	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_setup_sm4_shader_output
_shader_glsl_setup_sm4_shader_output:   ## @shader_glsl_setup_sm4_shader_output
	.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	%r8, -80(%rbp)                  ## 8-byte Spill
	movl	%esi, -44(%rbp)                 ## 4-byte Spill
	movq	%rdi, -72(%rbp)                 ## 8-byte Spill
	movl	(%rdx), %eax
	testl	%eax, %eax
	je	LBB0_7
## %bb.1:
	movq	%rdx, %rbx
	testq	%r9, %r9
	leaq	L_.str.1(%rip), %rsi
	leaq	L_.str(%rip), %rdi
	cmoveq	%rsi, %rdi
	movq	%rdi, -64(%rbp)                 ## 8-byte Spill
	xorl	%r14d, %r14d
	xorl	%r12d, %r12d
	movq	%rcx, -56(%rbp)                 ## 8-byte Spill
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%r12
	movl	%eax, %esi
	addq	$16, %r14
	cmpq	%rsi, %r12
	jae	LBB0_7
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%rbx), %r13
	movl	(%rcx), %edi
	movl	(%r13,%r14), %esi
	btl	%esi, %edi
	jae	LBB0_6
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, 8(%r13,%r14)
	jne	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpl	-44(%rbp), %esi                 ## 4-byte Folded Reload
	jae	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	4(%r13,%r14), %edi
	leaq	-86(%rbp), %r15
	movq	%r15, %rsi
	callq	_shader_glsl_write_mask_to_str
	movl	(%r13,%r14), %ecx
	movq	%r15, (%rsp)
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	movq	-64(%rbp), %rsi                 ## 8-byte Reload
	movq	-80(%rbp), %rdx                 ## 8-byte Reload
	movq	%r15, %r8
	movl	%ecx, %r9d
	callq	_shader_addline
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	movl	(%rbx), %eax
	jmp	LBB0_6
LBB0_7:
	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	"%s.reg%u%s = outputs[%u]%s;\n"

L_.str.1:                               ## @.str.1
	.asciz	"%s.reg[%u]%s = outputs[%u]%s;\n"

	.no_dead_strip	_shader_glsl_setup_sm4_shader_output
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_setup_sm4_shader_output
_shader_glsl_setup_sm4_shader_output:   ; @shader_glsl_setup_sm4_shader_output
	.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
	ldr	w8, [x2]
	cbz	w8, LBB0_6
; %bb.1:
	mov	x19, x4
	mov	x20, x3
	mov	x21, x2
	mov	x22, x1
	mov	x23, x0
	mov	x25, #0
	mov	x26, #0
Lloh0:
	adrp	x9, l_.str@PAGE
Lloh1:
	add	x9, x9, l_.str@PAGEOFF
Lloh2:
	adrp	x10, l_.str.1@PAGE
Lloh3:
	add	x10, x10, l_.str.1@PAGEOFF
	cmp	x5, #0
	csel	x24, x10, x9, eq
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x26, x26, #1
	add	x25, x25, #16
	cmp	x26, w8, uxtw
	b.hs	LBB0_6
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x10, [x21, #8]
	ldr	w11, [x20]
	ldr	w9, [x10, x25]
	lsr	w11, w11, w9
	tbz	w11, #0, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	add	x27, x10, x25
	ldr	x10, [x27, #8]
	cmp	x10, #0
	ccmp	w9, w22, #2, eq
	b.hs	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w0, [x27, #4]
	add	x1, sp, #10
	bl	_shader_glsl_write_mask_to_str
	ldr	w3, [x27]
	add	x4, sp, #10
	add	x6, sp, #10
	mov	x0, x23
	mov	x1, x24
	mov	x2, x19
	mov	x5, x3
	bl	_shader_addline
	ldr	w8, [x21]
	b	LBB0_2
LBB0_6:
	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	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"%s.reg%u%s = outputs[%u]%s;\n"

l_.str.1:                               ; @.str.1
	.asciz	"%s.reg[%u]%s = outputs[%u]%s;\n"

	.no_dead_strip	_shader_glsl_setup_sm4_shader_output
.subsections_via_symbols
