	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_sprintf_cast
_shader_glsl_sprintf_cast:              ## @shader_glsl_sprintf_cast
	.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	%rbx
	pushq	%rax
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
                                        ## kill: def $edx killed $edx def $rdx
	movq	%rsi, %r14
	movq	%rdi, %r15
	leaq	L_.str(%rip), %rbx
	cmpl	%ecx, %edx
	je	LBB0_11
## %bb.1:
	movq	_WINED3D_DATA_FLOAT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpl	%ecx, %eax
	jne	LBB0_3
## %bb.2:
	leal	-128(%rdx), %esi
	cmpl	$4, %esi
	jae	LBB0_3
## %bb.10:
	movslq	%esi, %rax
	leaq	l_reltable.shader_glsl_sprintf_cast(%rip), %rcx
	movslq	(%rcx,%rax,4), %rbx
	addq	%rcx, %rbx
	jmp	LBB0_11
LBB0_3:
	cmpl	$128, %ecx
	jne	LBB0_6
## %bb.4:
	cmpl	%edx, %eax
	jne	LBB0_6
## %bb.5:
	leaq	L_.str.3(%rip), %rbx
	jmp	LBB0_11
LBB0_6:
	cmpl	$131, %ecx
	jne	LBB0_9
## %bb.7:
	cmpl	%edx, %eax
	jne	LBB0_9
## %bb.8:
	leaq	L_.str.4(%rip), %rbx
	jmp	LBB0_11
LBB0_9:
	leaq	L_.str.5(%rip), %rdi
	movl	%ecx, %esi
                                        ## kill: def $edx killed $edx killed $rdx
	callq	_FIXME
LBB0_11:
	movq	%r15, %rdi
	movq	%rbx, %rsi
	movq	%r14, %rdx
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_string_buffer_sprintf          ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"%s"

	.comm	_WINED3D_DATA_FLOAT,4,2         ## @WINED3D_DATA_FLOAT
L_.str.1:                               ## @.str.1
	.asciz	"floatBitsToInt(%s)"

L_.str.2:                               ## @.str.2
	.asciz	"floatBitsToUint(%s)"

L_.str.3:                               ## @.str.3
	.asciz	"uintBitsToFloat(%s)"

L_.str.4:                               ## @.str.4
	.asciz	"intBitsToFloat(%s)"

L_.str.5:                               ## @.str.5
	.asciz	"Unhandled cast from %#x to %#x.\n"

	.no_dead_strip	_shader_glsl_sprintf_cast
	.section	__TEXT,__const
	.p2align	2                               ## @reltable.shader_glsl_sprintf_cast
l_reltable.shader_glsl_sprintf_cast:
	.long	L_.str.2-l_reltable.shader_glsl_sprintf_cast
	.long	L_.str.2-l_reltable.shader_glsl_sprintf_cast
	.long	L_.str.2-l_reltable.shader_glsl_sprintf_cast
	.long	L_.str.1-l_reltable.shader_glsl_sprintf_cast

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_sprintf_cast
_shader_glsl_sprintf_cast:              ; @shader_glsl_sprintf_cast
	.cfi_startproc
; %bb.0:
	stp	x20, x19, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x29, x30, [sp, #16]             ; 16-byte Folded Spill
	add	x29, sp, #16
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x1
	mov	x20, x0
	cmp	w2, w3
	b.ne	LBB0_2
LBB0_1:
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	b	LBB0_11
LBB0_2:
Lloh2:
	adrp	x8, _WINED3D_DATA_FLOAT@GOTPAGE
Lloh3:
	ldr	x8, [x8, _WINED3D_DATA_FLOAT@GOTPAGEOFF]
Lloh4:
	ldr	w8, [x8]
	cmp	w8, w3
	b.ne	LBB0_5
; %bb.3:
	sub	w9, w2, #128
	cmp	w9, #4
	b.hs	LBB0_5
; %bb.4:
Lloh5:
	adrp	x8, l_switch.table.shader_glsl_sprintf_cast@PAGE
Lloh6:
	add	x8, x8, l_switch.table.shader_glsl_sprintf_cast@PAGEOFF
	ldr	x1, [x8, w9, sxtw #3]
	b	LBB0_11
LBB0_5:
	cmp	w3, #128
	b.ne	LBB0_8
; %bb.6:
	cmp	w8, w2
	b.ne	LBB0_8
; %bb.7:
Lloh7:
	adrp	x1, l_.str.3@PAGE
Lloh8:
	add	x1, x1, l_.str.3@PAGEOFF
	b	LBB0_11
LBB0_8:
	cmp	w3, #131
	b.ne	LBB0_12
; %bb.9:
	cmp	w8, w2
	b.ne	LBB0_12
; %bb.10:
Lloh9:
	adrp	x1, l_.str.4@PAGE
Lloh10:
	add	x1, x1, l_.str.4@PAGEOFF
LBB0_11:
	mov	x0, x20
	mov	x2, x19
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_string_buffer_sprintf
LBB0_12:
Lloh11:
	adrp	x0, l_.str.5@PAGE
Lloh12:
	add	x0, x0, l_.str.5@PAGEOFF
	mov	x1, x3
	bl	_FIXME
	b	LBB0_1
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpAdd	Lloh11, Lloh12
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"%s"

	.comm	_WINED3D_DATA_FLOAT,4,2         ; @WINED3D_DATA_FLOAT
l_.str.1:                               ; @.str.1
	.asciz	"floatBitsToInt(%s)"

l_.str.2:                               ; @.str.2
	.asciz	"floatBitsToUint(%s)"

l_.str.3:                               ; @.str.3
	.asciz	"uintBitsToFloat(%s)"

l_.str.4:                               ; @.str.4
	.asciz	"intBitsToFloat(%s)"

l_.str.5:                               ; @.str.5
	.asciz	"Unhandled cast from %#x to %#x.\n"

	.no_dead_strip	_shader_glsl_sprintf_cast
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.shader_glsl_sprintf_cast
l_switch.table.shader_glsl_sprintf_cast:
	.quad	l_.str.2
	.quad	l_.str.2
	.quad	l_.str.2
	.quad	l_.str.1

.subsections_via_symbols
