	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_float16
_shader_glsl_float16:                   ## @shader_glsl_float16
	.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
	subq	$24, %rsp
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	_WINED3DSIH_F16TOF32@GOTPCREL(%rip), %rax
	movq	(%rdi), %rcx
	movq	24(%rdi), %rdx
	cmpq	(%rax), %rcx
	leaq	L_.str(%rip), %rax
	leaq	L_.str.1(%rip), %r14
	cmoveq	%rax, %r14
	movq	(%rdx), %rcx
	movq	%rcx, -40(%rbp)
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %r15
	movl	(%r15), %eax
	andl	(%rdx), %eax
	movl	%eax, -40(%rbp)
	movq	8(%rdi), %rax
	movl	(%rax), %edi
	shrq	$32, %rcx
	leaq	-40(%rbp), %rdx
	movq	%rbx, %rsi
                                        ## kill: def $ecx killed $ecx killed $rcx
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	je	LBB0_2
## %bb.1:
	movq	16(%rbx), %rsi
	leaq	-32(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rax
	movl	(%rax), %edi
	movl	-32(%rbp), %edx
	movq	%r14, %rsi
	callq	_shader_addline
LBB0_2:
	movq	24(%rbx), %rax
	movl	(%r15), %ecx
	addl	%ecx, %ecx
	andl	(%rax), %ecx
	movl	%ecx, -40(%rbp)
	movq	8(%rbx), %rax
	movl	(%rax), %edi
	movl	-36(%rbp), %ecx
	leaq	-40(%rbp), %rdx
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	je	LBB0_4
## %bb.3:
	movq	16(%rbx), %rsi
	leaq	-32(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rax
	movl	(%rax), %edi
	movl	-32(%rbp), %edx
	movq	%r14, %rsi
	callq	_shader_addline
LBB0_4:
	movq	24(%rbx), %rax
	movl	(%r15), %ecx
	shll	$2, %ecx
	andl	(%rax), %ecx
	movl	%ecx, -40(%rbp)
	movq	8(%rbx), %rax
	movl	(%rax), %edi
	movl	-36(%rbp), %ecx
	leaq	-40(%rbp), %rdx
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	je	LBB0_6
## %bb.5:
	movq	16(%rbx), %rsi
	leaq	-32(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rax
	movl	(%rax), %edi
	movl	-32(%rbp), %edx
	movq	%r14, %rsi
	callq	_shader_addline
LBB0_6:
	movq	24(%rbx), %rax
	movl	(%r15), %ecx
	shll	$3, %ecx
	andl	(%rax), %ecx
	movl	%ecx, -40(%rbp)
	movq	8(%rbx), %rax
	movl	(%rax), %edi
	movl	-36(%rbp), %ecx
	leaq	-40(%rbp), %rdx
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	je	LBB0_8
## %bb.7:
	movq	16(%rbx), %rsi
	leaq	-32(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rax
	movl	(%rax), %edi
	movl	-32(%rbp), %edx
	movq	%r14, %rsi
	callq	_shader_addline
LBB0_8:
	addq	$24, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3DSIH_F16TOF32,8,3        ## @WINED3DSIH_F16TOF32
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"unpackHalf2x16(%s).x);\n"

L_.str.1:                               ## @.str.1
	.asciz	"packHalf2x16(vec2(%s, 0.0)));\n"

	.comm	_WINED3DSP_WRITEMASK_0,4,2      ## @WINED3DSP_WRITEMASK_0
	.no_dead_strip	_shader_glsl_float16
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_float16
_shader_glsl_float16:                   ; @shader_glsl_float16
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #64
	.cfi_def_cfa_offset 64
	stp	x22, x21, [sp, #16]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.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	x19, x0
Lloh0:
	adrp	x8, _WINED3DSIH_F16TOF32@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3DSIH_F16TOF32@GOTPAGEOFF]
Lloh2:
	adrp	x9, l_.str.1@PAGE
Lloh3:
	add	x9, x9, l_.str.1@PAGEOFF
Lloh4:
	ldr	x8, [x8]
Lloh5:
	adrp	x10, l_.str@PAGE
Lloh6:
	add	x10, x10, l_.str@PAGEOFF
	ldp	x11, x12, [x0]
	cmp	x11, x8
	csel	x20, x10, x9, eq
	ldr	x8, [x0, #24]
	ldr	x9, [x8]
	str	x9, [sp, #8]
Lloh7:
	adrp	x21, _WINED3DSP_WRITEMASK_0@GOTPAGE
Lloh8:
	ldr	x21, [x21, _WINED3DSP_WRITEMASK_0@GOTPAGEOFF]
	ldr	w8, [x8]
	ldr	w10, [x21]
	and	w8, w10, w8
	str	w8, [sp, #8]
	ldr	w0, [x12]
	lsr	x3, x9, #32
	add	x2, sp, #8
	mov	x1, x19
                                        ; kill: def $w3 killed $w3 killed $x3
	bl	_shader_glsl_append_dst_ext
	cbz	w0, LBB0_2
; %bb.1:
	mov	x2, x0
	ldr	x1, [x19, #16]
	mov	x3, sp
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w2, [sp]
	mov	x1, x20
	bl	_shader_addline
LBB0_2:
	ldr	x8, [x19, #24]
	ldr	w8, [x8]
	ldr	w9, [x21]
	and	w8, w8, w9, lsl #1
	str	w8, [sp, #8]
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w3, [sp, #12]
	add	x2, sp, #8
	mov	x1, x19
	bl	_shader_glsl_append_dst_ext
	cbz	w0, LBB0_4
; %bb.3:
	mov	x2, x0
	ldr	x1, [x19, #16]
	mov	x3, sp
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w2, [sp]
	mov	x1, x20
	bl	_shader_addline
LBB0_4:
	ldr	x8, [x19, #24]
	ldr	w8, [x8]
	ldr	w9, [x21]
	and	w8, w8, w9, lsl #2
	str	w8, [sp, #8]
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w3, [sp, #12]
	add	x2, sp, #8
	mov	x1, x19
	bl	_shader_glsl_append_dst_ext
	cbz	w0, LBB0_6
; %bb.5:
	mov	x2, x0
	ldr	x1, [x19, #16]
	mov	x3, sp
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w2, [sp]
	mov	x1, x20
	bl	_shader_addline
LBB0_6:
	ldr	x8, [x19, #24]
	ldr	w8, [x8]
	ldr	w9, [x21]
	and	w8, w8, w9, lsl #3
	str	w8, [sp, #8]
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w3, [sp, #12]
	add	x2, sp, #8
	mov	x1, x19
	bl	_shader_glsl_append_dst_ext
	cbz	w0, LBB0_8
; %bb.7:
	mov	x2, x0
	ldr	x1, [x19, #16]
	mov	x3, sp
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w2, [sp]
	mov	x1, x20
	bl	_shader_addline
LBB0_8:
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #64
	ret
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh4
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3DSIH_F16TOF32,8,3        ; @WINED3DSIH_F16TOF32
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"unpackHalf2x16(%s).x);\n"

l_.str.1:                               ; @.str.1
	.asciz	"packHalf2x16(vec2(%s, 0.0)));\n"

	.comm	_WINED3DSP_WRITEMASK_0,4,2      ; @WINED3DSP_WRITEMASK_0
	.no_dead_strip	_shader_glsl_float16
.subsections_via_symbols
