	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function ffp_blitter_clear
_ffp_blitter_clear:                     ## @ffp_blitter_clear
	.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
	movss	%xmm0, -52(%rbp)                ## 4-byte Spill
	movq	%r9, -72(%rbp)                  ## 8-byte Spill
	movl	%r8d, -48(%rbp)                 ## 4-byte Spill
	movq	%rcx, %r15
	movq	%rsi, -64(%rbp)                 ## 8-byte Spill
	movl	24(%rbp), %ebx
	movq	_WINED3DCLEAR_TARGET@GOTPCREL(%rip), %rax
	xorl	%r13d, %r13d
	testl	%ebx, (%rax)
	movl	%edx, -44(%rbp)                 ## 4-byte Spill
	movq	%rdi, -80(%rbp)                 ## 8-byte Spill
	je	LBB0_11
## %bb.1:
	testl	%edx, %edx
	je	LBB0_11
## %bb.2:
	movl	%edx, %r14d
	xorl	%r12d, %r12d
	movq	_WINED3DUSAGE_RENDERTARGET@GOTPCREL(%rip), %r13
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_9:                                 ##   in Loop: Header=BB0_3 Depth=1
	incq	%r12
	cmpq	%r12, %r14
	je	LBB0_10
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r15), %rax
	movq	(%rax,%r12,8), %rbx
	testq	%rbx, %rbx
	je	LBB0_9
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	%rbx, %rdi
	callq	_ffp_blitter_use_cpu_clear
	testq	%rax, %rax
	jne	LBB0_8
## %bb.5:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	16(%rbx), %rax
	movl	(%r13), %ecx
	testl	%ecx, (%rax)
	jne	LBB0_9
## %bb.6:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	_wined3d_settings@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_ORM_FBO@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	_WINED3DFMT_FLAG_FBO_ATTACHABLE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, (%rbx)
	jne	LBB0_9
LBB0_8:
	movq	_WINED3DCLEAR_TARGET@GOTPCREL(%rip), %rax
	movl	(%rax), %r13d
	movl	%r13d, %eax
	notl	%eax
	movl	24(%rbp), %ebx
	andl	%eax, %ebx
	jmp	LBB0_11
LBB0_10:
	xorl	%r13d, %r13d
	movl	24(%rbp), %ebx
LBB0_11:
	movq	_WINED3DCLEAR_ZBUFFER@GOTPCREL(%rip), %r14
	movl	(%r14), %ecx
	movq	_WINED3DCLEAR_STENCIL@GOTPCREL(%rip), %r12
	movl	(%r12), %eax
	movl	%eax, %edx
	orl	%ecx, %edx
	testl	%ebx, %edx
	je	LBB0_19
## %bb.12:
	movq	(%r15), %rdi
	testq	%rdi, %rdi
	je	LBB0_19
## %bb.13:
	movq	8(%rdi), %rdx
	cmpl	$0, 4(%rdx)
	je	LBB0_15
## %bb.14:
	andl	%ebx, %ecx
	je	LBB0_19
LBB0_15:
	cmpl	$0, (%rdx)
	je	LBB0_17
## %bb.16:
	andl	%ebx, %eax
	je	LBB0_19
LBB0_17:
	callq	_ffp_blitter_use_cpu_clear
	testq	%rax, %rax
	je	LBB0_19
## %bb.18:
	movl	(%r12), %eax
	orl	(%r14), %eax
	movl	%eax, %ecx
	andl	%ebx, %ecx
	orl	%ecx, %r13d
	notl	%eax
	andl	%eax, %ebx
LBB0_19:
	movq	%rbx, %rax
	movl	40(%rbp), %ebx
	movq	32(%rbp), %r12
	movq	16(%rbp), %r14
	testl	%eax, %eax
	je	LBB0_21
## %bb.20:
	subq	$8, %rsp
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	movl	-44(%rbp), %esi                 ## 4-byte Reload
	movq	%r15, %rdx
	movl	-48(%rbp), %ecx                 ## 4-byte Reload
	movq	-72(%rbp), %r8                  ## 8-byte Reload
	movq	%r14, %r9
	movss	-52(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	pushq	%rbx
	pushq	%r12
	pushq	%rax
	callq	_device_clear_render_targets
	addq	$32, %rsp
LBB0_21:
	testl	%r13d, %r13d
	je	LBB0_24
## %bb.22:
	movq	-80(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %rdi
	testq	%rdi, %rdi
	je	LBB0_24
## %bb.23:
	movq	(%rdi), %rax
	movq	-64(%rbp), %rsi                 ## 8-byte Reload
	movl	-44(%rbp), %edx                 ## 4-byte Reload
	movq	%r15, %rcx
	movl	-48(%rbp), %r8d                 ## 4-byte Reload
	movq	-72(%rbp), %r9                  ## 8-byte Reload
	movss	-52(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	pushq	%rbx
	pushq	%r12
	pushq	%r13
	pushq	%r14
	callq	*(%rax)
	addq	$72, %rsp
	jmp	LBB0_25
LBB0_24:
	addq	$40, %rsp
LBB0_25:
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3DCLEAR_TARGET,4,2        ## @WINED3DCLEAR_TARGET
	.comm	_WINED3DUSAGE_RENDERTARGET,4,2  ## @WINED3DUSAGE_RENDERTARGET
	.comm	_wined3d_settings,8,3           ## @wined3d_settings
	.comm	_ORM_FBO,8,3                    ## @ORM_FBO
	.comm	_WINED3DFMT_FLAG_FBO_ATTACHABLE,4,2 ## @WINED3DFMT_FLAG_FBO_ATTACHABLE
	.comm	_WINED3DCLEAR_ZBUFFER,4,2       ## @WINED3DCLEAR_ZBUFFER
	.comm	_WINED3DCLEAR_STENCIL,4,2       ## @WINED3DCLEAR_STENCIL
	.no_dead_strip	_ffp_blitter_clear
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function ffp_blitter_clear
_ffp_blitter_clear:                     ; @ffp_blitter_clear
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #176
	.cfi_def_cfa_offset 176
	stp	d9, d8, [sp, #64]               ; 16-byte Folded Spill
	stp	x28, x27, [sp, #80]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #96]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #112]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #128]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #144]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #160]            ; 16-byte Folded Spill
	add	x29, sp, #160
	.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
	.cfi_offset b8, -104
	.cfi_offset b9, -112
	mov	x27, x7
	mov	x21, x6
	mov	x24, x5
	mov	x25, x4
	mov	x22, x3
	mov	x23, x2
	fmov	s8, s0
	mov	x26, x1
	str	x0, [sp, #40]                   ; 8-byte Folded Spill
	ldr	w8, [x29, #24]
	str	w8, [sp, #60]                   ; 4-byte Folded Spill
	ldr	x8, [x29, #16]
	str	x8, [sp, #48]                   ; 8-byte Folded Spill
Lloh0:
	adrp	x8, _WINED3DCLEAR_TARGET@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3DCLEAR_TARGET@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	and	w8, w8, w7
	cmp	w8, #0
	ccmp	w2, #0, #4, ne
	b.ne	LBB0_2
; %bb.1:
	mov	w28, #0
	b	LBB0_12
LBB0_2:
	str	x26, [sp, #8]                   ; 8-byte Folded Spill
	str	w25, [sp, #20]                  ; 4-byte Folded Spill
	stp	x24, x21, [sp, #24]             ; 16-byte Folded Spill
	mov	x20, #0
	mov	w8, w23
	lsl	x21, x8, #3
Lloh3:
	adrp	x24, _WINED3DUSAGE_RENDERTARGET@GOTPAGE
Lloh4:
	ldr	x24, [x24, _WINED3DUSAGE_RENDERTARGET@GOTPAGEOFF]
Lloh5:
	adrp	x26, _wined3d_settings@GOTPAGE
Lloh6:
	ldr	x26, [x26, _wined3d_settings@GOTPAGEOFF]
Lloh7:
	adrp	x25, _ORM_FBO@GOTPAGE
Lloh8:
	ldr	x25, [x25, _ORM_FBO@GOTPAGEOFF]
Lloh9:
	adrp	x19, _WINED3DFMT_FLAG_FBO_ATTACHABLE@GOTPAGE
Lloh10:
	ldr	x19, [x19, _WINED3DFMT_FLAG_FBO_ATTACHABLE@GOTPAGEOFF]
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x20, x20, #8
	cmp	x21, x20
	b.eq	LBB0_10
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x22, #8]
	ldr	x28, [x8, x20]
	cbz	x28, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x28
	bl	_ffp_blitter_use_cpu_clear
	cbnz	x0, LBB0_9
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [x28, #16]
	ldr	w8, [x8]
	ldr	w9, [x24]
	tst	w9, w8
	b.ne	LBB0_3
; %bb.7:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [x26]
	ldr	x9, [x25]
	cmp	x8, x9
	b.ne	LBB0_9
; %bb.8:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [x28]
	ldr	w9, [x19]
	tst	w9, w8
	b.ne	LBB0_3
LBB0_9:
Lloh11:
	adrp	x8, _WINED3DCLEAR_TARGET@GOTPAGE
Lloh12:
	ldr	x8, [x8, _WINED3DCLEAR_TARGET@GOTPAGEOFF]
Lloh13:
	ldr	w28, [x8]
	bic	w27, w27, w28
	b	LBB0_11
LBB0_10:
	mov	w28, #0
LBB0_11:
	ldp	x24, x21, [sp, #24]             ; 16-byte Folded Reload
	ldr	w25, [sp, #20]                  ; 4-byte Folded Reload
	ldr	x26, [sp, #8]                   ; 8-byte Folded Reload
LBB0_12:
Lloh14:
	adrp	x19, _WINED3DCLEAR_ZBUFFER@GOTPAGE
Lloh15:
	ldr	x19, [x19, _WINED3DCLEAR_ZBUFFER@GOTPAGEOFF]
	ldr	w9, [x19]
Lloh16:
	adrp	x20, _WINED3DCLEAR_STENCIL@GOTPAGE
Lloh17:
	ldr	x20, [x20, _WINED3DCLEAR_STENCIL@GOTPAGEOFF]
	ldr	w8, [x20]
	orr	w10, w8, w9
	tst	w10, w27
	b.eq	LBB0_18
; %bb.13:
	ldr	x0, [x22]
	cbz	x0, LBB0_18
; %bb.14:
	ldr	x10, [x0, #8]
	ldr	w11, [x10, #4]
	and	w9, w9, w27
	cmp	w11, #0
	ccmp	w9, #0, #0, ne
	b.eq	LBB0_18
; %bb.15:
	ldr	w9, [x10]
	and	w8, w8, w27
	cmp	w9, #0
	ccmp	w8, #0, #0, ne
	b.eq	LBB0_18
; %bb.16:
	bl	_ffp_blitter_use_cpu_clear
	cbz	x0, LBB0_18
; %bb.17:
	ldr	w8, [x19]
	ldr	w9, [x20]
	orr	w8, w9, w8
	and	w9, w8, w27
	orr	w28, w9, w28
	bic	w27, w27, w8
LBB0_18:
	ldr	w19, [sp, #60]                  ; 4-byte Folded Reload
	ldr	x20, [sp, #48]                  ; 8-byte Folded Reload
	cbz	w27, LBB0_20
; %bb.19:
	str	w19, [sp]
	mov	x0, x26
	mov	x1, x23
	mov	x2, x22
	mov	x3, x25
	mov	x4, x24
	mov	x5, x21
	mov	x6, x27
	mov	x7, x20
	fmov	s0, s8
	bl	_device_clear_render_targets
LBB0_20:
	cbz	w28, LBB0_23
; %bb.21:
	ldr	x8, [sp, #40]                   ; 8-byte Folded Reload
	ldr	x0, [x8, #8]
	cbz	x0, LBB0_23
; %bb.22:
	ldr	x8, [x0]
	ldr	x8, [x8]
	str	w19, [x29, #24]
	str	x20, [x29, #16]
	mov	x1, x26
	mov	x2, x23
	mov	x3, x22
	mov	x4, x25
	mov	x5, x24
	mov	x6, x21
	mov	x7, x28
	fmov	s0, s8
	ldp	x29, x30, [sp, #160]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #144]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #128]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #112]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #96]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #80]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #64]               ; 16-byte Folded Reload
	add	sp, sp, #176
	br	x8
LBB0_23:
	ldp	x29, x30, [sp, #160]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #144]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #128]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #112]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #96]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #80]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #64]               ; 16-byte Folded Reload
	add	sp, sp, #176
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh16, Lloh17
	.loh AdrpLdrGot	Lloh14, Lloh15
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3DCLEAR_TARGET,4,2        ; @WINED3DCLEAR_TARGET
	.comm	_WINED3DUSAGE_RENDERTARGET,4,2  ; @WINED3DUSAGE_RENDERTARGET
	.comm	_wined3d_settings,8,3           ; @wined3d_settings
	.comm	_ORM_FBO,8,3                    ; @ORM_FBO
	.comm	_WINED3DFMT_FLAG_FBO_ATTACHABLE,4,2 ; @WINED3DFMT_FLAG_FBO_ATTACHABLE
	.comm	_WINED3DCLEAR_ZBUFFER,4,2       ; @WINED3DCLEAR_ZBUFFER
	.comm	_WINED3DCLEAR_STENCIL,4,2       ; @WINED3DCLEAR_STENCIL
	.no_dead_strip	_ffp_blitter_clear
.subsections_via_symbols
