	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_default_control_point_phase
_shader_glsl_generate_default_control_point_phase: ## @shader_glsl_generate_default_control_point_phase
	.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
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	cmpl	$0, (%rdi)
	je	LBB0_3
## %bb.1:
	movq	%rsi, %r14
	movq	%rdi, %r13
	xorl	%ebx, %ebx
	leaq	-46(%rbp), %r15
	.p2align	4, 0x90
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r13), %r12
	movl	4(%r12,%rbx,8), %edi
	movq	%r15, %rsi
	callq	_shader_glsl_write_mask_to_str
	movl	(%r12,%rbx,8), %edx
	movq	%r14, %rdi
	leaq	L_.str(%rip), %rsi
	movq	%r15, %rcx
	movl	%edx, %r8d
	movq	%r15, %r9
	callq	_shader_addline
	incq	%rbx
	movl	(%r13), %eax
	cmpq	%rax, %rbx
	jb	LBB0_2
LBB0_3:
	addq	$8, %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	"shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n"

	.no_dead_strip	_shader_glsl_generate_default_control_point_phase
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_generate_default_control_point_phase
_shader_glsl_generate_default_control_point_phase: ; @shader_glsl_generate_default_control_point_phase
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	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
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	ldr	w8, [x0]
	cbz	w8, LBB0_3
; %bb.1:
	mov	x19, x1
	mov	x20, x0
	mov	x22, #0
	mov	x23, #0
Lloh0:
	adrp	x21, l_.str@PAGE
Lloh1:
	add	x21, x21, l_.str@PAGEOFF
LBB0_2:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x20, #8]
	add	x24, x8, x22
	ldr	w0, [x24, #4]
	add	x1, sp, #10
	bl	_shader_glsl_write_mask_to_str
	ldr	w2, [x24]
	add	x3, sp, #10
	add	x5, sp, #10
	mov	x0, x19
	mov	x1, x21
	mov	x4, x2
	bl	_shader_addline
	add	x23, x23, #1
	ldr	w8, [x20]
	add	x22, x22, #8
	cmp	x23, x8
	b.lo	LBB0_2
LBB0_3:
	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
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n"

	.no_dead_strip	_shader_glsl_generate_default_control_point_phase
.subsections_via_symbols
