	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_dispatch_compute               ## -- Begin function dispatch_compute
	.p2align	4, 0x90
_dispatch_compute:                      ## @dispatch_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	%r13
	pushq	%r12
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, %r14
	movq	%rsi, %r12
	movq	%rdi, %rbx
	xorl	%esi, %esi
	xorl	%edx, %edx
	callq	_context_acquire
	movq	%rax, %r15
	cmpl	$0, 8(%rax)
	je	LBB0_1
## %bb.3:
	movq	(%r15), %r13
	movq	8(%r13), %rax
	movq	_ARB_COMPUTE_SHADER@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	je	LBB0_14
## %bb.4:
	cmpq	$0, 32(%r14)
	je	LBB0_6
## %bb.5:
	movq	24(%r14), %rdi
	movq	%r15, %rsi
	movq	%r12, %rdx
	callq	_wined3d_buffer_load
LBB0_6:
	movq	%r15, %rdi
	movq	%rbx, %rsi
	movq	%r12, %rdx
	callq	_context_apply_compute_state
	movq	(%r12), %rax
	movq	_WINED3D_SHADER_TYPE_COMPUTE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	je	LBB0_7
## %bb.8:
	cmpq	$0, 32(%r14)
	je	LBB0_10
## %bb.9:
	movq	24(%r14), %rax
	movq	_GL_DISPATCH_INDIRECT_BUFFER@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edi
	movl	(%rax), %esi
	callq	_glBindBuffer
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	16(%r14), %edi
	callq	_glDispatchComputeIndirect
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	(%rbx), %edi
	xorl	%esi, %esi
	callq	_glBindBuffer
	jmp	LBB0_11
LBB0_1:
	movq	%r15, %rdi
	callq	_context_release
	leaq	L_.str(%rip), %rdi
	jmp	LBB0_2
LBB0_14:
	movq	%r15, %rdi
	callq	_context_release
	leaq	L_.str.1(%rip), %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_FIXME                          ## TAILCALL
LBB0_7:
	movq	%r15, %rdi
	callq	_context_release
	leaq	L_.str.2(%rip), %rdi
LBB0_2:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_WARN                           ## TAILCALL
LBB0_10:
	movl	8(%r14), %edi
	movl	(%r14), %edx
	movl	4(%r14), %esi
	callq	_glDispatchCompute
LBB0_11:
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.3(%rip), %rdi
	callq	_checkGLcall
	movq	_GL_ALL_BARRIER_BITS@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glMemoryBarrier
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.4(%rip), %rdi
	callq	_checkGLcall
	movq	_wined3d_settings@GOTPCREL(%rip), %rax
	cmpq	$0, (%rax)
	je	LBB0_13
## %bb.12:
	xorl	%eax, %eax
	callq	*(%r13)
LBB0_13:
	movq	%r15, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_context_release                ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Invalid context, skipping dispatch.\n"

	.comm	_ARB_COMPUTE_SHADER,8,3         ## @ARB_COMPUTE_SHADER
L_.str.1:                               ## @.str.1
	.asciz	"OpenGL implementation does not support compute shaders.\n"

	.comm	_WINED3D_SHADER_TYPE_COMPUTE,8,3 ## @WINED3D_SHADER_TYPE_COMPUTE
L_.str.2:                               ## @.str.2
	.asciz	"No compute shader bound, skipping dispatch.\n"

	.comm	_GL_DISPATCH_INDIRECT_BUFFER,4,2 ## @GL_DISPATCH_INDIRECT_BUFFER
L_.str.3:                               ## @.str.3
	.asciz	"dispatch compute"

	.comm	_GL_ALL_BARRIER_BITS,4,2        ## @GL_ALL_BARRIER_BITS
L_.str.4:                               ## @.str.4
	.asciz	"glMemoryBarrier"

	.comm	_wined3d_settings,8,3           ## @wined3d_settings
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_dispatch_compute               ; -- Begin function dispatch_compute
	.p2align	2
_dispatch_compute:                      ; @dispatch_compute
	.cfi_startproc
; %bb.0:
	stp	x24, x23, [sp, #-64]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 64
	stp	x22, x21, [sp, #16]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.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
	mov	x20, x2
	mov	x21, x1
	mov	x22, x0
	mov	x1, #0
	mov	w2, #0
	bl	_context_acquire
	mov	x19, x0
	ldr	w8, [x0, #8]
	cbz	w8, LBB0_7
; %bb.1:
	ldr	x23, [x19]
	ldr	x8, [x23, #8]
Lloh0:
	adrp	x9, _ARB_COMPUTE_SHADER@GOTPAGE
Lloh1:
	ldr	x9, [x9, _ARB_COMPUTE_SHADER@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	cbz	w8, LBB0_8
; %bb.2:
	ldr	x8, [x20, #32]
	cbz	x8, LBB0_4
; %bb.3:
	ldr	x0, [x20, #24]
	mov	x1, x19
	mov	x2, x21
	bl	_wined3d_buffer_load
LBB0_4:
	mov	x0, x19
	mov	x1, x22
	mov	x2, x21
	bl	_context_apply_compute_state
	ldr	x8, [x21]
Lloh3:
	adrp	x9, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGE
Lloh4:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGEOFF]
Lloh5:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	cbz	w8, LBB0_9
; %bb.5:
	ldr	x8, [x20, #32]
	cbz	x8, LBB0_11
; %bb.6:
	ldr	x8, [x20, #24]
Lloh6:
	adrp	x21, _GL_DISPATCH_INDIRECT_BUFFER@GOTPAGE
Lloh7:
	ldr	x21, [x21, _GL_DISPATCH_INDIRECT_BUFFER@GOTPAGEOFF]
	ldr	w0, [x21]
	ldr	w1, [x8]
	bl	_glBindBuffer
	bl	_GL_EXTCALL
	ldr	w0, [x20, #16]
	bl	_glDispatchComputeIndirect
	bl	_GL_EXTCALL
	ldr	w0, [x21]
	mov	w1, #0
	bl	_glBindBuffer
	b	LBB0_12
LBB0_7:
	mov	x0, x19
	bl	_context_release
Lloh8:
	adrp	x0, l_.str@PAGE
Lloh9:
	add	x0, x0, l_.str@PAGEOFF
	b	LBB0_10
LBB0_8:
	mov	x0, x19
	bl	_context_release
Lloh10:
	adrp	x0, l_.str.1@PAGE
Lloh11:
	add	x0, x0, l_.str.1@PAGEOFF
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp], #64             ; 16-byte Folded Reload
	b	_FIXME
LBB0_9:
	mov	x0, x19
	bl	_context_release
Lloh12:
	adrp	x0, l_.str.2@PAGE
Lloh13:
	add	x0, x0, l_.str.2@PAGEOFF
LBB0_10:
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp], #64             ; 16-byte Folded Reload
	b	_WARN
LBB0_11:
	ldp	w1, w0, [x20, #4]
	ldr	w2, [x20]
	bl	_glDispatchCompute
LBB0_12:
	bl	_GL_EXTCALL
Lloh14:
	adrp	x0, l_.str.3@PAGE
Lloh15:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_checkGLcall
Lloh16:
	adrp	x8, _GL_ALL_BARRIER_BITS@GOTPAGE
Lloh17:
	ldr	x8, [x8, _GL_ALL_BARRIER_BITS@GOTPAGEOFF]
Lloh18:
	ldr	w0, [x8]
	bl	_glMemoryBarrier
	bl	_GL_EXTCALL
Lloh19:
	adrp	x0, l_.str.4@PAGE
Lloh20:
	add	x0, x0, l_.str.4@PAGEOFF
	bl	_checkGLcall
Lloh21:
	adrp	x8, _wined3d_settings@GOTPAGE
Lloh22:
	ldr	x8, [x8, _wined3d_settings@GOTPAGEOFF]
Lloh23:
	ldr	x8, [x8]
	cbz	x8, LBB0_14
; %bb.13:
	ldr	x8, [x23]
	blr	x8
LBB0_14:
	mov	x0, x19
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp], #64             ; 16-byte Folded Reload
	b	_context_release
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpAdd	Lloh14, Lloh15
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Invalid context, skipping dispatch.\n"

	.comm	_ARB_COMPUTE_SHADER,8,3         ; @ARB_COMPUTE_SHADER
l_.str.1:                               ; @.str.1
	.asciz	"OpenGL implementation does not support compute shaders.\n"

	.comm	_WINED3D_SHADER_TYPE_COMPUTE,8,3 ; @WINED3D_SHADER_TYPE_COMPUTE
l_.str.2:                               ; @.str.2
	.asciz	"No compute shader bound, skipping dispatch.\n"

	.comm	_GL_DISPATCH_INDIRECT_BUFFER,4,2 ; @GL_DISPATCH_INDIRECT_BUFFER
l_.str.3:                               ; @.str.3
	.asciz	"dispatch compute"

	.comm	_GL_ALL_BARRIER_BITS,4,2        ; @GL_ALL_BARRIER_BITS
l_.str.4:                               ; @.str.4
	.asciz	"glMemoryBarrier"

	.comm	_wined3d_settings,8,3           ; @wined3d_settings
.subsections_via_symbols
