	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_stream_output_setup
_shader_glsl_generate_stream_output_setup: ## @shader_glsl_generate_stream_output_setup
	.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	%rdx, %r14
	movq	%rsi, -56(%rbp)                 ## 8-byte Spill
	movq	%rdi, %rbx
	leaq	L_.str(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$0, (%r14)
	movq	%r14, -48(%rbp)                 ## 8-byte Spill
	je	LBB0_14
## %bb.1:
	movq	%r14, %rcx
	leaq	L_.str.1(%rip), %r12
	xorl	%r15d, %r15d
	xorl	%r13d, %r13d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_3:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	%r12, %rdi
	callq	_FIXME
LBB0_12:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-48(%rbp), %rcx                 ## 8-byte Reload
LBB0_13:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r13
	movl	(%rcx), %eax
	addq	$24, %r15
	cmpq	%rax, %r13
	jae	LBB0_14
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%rcx), %r14
	movq	16(%r14,%r15), %rsi
	testq	%rsi, %rsi
	jne	LBB0_3
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	8(%r14,%r15), %edx
	movq	_WINED3D_STREAM_OUTPUT_GAP@GOTPCREL(%rip), %rax
	cmpl	(%rax), %edx
	je	LBB0_13
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$0, (%r14,%r15)
	movl	4(%r14,%r15), %eax
	jne	LBB0_7
## %bb.6:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$4, %eax
	jne	LBB0_7
## %bb.11:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	%rbx, %rdi
	leaq	L_.str.5(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_12
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	%rbx, %rdi
	cmpl	$1, %eax
	jne	LBB0_9
## %bb.8:                               ##   in Loop: Header=BB0_2 Depth=1
	leaq	L_.str.2(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_10
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	leaq	L_.str.3(%rip), %rsi
	movl	%eax, %edx
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_10:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	8(%r14,%r15), %edx
	movl	(%r14,%r15), %ecx
	movl	4(%r14,%r15), %eax
	leal	(%rcx,%rax), %r8d
	decl	%r8d
	movq	%rbx, %rdi
	leaq	L_.str.4(%rip), %rsi
                                        ## kill: def $ecx killed $ecx killed $rcx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_12
LBB0_14:
	leaq	L_.str.6(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	(%rax), %edx
	leaq	L_.str.7(%rip), %rsi
	movq	%rbx, -56(%rbp)                 ## 8-byte Spill
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
	cmpl	$0, (%rdx)
	je	LBB0_25
## %bb.15:
	leaq	L_.str.1(%rip), %r15
	xorl	%r12d, %r12d
	xorl	%r13d, %r13d
	jmp	LBB0_16
	.p2align	4, 0x90
LBB0_17:                                ##   in Loop: Header=BB0_16 Depth=1
	movq	%r15, %rdi
	callq	_FIXME
LBB0_23:                                ##   in Loop: Header=BB0_16 Depth=1
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
LBB0_24:                                ##   in Loop: Header=BB0_16 Depth=1
	incq	%r13
	movl	(%rdx), %eax
	addq	$24, %r12
	cmpq	%rax, %r13
	jae	LBB0_25
LBB0_16:                                ## =>This Inner Loop Header: Depth=1
	movq	8(%rdx), %rbx
	movq	16(%rbx,%r12), %rsi
	testq	%rsi, %rsi
	jne	LBB0_17
## %bb.18:                              ##   in Loop: Header=BB0_16 Depth=1
	movl	8(%rbx,%r12), %ecx
	movq	_WINED3D_STREAM_OUTPUT_GAP@GOTPCREL(%rip), %rax
	cmpl	(%rax), %ecx
	je	LBB0_24
## %bb.19:                              ##   in Loop: Header=BB0_16 Depth=1
	movl	(%rbx,%r12), %eax
	movl	4(%rbx,%r12), %edx
	testl	%eax, %eax
	jne	LBB0_21
## %bb.20:                              ##   in Loop: Header=BB0_16 Depth=1
	cmpl	$4, %edx
	jne	LBB0_21
## %bb.22:                              ##   in Loop: Header=BB0_16 Depth=1
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.9(%rip), %rsi
	movl	%ecx, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_23
LBB0_21:                                ##   in Loop: Header=BB0_16 Depth=1
	movl	$-1, %edi
	movl	%edx, %ecx
	shll	%cl, %edi
	notl	%edi
	movl	%eax, %ecx
	shll	%cl, %edi
	leaq	-62(%rbp), %r14
	movq	%r14, %rsi
	callq	_shader_glsl_write_mask_to_str
	movl	8(%rbx,%r12), %edx
	movl	(%rbx,%r12), %ecx
	movl	4(%rbx,%r12), %eax
	leal	(%rcx,%rax), %r8d
	decl	%r8d
	movq	%r14, (%rsp)
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.8(%rip), %rsi
                                        ## kill: def $ecx killed $ecx killed $rcx
	movl	%edx, %r9d
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_23
LBB0_25:
	leaq	L_.str.10(%rip), %rsi
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	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	"out shader_in_out\n{\n"

L_.str.1:                               ## @.str.1
	.asciz	"Unhandled stream %u.\n"

	.comm	_WINED3D_STREAM_OUTPUT_GAP,4,2  ## @WINED3D_STREAM_OUTPUT_GAP
L_.str.2:                               ## @.str.2
	.asciz	"float"

L_.str.3:                               ## @.str.3
	.asciz	"vec%u"

L_.str.4:                               ## @.str.4
	.asciz	" reg%u_%u_%u;\n"

L_.str.5:                               ## @.str.5
	.asciz	"vec4 reg%u;\n"

L_.str.6:                               ## @.str.6
	.asciz	"} shader_out;\n"

L_.str.7:                               ## @.str.7
	.asciz	"void setup_gs_output(in vec4 outputs[%u])\n{\n"

L_.str.8:                               ## @.str.8
	.asciz	"shader_out.reg%u_%u_%u = outputs[%u]%s;\n"

L_.str.9:                               ## @.str.9
	.asciz	"shader_out.reg%u = outputs[%u];\n"

L_.str.10:                              ## @.str.10
	.asciz	"}\n"

	.no_dead_strip	_shader_glsl_generate_stream_output_setup
.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_stream_output_setup
_shader_glsl_generate_stream_output_setup: ; @shader_glsl_generate_stream_output_setup
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #144
	.cfi_def_cfa_offset 144
	stp	x28, x27, [sp, #48]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #64]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #80]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #96]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #112]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #128]            ; 16-byte Folded Spill
	add	x29, sp, #128
	.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	x20, x2
	mov	x21, x1
	mov	x19, x0
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	bl	_shader_addline
	ldr	w8, [x20]
Lloh2:
	adrp	x27, _WINED3D_STREAM_OUTPUT_GAP@GOTPAGE
Lloh3:
	ldr	x27, [x27, _WINED3D_STREAM_OUTPUT_GAP@GOTPAGEOFF]
	cbz	w8, LBB0_13
; %bb.1:
	mov	x28, #0
	mov	x22, #0
Lloh4:
	adrp	x26, l_.str.1@PAGE
Lloh5:
	add	x26, x26, l_.str.1@PAGEOFF
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x26
	bl	_FIXME
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x22, x22, #1
	ldr	w8, [x20]
	add	x28, x28, #24
	cmp	x22, x8
	b.hs	LBB0_13
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x23, [x20, #8]
	add	x24, x23, x28
	ldr	x1, [x24, #16]
	cbnz	x1, LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [x24, #8]
	ldr	w9, [x27]
	cmp	w8, w9
	b.eq	LBB0_3
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	add	x25, x23, x28
	ldp	w10, w9, [x25]
	cmp	w10, #0
	ccmp	w9, #4, #0, eq
	b.eq	LBB0_9
; %bb.7:                                ;   in Loop: Header=BB0_4 Depth=1
	cmp	w9, #1
	b.ne	LBB0_10
; %bb.8:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x19
Lloh6:
	adrp	x1, l_.str.2@PAGE
Lloh7:
	add	x1, x1, l_.str.2@PAGEOFF
	b	LBB0_11
LBB0_9:                                 ;   in Loop: Header=BB0_4 Depth=1
	str	x8, [sp]
	mov	x0, x19
Lloh8:
	adrp	x1, l_.str.5@PAGE
Lloh9:
	add	x1, x1, l_.str.5@PAGEOFF
	b	LBB0_12
LBB0_10:                                ;   in Loop: Header=BB0_4 Depth=1
	str	x9, [sp]
	mov	x0, x19
Lloh10:
	adrp	x1, l_.str.3@PAGE
Lloh11:
	add	x1, x1, l_.str.3@PAGEOFF
LBB0_11:                                ;   in Loop: Header=BB0_4 Depth=1
	bl	_shader_addline
	ldr	w8, [x23, x28]
	ldr	w9, [x25, #4]
	add	w9, w8, w9
	sub	w9, w9, #1
	ldr	w10, [x24, #8]
	stp	x10, x8, [sp]
	str	x9, [sp, #16]
	mov	x0, x19
Lloh12:
	adrp	x1, l_.str.4@PAGE
Lloh13:
	add	x1, x1, l_.str.4@PAGEOFF
LBB0_12:                                ;   in Loop: Header=BB0_4 Depth=1
	bl	_shader_addline
	b	LBB0_3
LBB0_13:
Lloh14:
	adrp	x1, l_.str.6@PAGE
Lloh15:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x21]
	ldr	w8, [x8]
	str	x8, [sp]
Lloh16:
	adrp	x1, l_.str.7@PAGE
Lloh17:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	w8, [x20]
	cbz	w8, LBB0_23
; %bb.14:
	mov	x24, #0
	mov	x25, #0
Lloh18:
	adrp	x22, l_.str.9@PAGE
Lloh19:
	add	x22, x22, l_.str.9@PAGEOFF
Lloh20:
	adrp	x23, l_.str.1@PAGE
Lloh21:
	add	x23, x23, l_.str.1@PAGEOFF
	b	LBB0_17
LBB0_15:                                ;   in Loop: Header=BB0_17 Depth=1
	mov	x0, x23
	bl	_FIXME
LBB0_16:                                ;   in Loop: Header=BB0_17 Depth=1
	add	x25, x25, #1
	ldr	w8, [x20]
	add	x24, x24, #24
	cmp	x25, x8
	b.hs	LBB0_23
LBB0_17:                                ; =>This Inner Loop Header: Depth=1
	ldr	x28, [x20, #8]
	add	x26, x28, x24
	ldr	x1, [x26, #16]
	cbnz	x1, LBB0_15
; %bb.18:                               ;   in Loop: Header=BB0_17 Depth=1
	ldr	w8, [x26, #8]
	ldr	w9, [x27]
	cmp	w8, w9
	b.eq	LBB0_16
; %bb.19:                               ;   in Loop: Header=BB0_17 Depth=1
	add	x21, x28, x24
	ldp	w9, w10, [x21]
	cmp	w9, #0
	ccmp	w10, #4, #0, eq
	b.eq	LBB0_21
; %bb.20:                               ;   in Loop: Header=BB0_17 Depth=1
	mov	w8, #-1
	lsl	w8, w8, w10
	mvn	w8, w8
	lsl	w0, w8, w9
	add	x1, sp, #42
	bl	_shader_glsl_write_mask_to_str
	ldr	w8, [x28, x24]
	ldr	w9, [x21, #4]
	add	w9, w8, w9
	sub	w9, w9, #1
	ldr	w10, [x26, #8]
	add	x11, sp, #42
	stp	x10, x11, [sp, #24]
	stp	x10, x8, [sp]
	str	x9, [sp, #16]
	mov	x0, x19
Lloh22:
	adrp	x1, l_.str.8@PAGE
Lloh23:
	add	x1, x1, l_.str.8@PAGEOFF
	b	LBB0_22
LBB0_21:                                ;   in Loop: Header=BB0_17 Depth=1
	stp	x8, x8, [sp]
	mov	x0, x19
	mov	x1, x22
LBB0_22:                                ;   in Loop: Header=BB0_17 Depth=1
	bl	_shader_addline
	b	LBB0_16
LBB0_23:
Lloh24:
	adrp	x1, l_.str.10@PAGE
Lloh25:
	add	x1, x1, l_.str.10@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldp	x29, x30, [sp, #128]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #112]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #96]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #80]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #64]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #48]             ; 16-byte Folded Reload
	add	sp, sp, #144
	ret
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpAdd	Lloh22, Lloh23
	.loh AdrpAdd	Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"out shader_in_out\n{\n"

l_.str.1:                               ; @.str.1
	.asciz	"Unhandled stream %u.\n"

	.comm	_WINED3D_STREAM_OUTPUT_GAP,4,2  ; @WINED3D_STREAM_OUTPUT_GAP
l_.str.2:                               ; @.str.2
	.asciz	"float"

l_.str.3:                               ; @.str.3
	.asciz	"vec%u"

l_.str.4:                               ; @.str.4
	.asciz	" reg%u_%u_%u;\n"

l_.str.5:                               ; @.str.5
	.asciz	"vec4 reg%u;\n"

l_.str.6:                               ; @.str.6
	.asciz	"} shader_out;\n"

l_.str.7:                               ; @.str.7
	.asciz	"void setup_gs_output(in vec4 outputs[%u])\n{\n"

l_.str.8:                               ; @.str.8
	.asciz	"shader_out.reg%u_%u_%u = outputs[%u]%s;\n"

l_.str.9:                               ; @.str.9
	.asciz	"shader_out.reg%u = outputs[%u];\n"

l_.str.10:                              ; @.str.10
	.asciz	"}\n"

	.no_dead_strip	_shader_glsl_generate_stream_output_setup
.subsections_via_symbols
