	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_ld_raw_structured
_shader_glsl_ld_raw_structured:         ## @shader_glsl_ld_raw_structured
	.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	$88, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r15
	movq	16(%rdi), %rax
	movq	16(%rax), %rax
	movl	40(%rax), %edi
	callq	_shader_glsl_get_prefix
	movq	%rax, -128(%rbp)                ## 8-byte Spill
	movq	16(%r15), %rax
	movq	32(%r15), %r14
	movslq	(%r15), %rcx
	decq	%rcx
	movq	16(%rax), %rbx
	movq	(%rax), %rdx
	movq	%rdx, -80(%rbp)                 ## 8-byte Spill
	movq	8(%rax), %rax
	movq	%rax, -112(%rbp)                ## 8-byte Spill
	leaq	(%rcx,%rcx,2), %r13
	movq	8(%r14,%r13,8), %rax
	movq	16(%r14,%r13,8), %rcx
	movl	(%rcx), %r12d
	movq	_WINED3DSPR_RESOURCE@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_5
## %bb.1:
	movq	32(%rbx), %rdi
	callq	_ARRAY_SIZE
	cmpl	%eax, %r12d
	jae	LBB0_2
## %bb.4:
	movq	32(%rbx), %rax
	movl	(%rax,%r12,4), %eax
	movl	%eax, -48(%rbp)                 ## 4-byte Spill
	addq	$24, %rbx
	movq	_WINED3D_SAMPLER_DEFAULT@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	%rbx, %rdi
	movl	%r12d, %esi
	callq	_shader_glsl_find_sampler
	movl	%eax, %r12d
	leaq	L_.str.2(%rip), %rax
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	leaq	L_.str.1(%rip), %rax
	jmp	LBB0_9
LBB0_5:
	movq	_WINED3DSPR_UAV@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_10
## %bb.6:
	movq	16(%rbx), %rdi
	callq	_ARRAY_SIZE
	cmpl	%eax, %r12d
	jae	LBB0_7
## %bb.8:
	movq	16(%rbx), %rax
	movl	(%rax,%r12,4), %eax
	movl	%eax, -48(%rbp)                 ## 4-byte Spill
	leaq	L_.str.5(%rip), %rax
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	leaq	L_.str.4(%rip), %rax
LBB0_9:
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
	movl	$0, -52(%rbp)                   ## 4-byte Folded Spill
	jmp	LBB0_13
LBB0_2:
	leaq	L_.str(%rip), %rdi
	jmp	LBB0_3
LBB0_10:
	cmpl	(%rbx), %r12d
	jae	LBB0_11
## %bb.12:
	movq	8(%rbx), %rax
	movl	(%rax,%r12,4), %eax
	movl	%eax, -48(%rbp)                 ## 4-byte Spill
	leaq	L_.str.7(%rip), %rax
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	movb	$1, %al
	movl	%eax, -52(%rbp)                 ## 4-byte Spill
	xorl	%eax, %eax
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
LBB0_13:
	movq	-112(%rbp), %rax                ## 8-byte Reload
	movl	(%rax), %edi
	callq	_string_buffer_get
	movq	%rax, %rbx
	movq	8(%r15), %rax
	movq	_WINED3DSIH_LD_STRUCTURED@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_14
## %bb.15:
	movq	32(%r15), %rsi
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-104(%rbp), %rcx
	movq	%r15, %rdi
	callq	_shader_glsl_add_src_param
	movslq	-104(%rbp), %rdx
	leaq	L_.str.8(%rip), %rsi
	movq	%rbx, %rdi
	movl	-48(%rbp), %ecx                 ## 4-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	movl	$1, %eax
	jmp	LBB0_16
LBB0_14:
	xorl	%eax, %eax
LBB0_16:
	leaq	(%rax,%rax,2), %rsi
	shlq	$3, %rsi
	addq	32(%r15), %rsi
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-96(%rbp), %rcx
	movq	%r15, %rdi
	callq	_shader_glsl_add_src_param
	movslq	-96(%rbp), %rdx
	leaq	L_.str.9(%rip), %rsi
	movq	%rbx, -48(%rbp)                 ## 8-byte Spill
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	24(%r15), %rax
	movq	(%rax), %rbx
	movq	%rbx, -64(%rbp)
	movl	%ebx, %edi
	callq	_shader_glsl_get_write_mask_size
	shrq	$32, %rbx
	cmpl	$2, %eax
	jl	LBB0_18
## %bb.17:
	movq	%r12, -120(%rbp)                ## 8-byte Spill
	movq	-48(%rbp), %r12                 ## 8-byte Reload
	movslq	(%r12), %rdx
	leaq	L_.str.10(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.11(%rip), %rsi
	movq	%r12, %rdi
	movq	-120(%rbp), %r12                ## 8-byte Reload
	callq	_string_buffer_sprintf
LBB0_18:
	movq	24(%r15), %rax
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	andl	(%rax), %ecx
	leaq	(%r14,%r13,8), %r14
	movl	%ecx, -64(%rbp)
	movq	16(%r15), %rax
	movq	(%rax), %rdi
	leaq	-64(%rbp), %rdx
	movq	%r15, %rsi
	movl	%ebx, %ecx
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	movq	-128(%rbp), %r13                ## 8-byte Reload
	je	LBB0_23
## %bb.19:
	movl	(%r14), %edi
	xorl	%esi, %esi
	callq	_shader_glsl_swizzle_get_component
	movl	%eax, %r10d
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	(%rax), %ebx
	cmpb	$0, -52(%rbp)                   ## 1-byte Folded Reload
	je	LBB0_20
## %bb.21:
	subq	$8, %rsp
	leaq	L_.str.13(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	%r13, %rdx
	movq	-72(%rbp), %rcx                 ## 8-byte Reload
	movl	%r12d, %r8d
	movl	%ebx, %r9d
	xorl	%eax, %eax
	pushq	%r10
	callq	_shader_addline
	jmp	LBB0_22
LBB0_20:
	leaq	L_.str.12(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movq	%r13, %rcx
	movq	-72(%rbp), %r8                  ## 8-byte Reload
	movl	%r12d, %r9d
	xorl	%eax, %eax
	pushq	%r10
	pushq	%rbx
	callq	_shader_addline
LBB0_22:
	addq	$16, %rsp
LBB0_23:
	movq	24(%r15), %rax
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	addl	%ecx, %ecx
	andl	(%rax), %ecx
	movl	%ecx, -64(%rbp)
	movq	16(%r15), %rax
	movq	(%rax), %rdi
	movl	-60(%rbp), %ecx
	leaq	-64(%rbp), %rdx
	movq	%r15, %rsi
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
	je	LBB0_28
## %bb.24:
	movl	(%r14), %edi
	movl	$1, %esi
	callq	_shader_glsl_swizzle_get_component
	movl	%eax, %r10d
	movl	(%rbx), %ebx
	cmpb	$0, -52(%rbp)                   ## 1-byte Folded Reload
	je	LBB0_25
## %bb.26:
	subq	$8, %rsp
	leaq	L_.str.13(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	%r13, %rdx
	movq	-72(%rbp), %rcx                 ## 8-byte Reload
	movl	%r12d, %r8d
	movl	%ebx, %r9d
	xorl	%eax, %eax
	pushq	%r10
	callq	_shader_addline
	jmp	LBB0_27
LBB0_25:
	leaq	L_.str.12(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movq	%r13, %rcx
	movq	-72(%rbp), %r8                  ## 8-byte Reload
	movl	%r12d, %r9d
	xorl	%eax, %eax
	pushq	%r10
	pushq	%rbx
	callq	_shader_addline
LBB0_27:
	addq	$16, %rsp
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
LBB0_28:
	movq	24(%r15), %rax
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	shll	$2, %ecx
	andl	(%rax), %ecx
	movl	%ecx, -64(%rbp)
	movq	16(%r15), %rax
	movq	(%rax), %rdi
	movl	-60(%rbp), %ecx
	leaq	-64(%rbp), %rdx
	movq	%r15, %rsi
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	je	LBB0_33
## %bb.29:
	movl	(%r14), %edi
	movl	$2, %esi
	callq	_shader_glsl_swizzle_get_component
	movl	%eax, %r10d
	movl	(%rbx), %ebx
	cmpb	$0, -52(%rbp)                   ## 1-byte Folded Reload
	je	LBB0_30
## %bb.31:
	subq	$8, %rsp
	leaq	L_.str.13(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	%r13, %rdx
	movq	-72(%rbp), %rcx                 ## 8-byte Reload
	movl	%r12d, %r8d
	movl	%ebx, %r9d
	xorl	%eax, %eax
	pushq	%r10
	callq	_shader_addline
	jmp	LBB0_32
LBB0_30:
	leaq	L_.str.12(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movq	%r13, %rcx
	movq	-72(%rbp), %r8                  ## 8-byte Reload
	movl	%r12d, %r9d
	xorl	%eax, %eax
	pushq	%r10
	pushq	%rbx
	callq	_shader_addline
LBB0_32:
	addq	$16, %rsp
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
LBB0_33:
	movq	24(%r15), %rax
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	shll	$3, %ecx
	andl	(%rax), %ecx
	movl	%ecx, -64(%rbp)
	movq	16(%r15), %rax
	movq	(%rax), %rdi
	movl	-60(%rbp), %ecx
	leaq	-64(%rbp), %rdx
	movq	%r15, %rsi
	callq	_shader_glsl_append_dst_ext
	testl	%eax, %eax
	je	LBB0_38
## %bb.34:
	movl	(%r14), %edi
	movl	$3, %esi
	callq	_shader_glsl_swizzle_get_component
	movl	%eax, %r10d
	movl	(%rbx), %ebx
	cmpb	$0, -52(%rbp)                   ## 1-byte Folded Reload
	je	LBB0_35
## %bb.36:
	subq	$8, %rsp
	leaq	L_.str.13(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	%r13, %rdx
	movq	-72(%rbp), %rcx                 ## 8-byte Reload
	movl	%r12d, %r8d
	movl	%ebx, %r9d
	xorl	%eax, %eax
	pushq	%r10
	callq	_shader_addline
	jmp	LBB0_37
LBB0_35:
	leaq	L_.str.12(%rip), %rsi
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movq	%r13, %rcx
	movq	-72(%rbp), %r8                  ## 8-byte Reload
	movl	%r12d, %r9d
	xorl	%eax, %eax
	pushq	%r10
	pushq	%rbx
	callq	_shader_addline
LBB0_37:
	addq	$16, %rsp
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
LBB0_38:
	movq	-112(%rbp), %rax                ## 8-byte Reload
	movl	(%rax), %edi
	movq	%rbx, %rsi
	callq	_string_buffer_release
	addq	$88, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_7:
	leaq	L_.str.3(%rip), %rdi
	jmp	LBB0_3
LBB0_11:
	leaq	L_.str.6(%rip), %rdi
LBB0_3:
	movl	%r12d, %esi
	addq	$88, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_ERR                            ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3DSPR_RESOURCE,8,3        ## @WINED3DSPR_RESOURCE
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Invalid resource index %u.\n"

	.comm	_WINED3D_SAMPLER_DEFAULT,4,2    ## @WINED3D_SAMPLER_DEFAULT
L_.str.1:                               ## @.str.1
	.asciz	"texelFetch"

L_.str.2:                               ## @.str.2
	.asciz	"sampler"

	.comm	_WINED3DSPR_UAV,8,3             ## @WINED3DSPR_UAV
L_.str.3:                               ## @.str.3
	.asciz	"Invalid UAV index %u.\n"

L_.str.4:                               ## @.str.4
	.asciz	"imageLoad"

L_.str.5:                               ## @.str.5
	.asciz	"image"

L_.str.6:                               ## @.str.6
	.asciz	"Invalid TGSM index %u.\n"

L_.str.7:                               ## @.str.7
	.asciz	"g"

	.comm	_WINED3DSIH_LD_STRUCTURED,8,3   ## @WINED3DSIH_LD_STRUCTURED
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ## @WINED3DSP_WRITEMASK_0
L_.str.8:                               ## @.str.8
	.asciz	"%s * %u + "

L_.str.9:                               ## @.str.9
	.asciz	"%s / 4"

L_.str.10:                              ## @.str.10
	.asciz	"tmp0.x = intBitsToFloat(%s);\n"

L_.str.11:                              ## @.str.11
	.asciz	"floatBitsToInt(tmp0.x)"

L_.str.12:                              ## @.str.12
	.asciz	"%s(%s_%s%u, %s + %u).x);\n"

L_.str.13:                              ## @.str.13
	.asciz	"%s_%s%u[%s + %u]);\n"

	.no_dead_strip	_shader_glsl_ld_raw_structured
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_ld_raw_structured
_shader_glsl_ld_raw_structured:         ; @shader_glsl_ld_raw_structured
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #192
	.cfi_def_cfa_offset 192
	stp	x28, x27, [sp, #96]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #112]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #128]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #144]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #160]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #176]            ; 16-byte Folded Spill
	add	x29, sp, #176
	.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	x22, x0
	ldr	x8, [x0, #16]
	ldr	x8, [x8, #16]
	ldr	w0, [x8, #40]
	bl	_shader_glsl_get_prefix
	mov	x19, x0
	ldr	x26, [x22, #32]
	ldrsw	x8, [x22]
	sub	x27, x8, #1
	ldr	x8, [x22, #16]
	ldp	x24, x23, [x8, #8]
	ldr	x20, [x8]
	mov	w8, #24
	madd	x8, x27, x8, x26
	ldp	x8, x9, [x8, #8]
	ldr	w21, [x9]
Lloh0:
	adrp	x9, _WINED3DSPR_RESOURCE@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3DSPR_RESOURCE@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_3
; %bb.1:
	ldr	x0, [x23, #32]
	bl	_ARRAY_SIZE
	cmp	w21, w0
	b.hs	LBB0_6
; %bb.2:
	str	x19, [sp, #56]                  ; 8-byte Folded Spill
	ldr	x8, [x23, #32]
	ldr	w25, [x8, x21, lsl #2]
	add	x0, x23, #24
Lloh3:
	adrp	x8, _WINED3D_SAMPLER_DEFAULT@GOTPAGE
Lloh4:
	ldr	x8, [x8, _WINED3D_SAMPLER_DEFAULT@GOTPAGEOFF]
Lloh5:
	ldr	w2, [x8]
	mov	x1, x21
	bl	_shader_glsl_find_sampler
	mov	x21, x0
	str	wzr, [sp, #52]                  ; 4-byte Folded Spill
Lloh6:
	adrp	x28, l_.str.2@PAGE
Lloh7:
	add	x28, x28, l_.str.2@PAGEOFF
Lloh8:
	adrp	x19, l_.str.1@PAGE
Lloh9:
	add	x19, x19, l_.str.1@PAGEOFF
	b	LBB0_9
LBB0_3:
Lloh10:
	adrp	x9, _WINED3DSPR_UAV@GOTPAGE
Lloh11:
	ldr	x9, [x9, _WINED3DSPR_UAV@GOTPAGEOFF]
Lloh12:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_7
; %bb.4:
	ldr	x0, [x23, #16]
	bl	_ARRAY_SIZE
	cmp	w21, w0
	b.hs	LBB0_35
; %bb.5:
	str	x19, [sp, #56]                  ; 8-byte Folded Spill
	str	wzr, [sp, #52]                  ; 4-byte Folded Spill
	ldr	x8, [x23, #16]
	ldr	w25, [x8, x21, lsl #2]
Lloh13:
	adrp	x28, l_.str.5@PAGE
Lloh14:
	add	x28, x28, l_.str.5@PAGEOFF
Lloh15:
	adrp	x19, l_.str.4@PAGE
Lloh16:
	add	x19, x19, l_.str.4@PAGEOFF
	b	LBB0_9
LBB0_6:
Lloh17:
	adrp	x0, l_.str@PAGE
Lloh18:
	add	x0, x0, l_.str@PAGEOFF
	b	LBB0_37
LBB0_7:
	ldr	w8, [x23]
	cmp	w21, w8
	b.hs	LBB0_36
; %bb.8:
	str	x19, [sp, #56]                  ; 8-byte Folded Spill
	mov	x19, #0
	ldr	x8, [x23, #8]
	ldr	w25, [x8, x21, lsl #2]
Lloh19:
	adrp	x28, l_.str.7@PAGE
Lloh20:
	add	x28, x28, l_.str.7@PAGEOFF
	mov	w8, #1
	str	w8, [sp, #52]                   ; 4-byte Folded Spill
LBB0_9:
	str	x24, [sp, #64]                  ; 8-byte Folded Spill
	ldr	w0, [x24]
	bl	_string_buffer_get
	mov	x24, x0
	ldr	x8, [x22, #8]
Lloh21:
	adrp	x9, _WINED3DSIH_LD_STRUCTURED@GOTPAGE
Lloh22:
	ldr	x9, [x9, _WINED3DSIH_LD_STRUCTURED@GOTPAGEOFF]
Lloh23:
	ldr	x9, [x9]
Lloh24:
	adrp	x23, _WINED3DSP_WRITEMASK_0@GOTPAGE
Lloh25:
	ldr	x23, [x23, _WINED3DSP_WRITEMASK_0@GOTPAGEOFF]
	cmp	x8, x9
	b.ne	LBB0_11
; %bb.10:
	ldr	x1, [x22, #32]
	ldr	w2, [x23]
	add	x3, sp, #88
	mov	x0, x22
	bl	_shader_glsl_add_src_param
	ldrsw	x2, [sp, #88]
	str	x25, [sp]
Lloh26:
	adrp	x1, l_.str.8@PAGE
Lloh27:
	add	x1, x1, l_.str.8@PAGEOFF
	mov	x0, x24
	bl	_shader_addline
	mov	w8, #1
	b	LBB0_12
LBB0_11:
	mov	x8, #0
LBB0_12:
	ldr	x9, [x22, #32]
	mov	w10, #24
	madd	x1, x8, x10, x9
	ldr	w2, [x23]
	add	x3, sp, #80
	mov	x0, x22
	bl	_shader_glsl_add_src_param
	ldrsw	x2, [sp, #80]
Lloh28:
	adrp	x1, l_.str.9@PAGE
Lloh29:
	add	x1, x1, l_.str.9@PAGEOFF
	mov	x0, x24
	bl	_shader_addline
	ldr	x8, [x22, #24]
	ldr	x25, [x8]
	str	x25, [sp, #72]
	mov	x0, x25
	bl	_shader_glsl_get_write_mask_size
	lsr	x25, x25, #32
	cmp	w0, #2
	b.lt	LBB0_14
; %bb.13:
	ldrsw	x2, [x24]
Lloh30:
	adrp	x1, l_.str.10@PAGE
Lloh31:
	add	x1, x1, l_.str.10@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh32:
	adrp	x1, l_.str.11@PAGE
Lloh33:
	add	x1, x1, l_.str.11@PAGEOFF
	mov	x0, x24
	bl	_string_buffer_sprintf
LBB0_14:
	mov	w8, #24
	madd	x26, x27, x8, x26
	ldp	x9, x8, [x22, #16]
	ldr	w8, [x8]
	ldr	w10, [x23]
	and	w8, w10, w8
	str	w8, [sp, #72]
	ldr	x0, [x9]
	add	x2, sp, #72
	mov	x1, x22
	mov	x3, x25
	bl	_shader_glsl_append_dst_ext
	mov	x25, x28
	mov	x27, x19
	ldr	x19, [sp, #56]                  ; 8-byte Folded Reload
	ldr	w28, [sp, #52]                  ; 4-byte Folded Reload
	cbz	w0, LBB0_19
; %bb.15:
	ldr	w0, [x26]
	mov	w1, #0
	bl	_shader_glsl_swizzle_get_component
                                        ; kill: def $w0 killed $w0 def $x0
	ldr	w8, [x24]
	tbz	w28, #0, LBB0_17
; %bb.16:
                                        ; kill: def $w0 killed $w0 killed $x0 def $x0
                                        ; kill: def $w8 killed $w8 killed $x8 def $x8
	stp	x8, x0, [sp, #16]
	mov	x8, x21
	stp	x25, x8, [sp]
Lloh34:
	adrp	x1, l_.str.13@PAGE
Lloh35:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x20
	mov	x2, x19
	b	LBB0_18
LBB0_17:
	stp	x8, x0, [sp, #24]
	mov	x9, x21
	stp	x25, x9, [sp, #8]
	str	x19, [sp]
Lloh36:
	adrp	x1, l_.str.12@PAGE
Lloh37:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x20
	mov	x2, x27
LBB0_18:
	bl	_shader_addline
LBB0_19:
	ldp	x9, x8, [x22, #16]
	ldr	w8, [x8]
	ldr	w10, [x23]
	and	w8, w8, w10, lsl #1
	str	w8, [sp, #72]
	ldr	x0, [x9]
	ldr	w3, [sp, #76]
	add	x2, sp, #72
	mov	x1, x22
	bl	_shader_glsl_append_dst_ext
	cbz	w0, LBB0_24
; %bb.20:
	ldr	w0, [x26]
	mov	w1, #1
	bl	_shader_glsl_swizzle_get_component
                                        ; kill: def $w0 killed $w0 def $x0
	ldr	w8, [x24]
	tbz	w28, #0, LBB0_22
; %bb.21:
                                        ; kill: def $w0 killed $w0 killed $x0 def $x0
                                        ; kill: def $w8 killed $w8 killed $x8 def $x8
	stp	x8, x0, [sp, #16]
	mov	x8, x21
	stp	x25, x8, [sp]
Lloh38:
	adrp	x1, l_.str.13@PAGE
Lloh39:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x20
	mov	x2, x19
	b	LBB0_23
LBB0_22:
	stp	x8, x0, [sp, #24]
	mov	x9, x21
	stp	x25, x9, [sp, #8]
	str	x19, [sp]
Lloh40:
	adrp	x1, l_.str.12@PAGE
Lloh41:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x20
	mov	x2, x27
LBB0_23:
	bl	_shader_addline
LBB0_24:
	ldp	x9, x8, [x22, #16]
	ldr	w8, [x8]
	ldr	w10, [x23]
	and	w8, w8, w10, lsl #2
	str	w8, [sp, #72]
	ldr	x0, [x9]
	ldr	w3, [sp, #76]
	add	x2, sp, #72
	mov	x1, x22
	bl	_shader_glsl_append_dst_ext
	cbz	w0, LBB0_29
; %bb.25:
	ldr	w0, [x26]
	mov	w1, #2
	bl	_shader_glsl_swizzle_get_component
                                        ; kill: def $w0 killed $w0 def $x0
	ldr	w8, [x24]
	tbz	w28, #0, LBB0_27
; %bb.26:
                                        ; kill: def $w0 killed $w0 killed $x0 def $x0
                                        ; kill: def $w8 killed $w8 killed $x8 def $x8
	stp	x8, x0, [sp, #16]
	mov	x8, x21
	stp	x25, x8, [sp]
Lloh42:
	adrp	x1, l_.str.13@PAGE
Lloh43:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x20
	mov	x2, x19
	b	LBB0_28
LBB0_27:
	stp	x8, x0, [sp, #24]
	mov	x9, x21
	stp	x25, x9, [sp, #8]
	str	x19, [sp]
Lloh44:
	adrp	x1, l_.str.12@PAGE
Lloh45:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x20
	mov	x2, x27
LBB0_28:
	bl	_shader_addline
LBB0_29:
	ldp	x9, x8, [x22, #16]
	ldr	w8, [x8]
	ldr	w10, [x23]
	and	w8, w8, w10, lsl #3
	str	w8, [sp, #72]
	ldr	x0, [x9]
	ldr	w3, [sp, #76]
	add	x2, sp, #72
	mov	x1, x22
	bl	_shader_glsl_append_dst_ext
	cbz	w0, LBB0_34
; %bb.30:
	ldr	w0, [x26]
	mov	w1, #3
	bl	_shader_glsl_swizzle_get_component
                                        ; kill: def $w0 killed $w0 def $x0
	ldr	w8, [x24]
	tbz	w28, #0, LBB0_32
; %bb.31:
                                        ; kill: def $w0 killed $w0 killed $x0 def $x0
                                        ; kill: def $w8 killed $w8 killed $x8 def $x8
	stp	x8, x0, [sp, #16]
                                        ; kill: def $w21 killed $w21 killed $x21 def $x21
	stp	x25, x21, [sp]
Lloh46:
	adrp	x1, l_.str.13@PAGE
Lloh47:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x20
	mov	x2, x19
	b	LBB0_33
LBB0_32:
	stp	x8, x0, [sp, #24]
                                        ; kill: def $w21 killed $w21 killed $x21 def $x21
	stp	x25, x21, [sp, #8]
	str	x19, [sp]
Lloh48:
	adrp	x1, l_.str.12@PAGE
Lloh49:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x20
	mov	x2, x27
LBB0_33:
	bl	_shader_addline
LBB0_34:
	ldr	x8, [sp, #64]                   ; 8-byte Folded Reload
	ldr	w0, [x8]
	mov	x1, x24
	bl	_string_buffer_release
	ldp	x29, x30, [sp, #176]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #160]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #144]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #128]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #112]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #96]             ; 16-byte Folded Reload
	add	sp, sp, #192
	ret
LBB0_35:
Lloh50:
	adrp	x0, l_.str.3@PAGE
Lloh51:
	add	x0, x0, l_.str.3@PAGEOFF
	b	LBB0_37
LBB0_36:
Lloh52:
	adrp	x0, l_.str.6@PAGE
Lloh53:
	add	x0, x0, l_.str.6@PAGEOFF
LBB0_37:
	mov	x1, x21
	ldp	x29, x30, [sp, #176]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #160]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #144]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #128]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #112]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #96]             ; 16-byte Folded Reload
	add	sp, sp, #192
	b	_ERR
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh12
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpLdrGot	Lloh24, Lloh25
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpAdd	Lloh26, Lloh27
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpAdd	Lloh36, Lloh37
	.loh AdrpAdd	Lloh38, Lloh39
	.loh AdrpAdd	Lloh40, Lloh41
	.loh AdrpAdd	Lloh42, Lloh43
	.loh AdrpAdd	Lloh44, Lloh45
	.loh AdrpAdd	Lloh46, Lloh47
	.loh AdrpAdd	Lloh48, Lloh49
	.loh AdrpAdd	Lloh50, Lloh51
	.loh AdrpAdd	Lloh52, Lloh53
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3DSPR_RESOURCE,8,3        ; @WINED3DSPR_RESOURCE
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Invalid resource index %u.\n"

	.comm	_WINED3D_SAMPLER_DEFAULT,4,2    ; @WINED3D_SAMPLER_DEFAULT
l_.str.1:                               ; @.str.1
	.asciz	"texelFetch"

l_.str.2:                               ; @.str.2
	.asciz	"sampler"

	.comm	_WINED3DSPR_UAV,8,3             ; @WINED3DSPR_UAV
l_.str.3:                               ; @.str.3
	.asciz	"Invalid UAV index %u.\n"

l_.str.4:                               ; @.str.4
	.asciz	"imageLoad"

l_.str.5:                               ; @.str.5
	.asciz	"image"

l_.str.6:                               ; @.str.6
	.asciz	"Invalid TGSM index %u.\n"

l_.str.7:                               ; @.str.7
	.asciz	"g"

	.comm	_WINED3DSIH_LD_STRUCTURED,8,3   ; @WINED3DSIH_LD_STRUCTURED
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ; @WINED3DSP_WRITEMASK_0
l_.str.8:                               ; @.str.8
	.asciz	"%s * %u + "

l_.str.9:                               ; @.str.9
	.asciz	"%s / 4"

l_.str.10:                              ; @.str.10
	.asciz	"tmp0.x = intBitsToFloat(%s);\n"

l_.str.11:                              ; @.str.11
	.asciz	"floatBitsToInt(tmp0.x)"

l_.str.12:                              ; @.str.12
	.asciz	"%s(%s_%s%u, %s + %u).x);\n"

l_.str.13:                              ; @.str.13
	.asciz	"%s_%s%u[%s + %u]);\n"

	.no_dead_strip	_shader_glsl_ld_raw_structured
.subsections_via_symbols
