	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_dump_program_source
_shader_glsl_dump_program_source:       ## @shader_glsl_dump_program_source
	.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	$40, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%esi, %ebx
	movq	_GL_ATTACHED_SHADERS@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	leaq	-64(%rbp), %rdx
	movl	%ebx, %edi
	callq	_glGetProgramiv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	-64(%rbp), %rdi
	movl	$1, %esi
	callq	_heap_calloc
	testq	%rax, %rax
	je	LBB0_1
## %bb.2:
	movq	%rax, %r14
	movq	-64(%rbp), %rsi
	movsbl	%bl, %edi
	xorl	%ebx, %ebx
	xorl	%edx, %edx
	movq	%rax, %rcx
	callq	_glGetAttachedShaders
	movl	%eax, %edi
	callq	_GL_EXTCALL
	cmpq	$0, -64(%rbp)
	je	LBB0_12
## %bb.3:
	movq	$-1, -56(%rbp)                  ## 8-byte Folded Spill
	leaq	-80(%rbp), %r12
	leaq	L_.str.6(%rip), %r15
	xorl	%r13d, %r13d
	xorl	%ebx, %ebx
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_11:                                ##   in Loop: Header=BB0_4 Depth=1
	leaq	L_.str.5(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	incq	%r13
	cmpq	-64(%rbp), %r13
	jae	LBB0_12
LBB0_4:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_10 Depth 2
	movsbl	(%r14,%r13), %edi
	movq	_GL_SHADER_SOURCE_LENGTH@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	leaq	-48(%rbp), %rdx
	callq	_glGetShaderiv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	cmpq	-48(%rbp), %rax
	jae	LBB0_5
## %bb.6:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	%rbx, %rdi
	callq	_heap_free
	movq	-48(%rbp), %rdi
	callq	_heap_alloc_zero
	movq	-48(%rbp), %rcx
	movq	%rcx, -56(%rbp)                 ## 8-byte Spill
	testq	%rax, %rax
	je	LBB0_15
## %bb.7:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	jmp	LBB0_8
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	%rbx, -72(%rbp)                 ## 8-byte Spill
LBB0_8:                                 ##   in Loop: Header=BB0_4 Depth=1
	movsbl	(%r14,%r13), %esi
	leaq	L_.str.2(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	movsbl	(%r14,%r13), %edi
	movq	_GL_SHADER_TYPE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rbx
	leaq	-48(%rbp), %r14
	movq	%r14, %rdx
	callq	_glGetShaderiv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	-48(%rbp), %rdi
	callq	_debug_gl_shader_type
	leaq	L_.str.3(%rip), %rdi
	movl	%eax, %esi
	xorl	%eax, %eax
	callq	_FIXME
	movsbl	(%rbx,%r13), %edi
	movq	_GL_COMPILE_STATUS@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdx
	movq	%rbx, %r14
	callq	_glGetShaderiv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	-48(%rbp), %rsi
	leaq	L_.str.4(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	leaq	L_.str.5(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	movq	-72(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, -80(%rbp)
	movsbl	(%r14,%r13), %edi
	movq	-56(%rbp), %rsi                 ## 8-byte Reload
	xorl	%edx, %edx
	movq	%rbx, %rcx
	callq	_glGetShaderSource
	movl	%eax, %edi
	callq	_GL_EXTCALL
	.p2align	4, 0x90
LBB0_10:                                ##   Parent Loop BB0_4 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	%r12, %rdi
	callq	_get_info_log_line
	testq	%rax, %rax
	je	LBB0_11
## %bb.9:                               ##   in Loop: Header=BB0_10 Depth=2
	movl	-80(%rbp), %esi
	subl	%eax, %esi
	movq	%r15, %rdi
	movq	%rax, %rdx
	xorl	%eax, %eax
	callq	_FIXME
	jmp	LBB0_10
LBB0_12:
	movq	%rbx, %rdi
	callq	_heap_free
	jmp	LBB0_13
LBB0_1:
	leaq	L_.str(%rip), %rdi
	xorl	%eax, %eax
	callq	_ERR
	jmp	LBB0_14
LBB0_15:
	leaq	L_.str.1(%rip), %rdi
	movq	-56(%rbp), %rsi                 ## 8-byte Reload
	xorl	%eax, %eax
	callq	_ERR
LBB0_13:
	movq	%r14, %rdi
	callq	_heap_free
LBB0_14:
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_GL_ATTACHED_SHADERS,4,2        ## @GL_ATTACHED_SHADERS
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Failed to allocate shader array memory.\n"

	.comm	_GL_SHADER_SOURCE_LENGTH,4,2    ## @GL_SHADER_SOURCE_LENGTH
L_.str.1:                               ## @.str.1
	.asciz	"Failed to allocate %d bytes for shader source.\n"

L_.str.2:                               ## @.str.2
	.asciz	"Shader %u:\n"

	.comm	_GL_SHADER_TYPE,4,2             ## @GL_SHADER_TYPE
L_.str.3:                               ## @.str.3
	.asciz	"    GL_SHADER_TYPE: %s.\n"

	.comm	_GL_COMPILE_STATUS,4,2          ## @GL_COMPILE_STATUS
L_.str.4:                               ## @.str.4
	.asciz	"    GL_COMPILE_STATUS: %d.\n"

L_.str.5:                               ## @.str.5
	.asciz	"\n"

L_.str.6:                               ## @.str.6
	.asciz	"    %.*s"

	.no_dead_strip	_shader_glsl_dump_program_source
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_dump_program_source
_shader_glsl_dump_program_source:       ; @shader_glsl_dump_program_source
	.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, x1
Lloh0:
	adrp	x8, _GL_ATTACHED_SHADERS@GOTPAGE
Lloh1:
	ldr	x8, [x8, _GL_ATTACHED_SHADERS@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
	add	x2, sp, #40
	mov	x0, x20
	bl	_glGetProgramiv
	bl	_GL_EXTCALL
	ldr	x0, [sp, #40]
	mov	w1, #1
	bl	_heap_calloc
	cbz	x0, LBB0_10
; %bb.1:
	mov	x19, x0
	ldr	x1, [sp, #40]
	mov	x0, x20
	mov	x2, #0
	mov	x3, x19
	bl	_glGetAttachedShaders
	bl	_GL_EXTCALL
	ldr	x8, [sp, #40]
	cbz	x8, LBB0_11
; %bb.2:
	mov	x27, #0
	mov	x20, #0
	mov	x23, #-1
Lloh3:
	adrp	x21, l_.str.2@PAGE
Lloh4:
	add	x21, x21, l_.str.2@PAGEOFF
Lloh5:
	adrp	x22, l_.str.3@PAGE
Lloh6:
	add	x22, x22, l_.str.3@PAGEOFF
Lloh7:
	adrp	x28, _GL_COMPILE_STATUS@GOTPAGE
Lloh8:
	ldr	x28, [x28, _GL_COMPILE_STATUS@GOTPAGEOFF]
Lloh9:
	adrp	x24, l_.str.4@PAGE
Lloh10:
	add	x24, x24, l_.str.4@PAGEOFF
Lloh11:
	adrp	x25, l_.str.5@PAGE
Lloh12:
	add	x25, x25, l_.str.5@PAGEOFF
Lloh13:
	adrp	x26, l_.str.6@PAGE
Lloh14:
	add	x26, x26, l_.str.6@PAGEOFF
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x25
	bl	_FIXME
	add	x27, x27, #1
	ldr	x8, [sp, #40]
	cmp	x27, x8
	b.hs	LBB0_12
LBB0_4:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_8 Depth 2
	ldrsb	w0, [x19, x27]
Lloh15:
	adrp	x8, _GL_SHADER_SOURCE_LENGTH@GOTPAGE
Lloh16:
	ldr	x8, [x8, _GL_SHADER_SOURCE_LENGTH@GOTPAGEOFF]
Lloh17:
	ldr	w1, [x8]
	add	x2, sp, #24
	bl	_glGetShaderiv
	bl	_GL_EXTCALL
	ldr	x8, [sp, #24]
	cmp	x23, x8
	b.hs	LBB0_7
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x20
	bl	_heap_free
	ldr	x0, [sp, #24]
	bl	_heap_alloc_zero
	ldr	x23, [sp, #24]
	cbz	x0, LBB0_13
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x20, x0
LBB0_7:                                 ;   in Loop: Header=BB0_4 Depth=1
	ldrsb	x8, [x19, x27]
	str	x8, [sp]
	mov	x0, x21
	bl	_FIXME
	ldrsb	w0, [x19, x27]
Lloh18:
	adrp	x8, _GL_SHADER_TYPE@GOTPAGE
Lloh19:
	ldr	x8, [x8, _GL_SHADER_TYPE@GOTPAGEOFF]
Lloh20:
	ldr	w1, [x8]
	add	x2, sp, #24
	bl	_glGetShaderiv
	bl	_GL_EXTCALL
	ldr	x0, [sp, #24]
	bl	_debug_gl_shader_type
                                        ; kill: def $w0 killed $w0 def $x0
	str	x0, [sp]
	mov	x0, x22
	bl	_FIXME
	ldrsb	w0, [x19, x27]
	ldr	w1, [x28]
	add	x2, sp, #24
	bl	_glGetShaderiv
	bl	_GL_EXTCALL
	ldr	x8, [sp, #24]
	str	x8, [sp]
	mov	x0, x24
	bl	_FIXME
	mov	x0, x25
	bl	_FIXME
	str	x20, [sp, #32]
	ldrsb	w0, [x19, x27]
	mov	x1, x23
	mov	x2, #0
	mov	x3, x20
	bl	_glGetShaderSource
	bl	_GL_EXTCALL
LBB0_8:                                 ;   Parent Loop BB0_4 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	add	x0, sp, #32
	bl	_get_info_log_line
	cbz	x0, LBB0_3
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=2
	ldr	x8, [sp, #32]
	sub	x8, x8, x0
	stp	x8, x0, [sp]
	mov	x0, x26
	bl	_FIXME
	b	LBB0_8
LBB0_10:
Lloh21:
	adrp	x0, l_.str@PAGE
Lloh22:
	add	x0, x0, l_.str@PAGEOFF
	bl	_ERR
	b	LBB0_15
LBB0_11:
	mov	x20, #0
LBB0_12:
	mov	x0, x20
	bl	_heap_free
	b	LBB0_14
LBB0_13:
	str	x23, [sp]
Lloh23:
	adrp	x0, l_.str.1@PAGE
Lloh24:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_ERR
LBB0_14:
	mov	x0, x19
	bl	_heap_free
LBB0_15:
	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
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh23, Lloh24
	.cfi_endproc
                                        ; -- End function
	.comm	_GL_ATTACHED_SHADERS,4,2        ; @GL_ATTACHED_SHADERS
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Failed to allocate shader array memory.\n"

	.comm	_GL_SHADER_SOURCE_LENGTH,4,2    ; @GL_SHADER_SOURCE_LENGTH
l_.str.1:                               ; @.str.1
	.asciz	"Failed to allocate %d bytes for shader source.\n"

l_.str.2:                               ; @.str.2
	.asciz	"Shader %u:\n"

	.comm	_GL_SHADER_TYPE,4,2             ; @GL_SHADER_TYPE
l_.str.3:                               ; @.str.3
	.asciz	"    GL_SHADER_TYPE: %s.\n"

	.comm	_GL_COMPILE_STATUS,4,2          ; @GL_COMPILE_STATUS
l_.str.4:                               ; @.str.4
	.asciz	"    GL_COMPILE_STATUS: %d.\n"

l_.str.5:                               ; @.str.5
	.asciz	"\n"

l_.str.6:                               ; @.str.6
	.asciz	"    %.*s"

	.no_dead_strip	_shader_glsl_dump_program_source
.subsections_via_symbols
