21
	mov	x2, x22
	bl	_shader_glsl_add_src_param
	ldr	x8, [x21, #8]
	add	x1, x8, #4
	add	x3, sp, #16
	mov	x0, x21
	mov	x2, x22
	bl	_shader_glsl_add_src_param
	ldr	w1, [x21]
	sub	w8, w1, #128
	cmp	w20, #2
	b.lo	LBB0_3
; %bb.1:
	cmp	w8, #10
	b.hs	LBB0_5
; %bb.2:
Lloh0:
	adrp	x9, l_switch.table.shader_glsl_relop@PAGE
Lloh1:
	add	x9, x9, l_switch.table.shader_glsl_relop@PAGEOFF
	ldr	x3, [x9, w8, sxtw #3]
	b	LBB0_6
LBB0_3:
	cmp	w8, #10
	b.hs	LBB0_7
; %bb.4:
Lloh2:
	adrp	x9, l_switch.table.shader_glsl_relop.12@PAGE
Lloh3:
	add	x9, x9, l_switch.table.shader_glsl_relop.12@PAGEOFF
	ldr	x3, [x9, w8, sxtw #3]
	b	LBB0_8
LBB0_5:
Lloh4:
	adrp	x0, l_.str.5@PAGE
Lloh5:
	add	x0, x0, l_.str.5@PAGEOFF
	bl	_ERR
Lloh6:
	adrp	x3, l_.str.4@PAGE
Lloh7:
	add	x3, x3, l_.str.4@PAGEOFF
LBB0_6:
	ldr	w4, [sp, #24]
	ldr	w8, [sp, #16]
Lloh8:
	adrp	x1, l_.str.6@PAGE
Lloh9:
	add	x1, x1, l_.str.6@PAGEOFF
	str	x8, [sp]
	mov	x0, x19
	mov	x2, x20
	b	LBB0_9
LBB0_7:
Lloh10:
	adrp	x0, l_.str.5@PAGE
Lloh11:
	add	x0, x0, l_.str.5@PAGEOFF
	bl	_ERR
Lloh12:
	adrp	x3, l_.str.4@PAGE
Lloh13:
	add	x3, x3, l_.str.4@PAGEOFF
LBB0_8:
	ldr	w2, [sp, #24]
	ldr	w4, [sp, #16]
Lloh14:
	adrp	x1, l_.str.11@PAGE
Lloh15:
	add	x1, x1, l_.str.11@PAGEOFF
	mov	x0, x19
LBB0_9:
	bl	_shader_addline
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh14, Lloh15
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"equal"

l_.str.1:                               ; @.str.1
	.asciz	"greaterThanEqual"

l_.str.2:                               ; @.str.2
	.asciz	"lessThan"

l_.str.3:                               ; @.str.3
	.asciz	"notEqual"

l_.str.4:                               ; @.str.4
	.asciz	"<unhandled operator>"

l_.str.5:                               ; @.str.5
	.asciz	"Unhandled opcode %#x.\n"

l_.str.6:                               ; @.str.6
	.asciz	"uvec%u(%s(%s, %s)) * 0xffffffffu);\n"

l_.str.7:                               ; @.str.7
	.asciz	"=="

l_.str.8:                               ; @.str.8
	.asciz	">="

l_.str.9:                               ; @.str.9
	.asciz	"<"

l_.str.10:                              ; @.str.10
	.asciz	"!="

l_.str.11:                              ; @.str.11
	.asciz	"%s %s %s ? 0xffffffffu : 0u);\n"

	.no_dead_strip	_shader_glsl_relop
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.shader_glsl_relop
l_switch.table.shader_glsl_relop:
	.quad	l_.str.2
	.quad	l_.str.1
	.quad	l_.str.3
	.quad	l_.str.2
	.quad	l_.str.3
	.quad	l_.str.2
	.quad	l_.str.1
	.quad	l_.str
	.quad	l_.str.1
	.quad	l_.str

	.p2align	3                               ; @switch.table.shader_glsl_relop.12
l_switch.table.shader_glsl_relop.12:
	.quad	l_.str.9
	.quad	l_.str.8
	.quad	l_.str.10
	.quad	l_.str.9
	.quad	l_.str.10
	.quad	l_.str.9
	.quad	l_.str.8
	.quad	l_.str.7
	.quad	l_.str.8
	.quad	l_.str.7

.subsections_via_symbols
