	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function glsl_fragment_pipe_vdecl
_glsl_fragment_pipe_vdecl:              ## @glsl_fragment_pipe_vdecl
	.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	%r12
	pushq	%rbx
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%edx, %r14d
	movq	%rsi, %r15
	movq	%rdi, %r12
	movq	8(%rdi), %rdi
	movq	(%rdi), %rbx
	callq	_wined3d_max_compat_varyings
	cmpq	%rax, %rbx
	jge	LBB0_2
## %bb.1:
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rax
	movb	(%rax), %cl
	movl	$1, %eax
	shll	%cl, %eax
	orl	%eax, (%r12)
LBB0_2:
	movq	_WINED3D_RS_FOGENABLE@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_STATE_RENDER
	movq	%r12, %rdi
	movl	%eax, %esi
	callq	_isStateDirty
	testl	%eax, %eax
	je	LBB0_4
## %bb.3:
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_4:
	movq	%r12, %rdi
	movq	%r15, %rsi
	movl	%r14d, %edx
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_glsl_fragment_pipe_fog         ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_RS_FOGENABLE,4,2       ## @WINED3D_RS_FOGENABLE
	.no_dead_strip	_glsl_fragment_pipe_vdecl
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function glsl_fragment_pipe_vdecl
_glsl_fragment_pipe_vdecl:              ; @glsl_fragment_pipe_vdecl
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.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, x2
	mov	x20, x1
	mov	x21, x0
	ldr	x0, [x0, #8]
	ldr	x22, [x0]
	bl	_wined3d_max_compat_varyings
	cmp	x22, x0
	b.ge	LBB0_2
; %bb.1:
Lloh0:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	mov	w9, #1
	lsl	w8, w9, w8
	ldr	w9, [x21]
	orr	w8, w9, w8
	str	w8, [x21]
LBB0_2:
Lloh3:
	adrp	x8, _WINED3D_RS_FOGENABLE@GOTPAGE
Lloh4:
	ldr	x8, [x8, _WINED3D_RS_FOGENABLE@GOTPAGEOFF]
Lloh5:
	ldr	w0, [x8]
	bl	_STATE_RENDER
	mov	x1, x0
	mov	x0, x21
	bl	_isStateDirty
	cbz	w0, LBB0_4
; %bb.3:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
LBB0_4:
	mov	x0, x21
	mov	x1, x20
	mov	x2, x19
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	b	_glsl_fragment_pipe_fog
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_RS_FOGENABLE,4,2       ; @WINED3D_RS_FOGENABLE
	.no_dead_strip	_glsl_fragment_pipe_vdecl
.subsections_via_symbols
