	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_select_compute
_shader_glsl_select_compute:            ## @shader_glsl_select_compute
	.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
	movq	%rsi, %r14
	movq	%rdi, %rax
	movq	16(%rsi), %rbx
	movq	(%rbx), %rcx
	xorl	%r15d, %r15d
	movl	$0, %r12d
	testq	%rcx, %rcx
	je	LBB0_2
## %bb.1:
	movl	(%rcx), %r12d
LBB0_2:
	movq	%r14, %rdi
	movq	%rdx, %rsi
	movq	%rax, %rdx
	movq	%rbx, %rcx
	callq	_set_glsl_compute_shader_program
	movq	(%rbx), %rax
	testq	%rax, %rax
	je	LBB0_4
## %bb.3:
	movl	(%rax), %r15d
LBB0_4:
	leaq	L_.str(%rip), %rdi
	movl	%r15d, %esi
	callq	_TRACE
	cmpl	%r15d, %r12d
	je	LBB0_6
## %bb.5:
	movl	%r15d, %edi
	callq	_glUseProgram
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
LBB0_6:
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rax
	movb	(%rax), %al
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rcx
	movb	(%rcx), %cl
	movl	$1, %edx
	shll	%cl, %edx
	btsl	%eax, %edx
	movq	_WINED3D_SHADER_TYPE_GEOMETRY@GOTPCREL(%rip), %rax
	movb	(%rax), %al
	btsl	%eax, %edx
	movq	_WINED3D_SHADER_TYPE_HULL@GOTPCREL(%rip), %rax
	movb	(%rax), %al
	btsl	%eax, %edx
	movq	_WINED3D_SHADER_TYPE_DOMAIN@GOTPCREL(%rip), %rax
	movb	(%rax), %al
	btsl	%eax, %edx
	orl	%edx, (%r14)
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Using GLSL program %u.\n"

L_.str.1:                               ## @.str.1
	.asciz	"glUseProgram"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,4,2 ## @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_HULL,4,2   ## @WINED3D_SHADER_TYPE_HULL
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,4,2 ## @WINED3D_SHADER_TYPE_DOMAIN
	.no_dead_strip	_shader_glsl_select_compute
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_select_compute
_shader_glsl_select_compute:            ; @shader_glsl_select_compute
	.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, x1
	mov	x8, x0
	ldr	x20, [x1, #16]
	ldr	x9, [x20]
	cbz	x9, LBB0_2
; %bb.1:
	ldr	w21, [x9]
	b	LBB0_3
LBB0_2:
	mov	w21, #0
LBB0_3:
	mov	x0, x19
	mov	x1, x2
	mov	x2, x8
	mov	x3, x20
	bl	_set_glsl_compute_shader_program
	ldr	x8, [x20]
	cbz	x8, LBB0_5
; %bb.4:
	ldr	w20, [x8]
	b	LBB0_6
LBB0_5:
	mov	w20, #0
LBB0_6:
Lloh0:
	adrp	x0, l_.str@PAGE
Lloh1:
	add	x0, x0, l_.str@PAGEOFF
	mov	x1, x20
	bl	_TRACE
	cmp	w21, w20
	b.eq	LBB0_8
; %bb.7:
	mov	x0, x20
	bl	_glUseProgram
	bl	_GL_EXTCALL
Lloh2:
	adrp	x0, l_.str.1@PAGE
Lloh3:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_checkGLcall
LBB0_8:
Lloh4:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh5:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh6:
	ldr	w8, [x8]
	mov	w9, #1
	lsl	w8, w9, w8
Lloh7:
	adrp	x10, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh8:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
Lloh9:
	ldr	w10, [x10]
	lsl	w10, w9, w10
	orr	w8, w10, w8
Lloh10:
	adrp	x10, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGE
Lloh11:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGEOFF]
Lloh12:
	ldr	w10, [x10]
	lsl	w10, w9, w10
Lloh13:
	adrp	x11, _WINED3D_SHADER_TYPE_HULL@GOTPAGE
Lloh14:
	ldr	x11, [x11, _WINED3D_SHADER_TYPE_HULL@GOTPAGEOFF]
	orr	w8, w8, w10
Lloh15:
	ldr	w10, [x11]
	lsl	w10, w9, w10
	orr	w8, w8, w10
Lloh16:
	adrp	x10, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGE
Lloh17:
	ldr	x10, [x10, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGEOFF]
Lloh18:
	ldr	w10, [x10]
	lsl	w9, w9, w10
	orr	w8, w8, w9
	ldr	w9, [x19]
	orr	w8, w8, w9
	str	w8, [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
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh12
	.loh AdrpLdrGotLdr	Lloh7, Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Using GLSL program %u.\n"

l_.str.1:                               ; @.str.1
	.asciz	"glUseProgram"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,4,2 ; @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_HULL,4,2   ; @WINED3D_SHADER_TYPE_HULL
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,4,2 ; @WINED3D_SHADER_TYPE_DOMAIN
	.no_dead_strip	_shader_glsl_select_compute
.subsections_via_symbols
