	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_compile_compute_shader
_shader_glsl_compile_compute_shader:    ## @shader_glsl_compile_compute_shader
	.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	$56, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, %r15
	movq	%rsi, %rbx
	movq	%rdi, %r14
	movq	(%rsi), %rax
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
	movq	8(%rsi), %r12
	movl	$120, %edi
	callq	_heap_alloc
	testq	%rax, %rax
	je	LBB0_1
## %bb.2:
	movq	%rax, %r13
	movq	%r14, -48(%rbp)                 ## 8-byte Spill
	movl	$120, %edi
	callq	_heap_alloc_zero
	movq	%rax, 8(%r15)
	testq	%rax, %rax
	je	LBB0_3
## %bb.4:
	movq	%rax, %r14
	movq	%r12, -80(%rbp)                 ## 8-byte Spill
	movl	$8, %edi
	callq	_heap_alloc
	movq	%rax, 112(%r14)
	testq	%rax, %rax
	je	LBB0_5
## %bb.6:
	movq	%rax, %r12
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movq	%rbx, -72(%rbp)                 ## 8-byte Spill
	movq	%r13, -64(%rbp)                 ## 8-byte Spill
	leaq	4(%rax), %r13
	movl	$1, (%r14)
	leaq	L_.str.3(%rip), %rdi
	movq	%r15, %rsi
	movq	%r15, -56(%rbp)                 ## 8-byte Spill
	xorl	%eax, %eax
	callq	_TRACE
	movq	%r13, %rdi
	callq	_string_buffer_clear
	movq	%rbx, %rdi
	movq	%r13, %rsi
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
	movq	%r15, %rcx
	callq	_shader_glsl_generate_compute_shader
	movq	%rax, %r15
	movslq	104(%r14), %rax
	leal	1(%rax), %ecx
	movl	%ecx, 104(%r14)
	movq	%r15, (%r12,%rax,8)
	xorl	%eax, %eax
	callq	_glCreateProgram
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	%rax, %r12
	leaq	L_.str.4(%rip), %rdi
	movq	%rax, %rsi
	xorl	%eax, %eax
	callq	_TRACE
	movq	-64(%rbp), %rsi                 ## 8-byte Reload
	movq	%r12, 96(%rsi)
	movq	%rsi, %rbx
	addq	$16, %rbx
	xorps	%xmm0, %xmm0
	movups	%xmm0, 64(%rsi)
	movups	%xmm0, 80(%rsi)
	movq	%r15, 24(%rsi)
	movups	%xmm0, 32(%rsi)
	movups	%xmm0, 48(%rsi)
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	movq	%rsi, %r14
	callq	_add_glsl_program_entry
	leaq	L_.str.5(%rip), %rdi
	movq	%r15, %rsi
	movq	%r12, %rdx
	xorl	%eax, %eax
	callq	_TRACE
	movq	%r12, %rdi
	movq	%r15, %rsi
	callq	_glAttachShader
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.6(%rip), %rdi
	callq	_checkGLcall
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	leaq	4(%rax), %rdi
	movq	%rbx, %rsi
	callq	_list_add_head
	leaq	L_.str.7(%rip), %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_TRACE
	movq	%r12, %rdi
	callq	_glLinkProgram
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	-88(%rbp), %r15                 ## 8-byte Reload
	movq	%r15, %rdi
	movq	%r12, %rsi
	callq	_shader_glsl_validate_link
	movq	%r12, %rdi
	callq	_glUseProgram
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.8(%rip), %rdi
	callq	_checkGLcall
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	movq	-48(%rbp), %r13                 ## 8-byte Reload
	movq	%r13, %rsi
	movq	%r12, %rdx
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, %rcx
	callq	_shader_glsl_load_program_resources
	movq	%r15, %rdi
	movq	%r13, %rsi
	movq	%r12, %rdx
	movq	%rbx, %rcx
	callq	_shader_glsl_load_images
	movq	$0, 8(%r14)
	movq	-80(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	testq	%rax, %rax
	je	LBB0_7
## %bb.8:
	movq	(%rax), %rdi
	jmp	LBB0_9
LBB0_1:
	leaq	L_.str(%rip), %rdi
	callq	_ERR
	movq	_E_OUTOFMEMORY@GOTPCREL(%rip), %rax
	jmp	LBB0_10
LBB0_3:
	leaq	L_.str.1(%rip), %rdi
	callq	_ERR
	movq	%r13, %rdi
	callq	_heap_free
	movq	_E_OUTOFMEMORY@GOTPCREL(%rip), %rax
	jmp	LBB0_10
LBB0_5:
	leaq	L_.str.2(%rip), %rdi
	callq	_ERR
	movq	%r13, %rdi
	callq	_heap_free
	movq	8(%r15), %rdi
	callq	_heap_free
	movq	$0, 8(%r15)
	movq	_E_OUTOFMEMORY@GOTPCREL(%rip), %rax
	jmp	LBB0_10
LBB0_7:
	xorl	%edi, %edi
LBB0_9:
	callq	_glUseProgram
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.8(%rip), %rdi
	callq	_checkGLcall
	movq	_WINED3D_OK@GOTPCREL(%rip), %rax
LBB0_10:
	movl	(%rax), %eax
	addq	$56, %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 of memory.\n"

	.comm	_E_OUTOFMEMORY,4,2              ## @E_OUTOFMEMORY
L_.str.1:                               ## @.str.1
	.asciz	"Failed to allocate backend data.\n"

L_.str.2:                               ## @.str.2
	.asciz	"Failed to allocate GL shader array.\n"

L_.str.3:                               ## @.str.3
	.asciz	"Compiling compute shader %p.\n"

L_.str.4:                               ## @.str.4
	.asciz	"Created new GLSL shader program %u.\n"

L_.str.5:                               ## @.str.5
	.asciz	"Attaching GLSL shader object %u to program %u.\n"

L_.str.6:                               ## @.str.6
	.asciz	"glAttachShader"

L_.str.7:                               ## @.str.7
	.asciz	"Linking GLSL shader program %u.\n"

L_.str.8:                               ## @.str.8
	.asciz	"glUseProgram"

	.comm	_WINED3D_OK,4,2                 ## @WINED3D_OK
	.no_dead_strip	_shader_glsl_compile_compute_shader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_compile_compute_shader
_shader_glsl_compile_compute_shader:    ; @shader_glsl_compile_compute_shader
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	x28, x27, [sp, #16]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #32]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #48]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #64]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #80]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #96]             ; 16-byte Folded Spill
	add	x29, sp, #96
	.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	x19, x2
	mov	x23, x1
	mov	x21, x0
	ldp	x22, x27, [x1]
	mov	w0, #120
	bl	_heap_alloc
	cbz	x0, LBB0_5
; %bb.1:
	mov	x20, x0
	mov	w0, #120
	bl	_heap_alloc_zero
	str	x0, [x19, #8]
	cbz	x0, LBB0_6
; %bb.2:
	mov	x24, x0
	mov	w0, #8
	bl	_heap_alloc
	str	x0, [x24, #112]
	cbz	x0, LBB0_7
; %bb.3:
	mov	x25, x0
	add	x26, x21, #4
	mov	w8, #1
	str	w8, [x24]
Lloh0:
	adrp	x0, l_.str.3@PAGE
Lloh1:
	add	x0, x0, l_.str.3@PAGEOFF
	mov	x1, x19
	bl	_TRACE
	mov	x0, x26
	bl	_string_buffer_clear
	mov	x0, x23
	mov	x1, x26
	mov	x2, x21
	mov	x3, x19
	bl	_shader_glsl_generate_compute_shader
	mov	x26, x0
	ldrsw	x8, [x24, #104]
	add	w9, w8, #1
	str	w9, [x24, #104]
	str	x0, [x25, x8, lsl #3]
	bl	_glCreateProgram
	bl	_GL_EXTCALL
	mov	x24, x0
Lloh2:
	adrp	x0, l_.str.4@PAGE
Lloh3:
	add	x0, x0, l_.str.4@PAGEOFF
	mov	x1, x24
	bl	_TRACE
	str	x24, [x20, #96]
	add	x25, x20, #16
	movi.2d	v0, #0000000000000000
	stp	q0, q0, [x20, #64]
	stp	x26, xzr, [x20, #24]
	stp	xzr, xzr, [x20, #48]
	str	xzr, [x20, #40]
	mov	x0, x21
	mov	x1, x20
	bl	_add_glsl_program_entry
	str	x24, [sp]
Lloh4:
	adrp	x0, l_.str.5@PAGE
Lloh5:
	add	x0, x0, l_.str.5@PAGEOFF
	mov	x1, x26
	bl	_TRACE
	mov	x0, x24
	mov	x1, x26
	bl	_glAttachShader
	bl	_GL_EXTCALL
Lloh6:
	adrp	x0, l_.str.6@PAGE
Lloh7:
	add	x0, x0, l_.str.6@PAGEOFF
	bl	_checkGLcall
	add	x0, x19, #4
	mov	x1, x25
	bl	_list_add_head
Lloh8:
	adrp	x0, l_.str.7@PAGE
Lloh9:
	add	x0, x0, l_.str.7@PAGEOFF
	mov	x1, x24
	bl	_TRACE
	mov	x0, x24
	bl	_glLinkProgram
	bl	_GL_EXTCALL
	mov	x0, x22
	mov	x1, x24
	bl	_shader_glsl_validate_link
	mov	x0, x24
	bl	_glUseProgram
	bl	_GL_EXTCALL
Lloh10:
	adrp	x0, l_.str.8@PAGE
Lloh11:
	add	x0, x0, l_.str.8@PAGEOFF
	bl	_checkGLcall
	mov	x0, x23
	mov	x1, x21
	mov	x2, x24
	mov	x3, x19
	bl	_shader_glsl_load_program_resources
	mov	x0, x22
	mov	x1, x21
	mov	x2, x24
	mov	x3, x19
	bl	_shader_glsl_load_images
	str	xzr, [x20, #8]
	ldr	x8, [x27]
	cbz	x8, LBB0_9
; %bb.4:
	ldr	x0, [x8]
	b	LBB0_10
LBB0_5:
Lloh12:
	adrp	x0, l_.str@PAGE
Lloh13:
	add	x0, x0, l_.str@PAGEOFF
	bl	_ERR
	b	LBB0_8
LBB0_6:
Lloh14:
	adrp	x0, l_.str.1@PAGE
Lloh15:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_ERR
	mov	x0, x20
	bl	_heap_free
	b	LBB0_8
LBB0_7:
Lloh16:
	adrp	x0, l_.str.2@PAGE
Lloh17:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_ERR
	mov	x0, x20
	bl	_heap_free
	ldr	x0, [x19, #8]
	bl	_heap_free
	str	xzr, [x19, #8]
LBB0_8:
Lloh18:
	adrp	x8, _E_OUTOFMEMORY@GOTPAGE
Lloh19:
	ldr	x8, [x8, _E_OUTOFMEMORY@GOTPAGEOFF]
	b	LBB0_11
LBB0_9:
	mov	x0, #0
LBB0_10:
	bl	_glUseProgram
	bl	_GL_EXTCALL
Lloh20:
	adrp	x0, l_.str.8@PAGE
Lloh21:
	add	x0, x0, l_.str.8@PAGEOFF
	bl	_checkGLcall
Lloh22:
	adrp	x8, _WINED3D_OK@GOTPAGE
Lloh23:
	ldr	x8, [x8, _WINED3D_OK@GOTPAGEOFF]
LBB0_11:
	ldr	w0, [x8]
	ldp	x29, x30, [sp, #96]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #80]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #64]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #32]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpLdrGot	Lloh18, Lloh19
	.loh AdrpLdrGot	Lloh22, Lloh23
	.loh AdrpAdd	Lloh20, Lloh21
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Out of memory.\n"

	.comm	_E_OUTOFMEMORY,4,2              ; @E_OUTOFMEMORY
l_.str.1:                               ; @.str.1
	.asciz	"Failed to allocate backend data.\n"

l_.str.2:                               ; @.str.2
	.asciz	"Failed to allocate GL shader array.\n"

l_.str.3:                               ; @.str.3
	.asciz	"Compiling compute shader %p.\n"

l_.str.4:                               ; @.str.4
	.asciz	"Created new GLSL shader program %u.\n"

l_.str.5:                               ; @.str.5
	.asciz	"Attaching GLSL shader object %u to program %u.\n"

l_.str.6:                               ; @.str.6
	.asciz	"glAttachShader"

l_.str.7:                               ; @.str.7
	.asciz	"Linking GLSL shader program %u.\n"

l_.str.8:                               ; @.str.8
	.asciz	"glUseProgram"

	.comm	_WINED3D_OK,4,2                 ; @WINED3D_OK
	.no_dead_strip	_shader_glsl_compile_compute_shader
.subsections_via_symbols
