	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_gl_EvalMesh2                   ## -- Begin function gl_EvalMesh2
	.p2align	4, 0x90
_gl_EvalMesh2:                          ## @gl_EvalMesh2
	.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	$88, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%r9d, %r14d
	movl	%r8d, %r13d
	movl	%ecx, %r12d
	movl	%edx, %r15d
	movl	%esi, -72(%rbp)                 ## 4-byte Spill
	movq	%rdi, %rbx
	callq	_INSIDE_BEGIN_END
	testq	%rax, %rax
	je	LBB0_2
## %bb.1:
	movq	_GL_INVALID_OPERATION@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	leaq	L_.str(%rip), %rdx
	movq	%rbx, %rdi
LBB0_77:
	addq	$88, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_gl_error                       ## TAILCALL
LBB0_2:
	movl	%r15d, -44(%rbp)                ## 4-byte Spill
	movl	%r13d, -48(%rbp)                ## 4-byte Spill
	movl	(%rbx), %eax
	movl	8(%rbx), %ecx
	subl	4(%rbx), %eax
	cltd
	idivl	24(%rbx)
	movl	%eax, -60(%rbp)                 ## 4-byte Spill
	subl	12(%rbx), %ecx
	movl	%ecx, %eax
	cltd
	idivl	16(%rbx)
	movl	%eax, -64(%rbp)                 ## 4-byte Spill
	movl	-72(%rbp), %ecx                 ## 4-byte Reload
	cmpl	$128, %ecx
	movq	%rbx, -56(%rbp)                 ## 8-byte Spill
	movl	%r12d, -76(%rbp)                ## 4-byte Spill
	je	LBB0_15
## %bb.3:
	movq	%rbx, %rdi
	cmpl	$129, %ecx
	movq	%r14, %rax
	movq	%r14, -104(%rbp)                ## 8-byte Spill
	je	LBB0_11
## %bb.4:
	cmpl	$130, %ecx
	jne	LBB0_76
## %bb.5:
	movl	-48(%rbp), %r14d                ## 4-byte Reload
	cmpl	%eax, %r14d
	jge	LBB0_75
## %bb.6:
	movl	-44(%rbp), %eax                 ## 4-byte Reload
	movslq	%eax, %rcx
	movl	-60(%rbp), %edx                 ## 4-byte Reload
	imull	%eax, %edx
	movl	%edx, -92(%rbp)                 ## 4-byte Spill
	movl	%r12d, %eax
	movq	%rcx, -112(%rbp)                ## 8-byte Spill
	subl	%ecx, %eax
	incl	%eax
	movl	%eax, -116(%rbp)                ## 4-byte Spill
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_74:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	callq	_gl_End
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	-48(%rbp), %r14d                ## 4-byte Reload
	cmpl	-104(%rbp), %r14d               ## 4-byte Folded Reload
	movl	-76(%rbp), %r12d                ## 4-byte Reload
	jge	LBB0_75
LBB0_7:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_68 Depth 2
	movq	_GL_TRIANGLE_STRIP@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%rdi, %rbx
	callq	_gl_Begin
	testl	%r14d, %r14d
	je	LBB0_8
## %bb.60:                              ##   in Loop: Header=BB0_7 Depth=1
	movslq	%r14d, %rcx
	movq	16(%rbx), %rax
	cmpq	%rcx, %rax
	movl	-44(%rbp), %edx                 ## 4-byte Reload
	jne	LBB0_62
## %bb.61:                              ##   in Loop: Header=BB0_7 Depth=1
	movl	8(%rbx), %ecx
	jmp	LBB0_63
	.p2align	4, 0x90
LBB0_8:                                 ##   in Loop: Header=BB0_7 Depth=1
	movl	12(%rbx), %eax
	movl	%eax, -72(%rbp)                 ## 4-byte Spill
	movq	16(%rbx), %rax
	movl	$1, %r14d
	movl	-44(%rbp), %edx                 ## 4-byte Reload
	jmp	LBB0_9
	.p2align	4, 0x90
LBB0_62:                                ##   in Loop: Header=BB0_7 Depth=1
	movl	%r14d, %ecx
	imull	-64(%rbp), %ecx                 ## 4-byte Folded Reload
	addl	12(%rbx), %ecx
LBB0_63:                                ##   in Loop: Header=BB0_7 Depth=1
	movl	%ecx, -72(%rbp)                 ## 4-byte Spill
	incl	%r14d
	jne	LBB0_9
## %bb.64:                              ##   in Loop: Header=BB0_7 Depth=1
	movl	12(%rbx), %eax
	movl	%eax, -88(%rbp)                 ## 4-byte Spill
	movl	$0, -48(%rbp)                   ## 4-byte Folded Spill
	cmpl	%r12d, %edx
	jg	LBB0_74
	jmp	LBB0_67
	.p2align	4, 0x90
LBB0_9:                                 ##   in Loop: Header=BB0_7 Depth=1
	movslq	%r14d, %rcx
	cmpq	%rcx, %rax
	movl	%r14d, -48(%rbp)                ## 4-byte Spill
	jne	LBB0_65
## %bb.10:                              ##   in Loop: Header=BB0_7 Depth=1
	movl	8(%rbx), %eax
	movl	%eax, -88(%rbp)                 ## 4-byte Spill
	cmpl	%r12d, %edx
	jg	LBB0_74
	jmp	LBB0_67
	.p2align	4, 0x90
LBB0_65:                                ##   in Loop: Header=BB0_7 Depth=1
	imull	-64(%rbp), %r14d                ## 4-byte Folded Reload
	addl	12(%rbx), %r14d
	movl	%r14d, -88(%rbp)                ## 4-byte Spill
	cmpl	%r12d, %edx
	jg	LBB0_74
LBB0_67:                                ##   in Loop: Header=BB0_7 Depth=1
	movl	-116(%rbp), %r12d               ## 4-byte Reload
	movl	-92(%rbp), %r14d                ## 4-byte Reload
	movq	-112(%rbp), %r15                ## 8-byte Reload
	jmp	LBB0_68
	.p2align	4, 0x90
LBB0_69:                                ##   in Loop: Header=BB0_68 Depth=2
	movl	4(%rbx), %r13d
LBB0_73:                                ##   in Loop: Header=BB0_68 Depth=2
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	%r13d, %esi
	movl	-72(%rbp), %edx                 ## 4-byte Reload
	callq	_gl_EvalCoord2f
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	%r13d, %esi
	movl	-88(%rbp), %edx                 ## 4-byte Reload
	callq	_gl_EvalCoord2f
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	incq	%r15
	addl	-60(%rbp), %r14d                ## 4-byte Folded Reload
	decl	%r12d
	je	LBB0_74
LBB0_68:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	testq	%r15, %r15
	je	LBB0_69
## %bb.70:                              ##   in Loop: Header=BB0_68 Depth=2
	cmpq	24(%rbx), %r15
	jne	LBB0_72
## %bb.71:                              ##   in Loop: Header=BB0_68 Depth=2
	movl	(%rbx), %r13d
	jmp	LBB0_73
	.p2align	4, 0x90
LBB0_72:                                ##   in Loop: Header=BB0_68 Depth=2
	movl	4(%rbx), %r13d
	addl	%r14d, %r13d
	jmp	LBB0_73
LBB0_15:
	movq	_GL_POINTS@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	callq	_gl_Begin
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	-48(%rbp), %eax                 ## 4-byte Reload
	cmpl	%r14d, %eax
	jle	LBB0_16
LBB0_31:
	addq	$88, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_gl_End                         ## TAILCALL
LBB0_11:
	cmpl	%eax, -48(%rbp)                 ## 4-byte Folded Reload
	jle	LBB0_12
LBB0_32:
	cmpl	%r12d, -44(%rbp)                ## 4-byte Folded Reload
	movq	-104(%rbp), %r15                ## 8-byte Reload
	movl	-48(%rbp), %ebx                 ## 4-byte Reload
	jle	LBB0_33
LBB0_75:
	addq	$88, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_76:
	movq	_GL_INVALID_ENUM@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	leaq	L_.str.1(%rip), %rdx
	jmp	LBB0_77
LBB0_16:
	movl	-44(%rbp), %ecx                 ## 4-byte Reload
	movslq	%ecx, %rdx
	movq	%rdx, -72(%rbp)                 ## 8-byte Spill
	movslq	%eax, %r13
	incl	%r14d
	movq	%r14, -104(%rbp)                ## 8-byte Spill
	movl	-60(%rbp), %eax                 ## 4-byte Reload
	imull	%ecx, %eax
	movl	%eax, -88(%rbp)                 ## 4-byte Spill
	movl	%r12d, %eax
	subl	%ecx, %eax
	incl	%eax
	movl	%eax, -48(%rbp)                 ## 4-byte Spill
	jmp	LBB0_17
	.p2align	4, 0x90
LBB0_30:                                ##   in Loop: Header=BB0_17 Depth=1
	incq	%r13
	cmpl	%r13d, -104(%rbp)               ## 4-byte Folded Reload
	movl	-76(%rbp), %r12d                ## 4-byte Reload
	je	LBB0_31
LBB0_17:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_24 Depth 2
	testq	%r13, %r13
	je	LBB0_18
## %bb.19:                              ##   in Loop: Header=BB0_17 Depth=1
	cmpq	%r13, 16(%rdi)
	jne	LBB0_21
## %bb.20:                              ##   in Loop: Header=BB0_17 Depth=1
	movl	8(%rdi), %r14d
	cmpl	%r12d, -44(%rbp)                ## 4-byte Folded Reload
	jg	LBB0_30
	jmp	LBB0_23
	.p2align	4, 0x90
LBB0_18:                                ##   in Loop: Header=BB0_17 Depth=1
	movl	12(%rdi), %r14d
	cmpl	%r12d, -44(%rbp)                ## 4-byte Folded Reload
	jg	LBB0_30
	jmp	LBB0_23
	.p2align	4, 0x90
LBB0_21:                                ##   in Loop: Header=BB0_17 Depth=1
	movl	-64(%rbp), %r14d                ## 4-byte Reload
	imull	%r13d, %r14d
	addl	12(%rdi), %r14d
	cmpl	%r12d, -44(%rbp)                ## 4-byte Folded Reload
	jg	LBB0_30
LBB0_23:                                ##   in Loop: Header=BB0_17 Depth=1
	movl	-48(%rbp), %r12d                ## 4-byte Reload
	movl	-88(%rbp), %ebx                 ## 4-byte Reload
	movq	-72(%rbp), %r15                 ## 8-byte Reload
	jmp	LBB0_24
	.p2align	4, 0x90
LBB0_25:                                ##   in Loop: Header=BB0_24 Depth=2
	movl	4(%rdi), %esi
LBB0_29:                                ##   in Loop: Header=BB0_24 Depth=2
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	%r14d, %edx
	callq	_gl_EvalCoord2f
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	incq	%r15
	addl	-60(%rbp), %ebx                 ## 4-byte Folded Reload
	decl	%r12d
	je	LBB0_30
LBB0_24:                                ##   Parent Loop BB0_17 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	testq	%r15, %r15
	je	LBB0_25
## %bb.26:                              ##   in Loop: Header=BB0_24 Depth=2
	cmpq	24(%rdi), %r15
	jne	LBB0_28
## %bb.27:                              ##   in Loop: Header=BB0_24 Depth=2
	movl	(%rdi), %esi
	jmp	LBB0_29
	.p2align	4, 0x90
LBB0_28:                                ##   in Loop: Header=BB0_24 Depth=2
	movl	4(%rdi), %esi
	addl	%ebx, %esi
	jmp	LBB0_29
LBB0_12:
	movslq	-48(%rbp), %r15                 ## 4-byte Folded Reload
	movl	-44(%rbp), %ecx                 ## 4-byte Reload
	movslq	%ecx, %rax
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
	movq	-104(%rbp), %rax                ## 8-byte Reload
	incl	%eax
	movl	%eax, -72(%rbp)                 ## 4-byte Spill
	movl	-60(%rbp), %eax                 ## 4-byte Reload
	imull	%ecx, %eax
	movl	%eax, -112(%rbp)                ## 4-byte Spill
	movl	%r12d, %eax
	subl	%ecx, %eax
	incl	%eax
	movl	%eax, -92(%rbp)                 ## 4-byte Spill
	jmp	LBB0_13
	.p2align	4, 0x90
LBB0_47:                                ##   in Loop: Header=BB0_13 Depth=1
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, %rdi
	callq	_gl_End
	movq	%rbx, %rdi
	incq	%r15
	cmpl	%r15d, -72(%rbp)                ## 4-byte Folded Reload
	movl	-76(%rbp), %r12d                ## 4-byte Reload
	je	LBB0_32
LBB0_13:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_41 Depth 2
	testq	%r15, %r15
	je	LBB0_14
## %bb.36:                              ##   in Loop: Header=BB0_13 Depth=1
	cmpq	%r15, 16(%rdi)
	jne	LBB0_38
## %bb.37:                              ##   in Loop: Header=BB0_13 Depth=1
	movl	8(%rdi), %r14d
	jmp	LBB0_39
	.p2align	4, 0x90
LBB0_14:                                ##   in Loop: Header=BB0_13 Depth=1
	movl	12(%rdi), %r14d
	jmp	LBB0_39
	.p2align	4, 0x90
LBB0_38:                                ##   in Loop: Header=BB0_13 Depth=1
	movl	-64(%rbp), %r14d                ## 4-byte Reload
	imull	%r15d, %r14d
	addl	12(%rdi), %r14d
LBB0_39:                                ##   in Loop: Header=BB0_13 Depth=1
	movq	_GL_LINE_STRIP@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_gl_Begin
	cmpl	%r12d, -44(%rbp)                ## 4-byte Folded Reload
	jg	LBB0_47
## %bb.40:                              ##   in Loop: Header=BB0_13 Depth=1
	movl	-92(%rbp), %r12d                ## 4-byte Reload
	movl	-112(%rbp), %ebx                ## 4-byte Reload
	movq	-88(%rbp), %r13                 ## 8-byte Reload
	jmp	LBB0_41
	.p2align	4, 0x90
LBB0_42:                                ##   in Loop: Header=BB0_41 Depth=2
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	4(%rdi), %esi
LBB0_46:                                ##   in Loop: Header=BB0_41 Depth=2
	movl	%r14d, %edx
	callq	_gl_EvalCoord2f
	incq	%r13
	addl	-60(%rbp), %ebx                 ## 4-byte Folded Reload
	decl	%r12d
	je	LBB0_47
LBB0_41:                                ##   Parent Loop BB0_13 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	testq	%r13, %r13
	je	LBB0_42
## %bb.43:                              ##   in Loop: Header=BB0_41 Depth=2
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	cmpq	24(%rdi), %r13
	jne	LBB0_45
## %bb.44:                              ##   in Loop: Header=BB0_41 Depth=2
	movl	(%rdi), %esi
	jmp	LBB0_46
	.p2align	4, 0x90
LBB0_45:                                ##   in Loop: Header=BB0_41 Depth=2
	movl	4(%rdi), %esi
	addl	%ebx, %esi
	jmp	LBB0_46
LBB0_33:
	movslq	%ebx, %rax
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	movslq	-44(%rbp), %r13                 ## 4-byte Folded Reload
	incl	%r12d
	movl	%r12d, -76(%rbp)                ## 4-byte Spill
	movl	-64(%rbp), %eax                 ## 4-byte Reload
	imull	%ebx, %eax
	movl	%eax, -88(%rbp)                 ## 4-byte Spill
	movl	%r15d, %eax
	subl	%ebx, %eax
	incl	%eax
	movl	%eax, -44(%rbp)                 ## 4-byte Spill
	jmp	LBB0_34
	.p2align	4, 0x90
LBB0_59:                                ##   in Loop: Header=BB0_34 Depth=1
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, %rdi
	callq	_gl_End
	movq	%rbx, %rdi
	incq	%r13
	cmpl	%r13d, -76(%rbp)                ## 4-byte Folded Reload
	movq	-104(%rbp), %r15                ## 8-byte Reload
	movl	-48(%rbp), %ebx                 ## 4-byte Reload
	je	LBB0_75
LBB0_34:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_53 Depth 2
	testq	%r13, %r13
	je	LBB0_35
## %bb.48:                              ##   in Loop: Header=BB0_34 Depth=1
	cmpq	%r13, 24(%rdi)
	jne	LBB0_50
## %bb.49:                              ##   in Loop: Header=BB0_34 Depth=1
	movl	(%rdi), %r14d
	jmp	LBB0_51
	.p2align	4, 0x90
LBB0_35:                                ##   in Loop: Header=BB0_34 Depth=1
	movl	4(%rdi), %r14d
	jmp	LBB0_51
	.p2align	4, 0x90
LBB0_50:                                ##   in Loop: Header=BB0_34 Depth=1
	movl	-60(%rbp), %r14d                ## 4-byte Reload
	imull	%r13d, %r14d
	addl	4(%rdi), %r14d
LBB0_51:                                ##   in Loop: Header=BB0_34 Depth=1
	movq	_GL_LINE_STRIP@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_gl_Begin
	cmpl	%r15d, %ebx
	jg	LBB0_59
## %bb.52:                              ##   in Loop: Header=BB0_34 Depth=1
	movl	-44(%rbp), %r12d                ## 4-byte Reload
	movl	-88(%rbp), %ebx                 ## 4-byte Reload
	movq	-72(%rbp), %r15                 ## 8-byte Reload
	jmp	LBB0_53
	.p2align	4, 0x90
LBB0_54:                                ##   in Loop: Header=BB0_53 Depth=2
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	12(%rdi), %edx
LBB0_58:                                ##   in Loop: Header=BB0_53 Depth=2
	movl	%r14d, %esi
	callq	_gl_EvalCoord2f
	incq	%r15
	addl	-64(%rbp), %ebx                 ## 4-byte Folded Reload
	decl	%r12d
	je	LBB0_59
LBB0_53:                                ##   Parent Loop BB0_34 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	testq	%r15, %r15
	je	LBB0_54
## %bb.55:                              ##   in Loop: Header=BB0_53 Depth=2
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	cmpq	16(%rdi), %r15
	jne	LBB0_57
## %bb.56:                              ##   in Loop: Header=BB0_53 Depth=2
	movl	8(%rdi), %edx
	jmp	LBB0_58
	.p2align	4, 0x90
LBB0_57:                                ##   in Loop: Header=BB0_53 Depth=2
	movl	12(%rdi), %edx
	addl	%ebx, %edx
	jmp	LBB0_58
	.cfi_endproc
                                        ## -- End function
	.comm	_GL_INVALID_OPERATION,4,2       ## @GL_INVALID_OPERATION
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"glEvalMesh2"

	.comm	_GL_POINTS,4,2                  ## @GL_POINTS
	.comm	_GL_LINE_STRIP,4,2              ## @GL_LINE_STRIP
	.comm	_GL_TRIANGLE_STRIP,4,2          ## @GL_TRIANGLE_STRIP
	.comm	_GL_INVALID_ENUM,4,2            ## @GL_INVALID_ENUM
L_.str.1:                               ## @.str.1
	.asciz	"glEvalMesh2(mode)"

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_gl_EvalMesh2                   ; -- Begin function gl_EvalMesh2
	.p2align	2
_gl_EvalMesh2:                          ; @gl_EvalMesh2
	.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, x5
	mov	x21, x4
	mov	x22, x3
	mov	x23, x2
	mov	x24, x1
	mov	x19, x0
	bl	_INSIDE_BEGIN_END
	cbz	x0, LBB0_3
; %bb.1:
Lloh0:
	adrp	x8, _GL_INVALID_OPERATION@GOTPAGE
Lloh1:
	ldr	x8, [x8, _GL_INVALID_OPERATION@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
Lloh3:
	adrp	x2, l_.str@PAGE
Lloh4:
	add	x2, x2, l_.str@PAGEOFF
LBB0_2:
	mov	x0, x19
	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
	b	_gl_error
LBB0_3:
	ldp	w8, w9, [x19]
	sub	w8, w8, w9
	ldr	w9, [x19, #24]
	sdiv	w27, w8, w9
	ldp	w8, w9, [x19, #8]
	sub	w8, w8, w9
	ldr	w9, [x19, #16]
	sdiv	w28, w8, w9
	cmp	w24, #128
	str	w22, [sp, #40]                  ; 4-byte Folded Spill
	str	x23, [sp, #32]                  ; 8-byte Folded Spill
	b.eq	LBB0_25
; %bb.4:
	cmp	w24, #129
	b.eq	LBB0_27
; %bb.5:
	cmp	w24, #130
	b.ne	LBB0_30
; %bb.6:
	str	w20, [sp, #24]                  ; 4-byte Folded Spill
	cmp	w21, w20
	b.ge	LBB0_29
; %bb.7:
	sxtw	x8, w23
	str	x8, [sp, #16]                   ; 8-byte Folded Spill
	mul	w9, w27, w23
	sub	w8, w22, w23
	add	w8, w8, #1
	stp	w8, w9, [sp, #8]                ; 8-byte Folded Spill
	b	LBB0_9
LBB0_8:                                 ;   in Loop: Header=BB0_9 Depth=1
	mov	x0, x19
	bl	_gl_End
	ldr	w8, [sp, #24]                   ; 4-byte Folded Reload
	cmp	w21, w8
	ldr	w22, [sp, #40]                  ; 4-byte Folded Reload
	ldr	x23, [sp, #32]                  ; 8-byte Folded Reload
	b.ge	LBB0_29
LBB0_9:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_21 Depth 2
Lloh5:
	adrp	x8, _GL_TRIANGLE_STRIP@GOTPAGE
Lloh6:
	ldr	x8, [x8, _GL_TRIANGLE_STRIP@GOTPAGEOFF]
Lloh7:
	ldr	w1, [x8]
	mov	x0, x19
	bl	_gl_Begin
	cbz	w21, LBB0_14
; %bb.10:                               ;   in Loop: Header=BB0_9 Depth=1
	ldr	x8, [x19, #16]
	cmp	x8, w21, sxtw
	b.ne	LBB0_16
; %bb.11:                               ;   in Loop: Header=BB0_9 Depth=1
	ldr	w24, [x19, #8]
	adds	w21, w21, #1
	b.hs	LBB0_17
LBB0_12:                                ;   in Loop: Header=BB0_9 Depth=1
	cmp	x8, w21, sxtw
	b.ne	LBB0_15
LBB0_13:                                ;   in Loop: Header=BB0_9 Depth=1
	ldr	w25, [x19, #8]
	cmp	w23, w22
	b.gt	LBB0_8
	b	LBB0_18
LBB0_14:                                ;   in Loop: Header=BB0_9 Depth=1
	ldr	w24, [x19, #12]
	ldr	x8, [x19, #16]
	mov	w21, #1
	cmp	x8, w21, sxtw
	b.eq	LBB0_13
LBB0_15:                                ;   in Loop: Header=BB0_9 Depth=1
	ldr	w8, [x19, #12]
	madd	w25, w21, w28, w8
	cmp	w23, w22
	b.gt	LBB0_8
	b	LBB0_18
LBB0_16:                                ;   in Loop: Header=BB0_9 Depth=1
	ldr	w9, [x19, #12]
	madd	w24, w21, w28, w9
	adds	w21, w21, #1
	b.lo	LBB0_12
LBB0_17:                                ;   in Loop: Header=BB0_9 Depth=1
	mov	w21, #0
	ldr	w25, [x19, #12]
	cmp	w23, w22
	b.gt	LBB0_8
LBB0_18:                                ;   in Loop: Header=BB0_9 Depth=1
	ldp	w20, w22, [sp, #8]              ; 8-byte Folded Reload
	ldr	x23, [sp, #16]                  ; 8-byte Folded Reload
	b	LBB0_21
LBB0_19:                                ;   in Loop: Header=BB0_21 Depth=2
	ldr	w26, [x19, #4]
LBB0_20:                                ;   in Loop: Header=BB0_21 Depth=2
	mov	x0, x19
	mov	x1, x26
	mov	x2, x24
	bl	_gl_EvalCoord2f
	mov	x0, x19
	mov	x1, x26
	mov	x2, x25
	bl	_gl_EvalCoord2f
	add	x23, x23, #1
	add	w22, w22, w27
	subs	w20, w20, #1
	b.eq	LBB0_8
LBB0_21:                                ;   Parent Loop BB0_9 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	cbz	x23, LBB0_19
; %bb.22:                               ;   in Loop: Header=BB0_21 Depth=2
	ldr	x8, [x19, #24]
	cmp	x23, x8
	b.ne	LBB0_24
; %bb.23:                               ;   in Loop: Header=BB0_21 Depth=2
	ldr	w26, [x19]
	b	LBB0_20
LBB0_24:                                ;   in Loop: Header=BB0_21 Depth=2
	ldr	w8, [x19, #4]
	add	w26, w22, w8
	b	LBB0_20
LBB0_25:
Lloh8:
	adrp	x8, _GL_POINTS@GOTPAGE
Lloh9:
	ldr	x8, [x8, _GL_POINTS@GOTPAGEOFF]
Lloh10:
	ldr	w1, [x8]
	mov	x0, x19
	bl	_gl_Begin
	cmp	w21, w20
	b.le	LBB0_31
LBB0_26:
	mov	x0, x19
	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
	b	_gl_End
LBB0_27:
	str	w20, [sp, #24]                  ; 4-byte Folded Spill
	cmp	w21, w20
	b.le	LBB0_45
LBB0_28:
	cmp	w23, w22
	b.le	LBB0_60
LBB0_29:
	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
LBB0_30:
Lloh11:
	adrp	x8, _GL_INVALID_ENUM@GOTPAGE
Lloh12:
	ldr	x8, [x8, _GL_INVALID_ENUM@GOTPAGEOFF]
Lloh13:
	ldr	w1, [x8]
Lloh14:
	adrp	x2, l_.str.1@PAGE
Lloh15:
	add	x2, x2, l_.str.1@PAGEOFF
	b	LBB0_2
LBB0_31:
	mov	x8, x23
	sxtw	x8, w8
	str	x8, [sp, #24]                   ; 8-byte Folded Spill
                                        ; kill: def $w21 killed $w21 killed $x21 def $x21
	sxtw	x21, w21
	add	w25, w20, #1
	mul	w8, w27, w23
	str	w8, [sp, #16]                   ; 4-byte Folded Spill
	sub	w8, w22, w23
	add	w24, w8, #1
	b	LBB0_33
LBB0_32:                                ;   in Loop: Header=BB0_33 Depth=1
	add	x21, x21, #1
	cmp	w25, w21
	ldr	w22, [sp, #40]                  ; 4-byte Folded Reload
	ldr	x23, [sp, #32]                  ; 8-byte Folded Reload
	b.eq	LBB0_26
LBB0_33:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_41 Depth 2
	cbz	x21, LBB0_36
; %bb.34:                               ;   in Loop: Header=BB0_33 Depth=1
	ldr	x8, [x19, #16]
	cmp	x8, x21
	b.ne	LBB0_37
; %bb.35:                               ;   in Loop: Header=BB0_33 Depth=1
	ldr	w20, [x19, #8]
	cmp	w23, w22
	b.gt	LBB0_32
	b	LBB0_38
LBB0_36:                                ;   in Loop: Header=BB0_33 Depth=1
	ldr	w20, [x19, #12]
	cmp	w23, w22
	b.gt	LBB0_32
	b	LBB0_38
LBB0_37:                                ;   in Loop: Header=BB0_33 Depth=1
	ldr	w8, [x19, #12]
	madd	w20, w28, w21, w8
	cmp	w23, w22
	b.gt	LBB0_32
LBB0_38:                                ;   in Loop: Header=BB0_33 Depth=1
	mov	x22, x24
	ldr	w23, [sp, #16]                  ; 4-byte Folded Reload
	ldr	x26, [sp, #24]                  ; 8-byte Folded Reload
	b	LBB0_41
LBB0_39:                                ;   in Loop: Header=BB0_41 Depth=2
	ldr	w1, [x19, #4]
LBB0_40:                                ;   in Loop: Header=BB0_41 Depth=2
	mov	x0, x19
	mov	x2, x20
	bl	_gl_EvalCoord2f
	add	x26, x26, #1
	add	w23, w23, w27
	subs	w22, w22, #1
	b.eq	LBB0_32
LBB0_41:                                ;   Parent Loop BB0_33 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	cbz	x26, LBB0_39
; %bb.42:                               ;   in Loop: Header=BB0_41 Depth=2
	ldr	x8, [x19, #24]
	cmp	x26, x8
	b.ne	LBB0_44
; %bb.43:                               ;   in Loop: Header=BB0_41 Depth=2
	ldr	w1, [x19]
	b	LBB0_40
LBB0_44:                                ;   in Loop: Header=BB0_41 Depth=2
	ldr	w8, [x19, #4]
	add	w1, w23, w8
	b	LBB0_40
LBB0_45:
	mov	x8, x23
	sxtw	x8, w8
	str	x8, [sp, #16]                   ; 8-byte Folded Spill
	sxtw	x26, w21
	ldr	w8, [sp, #24]                   ; 4-byte Folded Reload
	add	w25, w8, #1
	mul	w9, w27, w23
	sub	w8, w22, w23
	add	w8, w8, #1
	stp	w8, w9, [sp, #8]                ; 8-byte Folded Spill
	b	LBB0_47
LBB0_46:                                ;   in Loop: Header=BB0_47 Depth=1
	mov	x0, x19
	bl	_gl_End
	add	x26, x26, #1
	cmp	w25, w26
	ldr	w22, [sp, #40]                  ; 4-byte Folded Reload
	ldr	x23, [sp, #32]                  ; 8-byte Folded Reload
	b.eq	LBB0_28
LBB0_47:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_56 Depth 2
	cbz	x26, LBB0_50
; %bb.48:                               ;   in Loop: Header=BB0_47 Depth=1
	ldr	x8, [x19, #16]
	cmp	x8, x26
	b.ne	LBB0_51
; %bb.49:                               ;   in Loop: Header=BB0_47 Depth=1
	ldr	w24, [x19, #8]
	b	LBB0_52
LBB0_50:                                ;   in Loop: Header=BB0_47 Depth=1
	ldr	w24, [x19, #12]
	b	LBB0_52
LBB0_51:                                ;   in Loop: Header=BB0_47 Depth=1
	ldr	w8, [x19, #12]
	madd	w24, w28, w26, w8
LBB0_52:                                ;   in Loop: Header=BB0_47 Depth=1
Lloh16:
	adrp	x8, _GL_LINE_STRIP@GOTPAGE
Lloh17:
	ldr	x8, [x8, _GL_LINE_STRIP@GOTPAGEOFF]
Lloh18:
	ldr	w1, [x8]
	mov	x0, x19
	bl	_gl_Begin
	cmp	w23, w22
	b.gt	LBB0_46
; %bb.53:                               ;   in Loop: Header=BB0_47 Depth=1
	ldp	w20, w22, [sp, #8]              ; 8-byte Folded Reload
	ldr	x23, [sp, #16]                  ; 8-byte Folded Reload
	b	LBB0_56
LBB0_54:                                ;   in Loop: Header=BB0_56 Depth=2
	ldr	w1, [x19, #4]
LBB0_55:                                ;   in Loop: Header=BB0_56 Depth=2
	mov	x0, x19
	mov	x2, x24
	bl	_gl_EvalCoord2f
	add	x23, x23, #1
	add	w22, w22, w27
	subs	w20, w20, #1
	b.eq	LBB0_46
LBB0_56:                                ;   Parent Loop BB0_47 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	cbz	x23, LBB0_54
; %bb.57:                               ;   in Loop: Header=BB0_56 Depth=2
	ldr	x8, [x19, #24]
	cmp	x23, x8
	b.ne	LBB0_59
; %bb.58:                               ;   in Loop: Header=BB0_56 Depth=2
	ldr	w1, [x19]
	b	LBB0_55
LBB0_59:                                ;   in Loop: Header=BB0_56 Depth=2
	ldr	w8, [x19, #4]
	add	w1, w22, w8
	b	LBB0_55
LBB0_60:
	mov	x8, x21
	sxtw	x8, w8
	str	x8, [sp, #40]                   ; 8-byte Folded Spill
	mov	x8, x23
	sxtw	x23, w8
	add	w25, w22, #1
	mul	w8, w28, w21
	str	w8, [sp, #32]                   ; 4-byte Folded Spill
	ldr	w8, [sp, #24]                   ; 4-byte Folded Reload
	sub	w8, w8, w21
	add	w8, w8, #1
	str	w8, [sp, #16]                   ; 4-byte Folded Spill
	b	LBB0_62
LBB0_61:                                ;   in Loop: Header=BB0_62 Depth=1
	mov	x0, x19
	bl	_gl_End
	add	x23, x23, #1
	cmp	w25, w23
	b.eq	LBB0_29
LBB0_62:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_71 Depth 2
	cbz	x23, LBB0_65
; %bb.63:                               ;   in Loop: Header=BB0_62 Depth=1
	ldr	x8, [x19, #24]
	cmp	x8, x23
	b.ne	LBB0_66
; %bb.64:                               ;   in Loop: Header=BB0_62 Depth=1
	ldr	w22, [x19]
	b	LBB0_67
LBB0_65:                                ;   in Loop: Header=BB0_62 Depth=1
	ldr	w22, [x19, #4]
	b	LBB0_67
LBB0_66:                                ;   in Loop: Header=BB0_62 Depth=1
	ldr	w8, [x19, #4]
	madd	w22, w27, w23, w8
LBB0_67:                                ;   in Loop: Header=BB0_62 Depth=1
Lloh19:
	adrp	x8, _GL_LINE_STRIP@GOTPAGE
Lloh20:
	ldr	x8, [x8, _GL_LINE_STRIP@GOTPAGEOFF]
Lloh21:
	ldr	w1, [x8]
	mov	x0, x19
	bl	_gl_Begin
	ldr	w8, [sp, #24]                   ; 4-byte Folded Reload
	cmp	w21, w8
	b.gt	LBB0_61
; %bb.68:                               ;   in Loop: Header=BB0_62 Depth=1
	ldr	w20, [sp, #16]                  ; 4-byte Folded Reload
	ldr	w26, [sp, #32]                  ; 4-byte Folded Reload
	ldr	x24, [sp, #40]                  ; 8-byte Folded Reload
	b	LBB0_71
LBB0_69:                                ;   in Loop: Header=BB0_71 Depth=2
	ldr	w2, [x19, #12]
LBB0_70:                                ;   in Loop: Header=BB0_71 Depth=2
	mov	x0, x19
	mov	x1, x22
	bl	_gl_EvalCoord2f
	add	x24, x24, #1
	add	w26, w26, w28
	subs	w20, w20, #1
	b.eq	LBB0_61
LBB0_71:                                ;   Parent Loop BB0_62 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	cbz	x24, LBB0_69
; %bb.72:                               ;   in Loop: Header=BB0_71 Depth=2
	ldr	x8, [x19, #16]
	cmp	x24, x8
	b.ne	LBB0_74
; %bb.73:                               ;   in Loop: Header=BB0_71 Depth=2
	ldr	w2, [x19, #8]
	b	LBB0_70
LBB0_74:                                ;   in Loop: Header=BB0_71 Depth=2
	ldr	w8, [x19, #12]
	add	w2, w26, w8
	b	LBB0_70
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.cfi_endproc
                                        ; -- End function
	.comm	_GL_INVALID_OPERATION,4,2       ; @GL_INVALID_OPERATION
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"glEvalMesh2"

	.comm	_GL_POINTS,4,2                  ; @GL_POINTS
	.comm	_GL_LINE_STRIP,4,2              ; @GL_LINE_STRIP
	.comm	_GL_TRIANGLE_STRIP,4,2          ; @GL_TRIANGLE_STRIP
	.comm	_GL_INVALID_ENUM,4,2            ; @GL_INVALID_ENUM
l_.str.1:                               ; @.str.1
	.asciz	"glEvalMesh2(mode)"

.subsections_via_symbols
