	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_setup_sm3_rasterizer_input
_shader_glsl_setup_sm3_rasterizer_input: ## @shader_glsl_setup_sm3_rasterizer_input
	.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	$72, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%r9d, -60(%rbp)                 ## 4-byte Spill
	movq	%r8, -96(%rbp)                  ## 8-byte Spill
	movq	%rcx, -88(%rbp)                 ## 8-byte Spill
	movq	%rdx, -80(%rbp)                 ## 8-byte Spill
	movq	%rsi, -72(%rbp)                 ## 8-byte Spill
	movq	%rdi, -48(%rbp)                 ## 8-byte Spill
	movq	24(%rbp), %r15
	movq	16(%rbp), %rbx
	cmpl	$0, (%rbx)
	je	LBB0_22
## %bb.1:
	xorl	%r14d, %r14d
	xorl	%r12d, %r12d
	jmp	LBB0_2
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	(%r13,%r14), %ecx
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str(%rip), %rsi
	leaq	-54(%rbp), %rdx
	movq	%rdx, %r8
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	16(%rbp), %rbx
	movq	24(%rbp), %r15
	.p2align	4, 0x90
LBB0_21:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r12
	movl	(%rbx), %eax
	addq	$48, %r14
	cmpq	%rax, %r12
	jae	LBB0_22
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%rbx), %r13
	movl	(%r15), %eax
	movl	(%r13,%r14), %ecx
	btl	%ecx, %eax
	jae	LBB0_21
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, 40(%r13,%r14)
	jne	LBB0_21
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	8(%r13,%r14), %r15
	movl	16(%r13,%r14), %ebx
	movl	32(%r13,%r14), %edi
	leaq	-54(%rbp), %rsi
	callq	_shader_glsl_write_mask_to_str
	movq	24(%r13,%r14), %rax
	movq	_WINED3D_SV_POSITION@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_8
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	testl	%ebx, %ebx
	je	LBB0_6
LBB0_8:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_DECL_USAGE_PSIZE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r15, %rdi
	callq	_shader_match_semantic
	cmpq	$0, 32(%rbp)
	je	LBB0_11
## %bb.9:                               ##   in Loop: Header=BB0_2 Depth=1
	testq	%rax, %rax
	je	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	(%r13,%r14), %edx
	movsbl	-53(%rbp), %ecx
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.1(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_7
LBB0_11:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	24(%r13,%r14), %rsi
	movq	_WINED3D_SV_RENDER_TARGET_ARRAY_INDEX@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	movq	24(%rbp), %r15
	jne	LBB0_14
## %bb.12:                              ##   in Loop: Header=BB0_2 Depth=1
	testl	%ebx, %ebx
	jne	LBB0_14
## %bb.13:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	(%r13,%r14), %edx
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.2(%rip), %rsi
	leaq	-54(%rbp), %rcx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	16(%rbp), %rbx
	jmp	LBB0_21
LBB0_14:                                ##   in Loop: Header=BB0_2 Depth=1
	addq	%r14, %r13
	movq	_WINED3D_SV_CLIP_DISTANCE@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	jne	LBB0_17
## %bb.15:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	12(%r15), %edx
	jmp	LBB0_16
LBB0_17:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_SV_CULL_DISTANCE@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	jne	LBB0_19
## %bb.18:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	8(%r15), %edx
LBB0_16:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	movq	%r13, %rsi
	callq	_shader_glsl_generate_clip_or_cull_distances
	movq	16(%rbp), %rbx
	jmp	LBB0_21
LBB0_19:                                ##   in Loop: Header=BB0_2 Depth=1
	testq	%rsi, %rsi
	movq	16(%rbp), %rbx
	je	LBB0_21
## %bb.20:                              ##   in Loop: Header=BB0_2 Depth=1
	leaq	L_.str.3(%rip), %rdi
	callq	_FIXME
	jmp	LBB0_21
LBB0_22:
	cmpl	$3, 4(%r15)
	jg	LBB0_24
## %bb.23:
	movq	%r15, (%rsp)
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	movq	-72(%rbp), %rsi                 ## 8-byte Reload
	movq	-80(%rbp), %rdx                 ## 8-byte Reload
	movq	-88(%rbp), %rcx                 ## 8-byte Reload
	movq	-96(%rbp), %r8                  ## 8-byte Reload
	movq	%rbx, %r9
	callq	_shader_glsl_setup_vs3_output
	jmp	LBB0_25
LBB0_24:
	movq	_TRUE@GOTPCREL(%rip), %rax
	movl	(%rax), %r9d
	leaq	L_.str.4(%rip), %r8
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	movl	-60(%rbp), %esi                 ## 4-byte Reload
	movq	%rbx, %rdx
	movq	%r15, %rcx
	callq	_shader_glsl_setup_sm4_shader_output
LBB0_25:
	addq	$72, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SV_POSITION,8,3        ## @WINED3D_SV_POSITION
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"gl_Position%s = outputs[%u]%s;\n"

	.comm	_WINED3D_DECL_USAGE_PSIZE,4,2   ## @WINED3D_DECL_USAGE_PSIZE
L_.str.1:                               ## @.str.1
	.asciz	"gl_PointSize = clamp(outputs[%u].%c, ffp_point.size_min, ffp_point.size_max);\n"

	.comm	_WINED3D_SV_RENDER_TARGET_ARRAY_INDEX,8,3 ## @WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
L_.str.2:                               ## @.str.2
	.asciz	"gl_Layer = floatBitsToInt(outputs[%u])%s;\n"

	.comm	_WINED3D_SV_CLIP_DISTANCE,8,3   ## @WINED3D_SV_CLIP_DISTANCE
	.comm	_WINED3D_SV_CULL_DISTANCE,8,3   ## @WINED3D_SV_CULL_DISTANCE
L_.str.3:                               ## @.str.3
	.asciz	"Unhandled sysval semantic %#x.\n"

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

	.comm	_TRUE,4,2                       ## @TRUE
	.no_dead_strip	_shader_glsl_setup_sm3_rasterizer_input
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_setup_sm3_rasterizer_input
_shader_glsl_setup_sm3_rasterizer_input: ; @shader_glsl_setup_sm3_rasterizer_input
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #176
	.cfi_def_cfa_offset 176
	stp	x28, x27, [sp, #80]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #96]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #112]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #128]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #144]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #160]            ; 16-byte Folded Spill
	add	x29, sp, #160
	.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	x19, x7
	mov	x20, x6
	str	w5, [sp, #60]                   ; 4-byte Folded Spill
	stp	x3, x4, [sp, #40]               ; 16-byte Folded Spill
	stp	x1, x2, [sp, #24]               ; 16-byte Folded Spill
	mov	x24, x0
	ldr	w8, [x6]
	cbz	w8, LBB0_20
; %bb.1:
	mov	x22, #0
	mov	x23, #0
	ldr	x8, [x29, #16]
	str	x8, [sp, #64]                   ; 8-byte Folded Spill
	b	LBB0_5
LBB0_2:                                 ;   in Loop: Header=BB0_5 Depth=1
	ldr	w8, [x28, x22]
	add	x9, sp, #74
	stp	x8, x9, [sp, #8]
	str	x9, [sp]
	mov	x0, x24
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
LBB0_3:                                 ;   in Loop: Header=BB0_5 Depth=1
	bl	_shader_addline
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	add	x23, x23, #1
	ldr	w8, [x20]
	add	x22, x22, #48
	cmp	x23, x8
	b.hs	LBB0_20
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x28, [x20, #8]
	add	x27, x28, x22
	ldr	w8, [x19]
	ldr	w9, [x27]
	lsr	w8, w8, w9
	tbz	w8, #0, LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x27, #40]
	cbnz	x8, LBB0_4
; %bb.7:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x26, x28, x22
	ldr	x21, [x26, #8]
	ldr	w25, [x26, #16]
	ldr	w0, [x26, #32]
	add	x1, sp, #74
	bl	_shader_glsl_write_mask_to_str
	ldr	x8, [x26, #24]
Lloh2:
	adrp	x9, _WINED3D_SV_POSITION@GOTPAGE
Lloh3:
	ldr	x9, [x9, _WINED3D_SV_POSITION@GOTPAGEOFF]
Lloh4:
	ldr	x9, [x9]
	cmp	x8, x9
	ccmp	w25, #0, #0, eq
	b.eq	LBB0_2
; %bb.8:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh5:
	adrp	x8, _WINED3D_DECL_USAGE_PSIZE@GOTPAGE
Lloh6:
	ldr	x8, [x8, _WINED3D_DECL_USAGE_PSIZE@GOTPAGEOFF]
Lloh7:
	ldr	w1, [x8]
	mov	x0, x21
	bl	_shader_match_semantic
	ldr	x8, [sp, #64]                   ; 8-byte Folded Reload
	cbz	x8, LBB0_11
; %bb.9:                                ;   in Loop: Header=BB0_5 Depth=1
	cbz	x0, LBB0_11
; %bb.10:                               ;   in Loop: Header=BB0_5 Depth=1
	ldrsb	x8, [sp, #75]
	ldr	w9, [x28, x22]
	stp	x9, x8, [sp]
	mov	x0, x24
Lloh8:
	adrp	x1, l_.str.1@PAGE
Lloh9:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_3
LBB0_11:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x1, [x26, #24]
Lloh10:
	adrp	x8, _WINED3D_SV_RENDER_TARGET_ARRAY_INDEX@GOTPAGE
Lloh11:
	ldr	x8, [x8, _WINED3D_SV_RENDER_TARGET_ARRAY_INDEX@GOTPAGEOFF]
Lloh12:
	ldr	x8, [x8]
	cmp	x1, x8
	ccmp	w25, #0, #0, eq
	b.eq	LBB0_14
; %bb.12:                               ;   in Loop: Header=BB0_5 Depth=1
Lloh13:
	adrp	x8, _WINED3D_SV_CLIP_DISTANCE@GOTPAGE
Lloh14:
	ldr	x8, [x8, _WINED3D_SV_CLIP_DISTANCE@GOTPAGEOFF]
Lloh15:
	ldr	x8, [x8]
	cmp	x1, x8
	b.ne	LBB0_15
; %bb.13:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w2, [x19, #12]
	b	LBB0_17
LBB0_14:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	w8, [x28, x22]
	add	x9, sp, #74
	stp	x8, x9, [sp]
	mov	x0, x24
Lloh16:
	adrp	x1, l_.str.2@PAGE
Lloh17:
	add	x1, x1, l_.str.2@PAGEOFF
	b	LBB0_3
LBB0_15:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh18:
	adrp	x8, _WINED3D_SV_CULL_DISTANCE@GOTPAGE
Lloh19:
	ldr	x8, [x8, _WINED3D_SV_CULL_DISTANCE@GOTPAGEOFF]
Lloh20:
	ldr	x8, [x8]
	cmp	x1, x8
	b.ne	LBB0_18
; %bb.16:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w2, [x19, #8]
LBB0_17:                                ;   in Loop: Header=BB0_5 Depth=1
	mov	x0, x24
	mov	x1, x27
	bl	_shader_glsl_generate_clip_or_cull_distances
	b	LBB0_4
LBB0_18:                                ;   in Loop: Header=BB0_5 Depth=1
	cbz	x1, LBB0_4
; %bb.19:                               ;   in Loop: Header=BB0_5 Depth=1
Lloh21:
	adrp	x0, l_.str.3@PAGE
Lloh22:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_FIXME
	b	LBB0_4
LBB0_20:
	ldr	w8, [x19, #4]
	cmp	w8, #3
	b.gt	LBB0_22
; %bb.21:
	mov	x0, x24
	ldp	x1, x2, [sp, #24]               ; 16-byte Folded Reload
	ldp	x3, x4, [sp, #40]               ; 16-byte Folded Reload
	mov	x5, x20
	mov	x6, x19
	bl	_shader_glsl_setup_vs3_output
	b	LBB0_23
LBB0_22:
Lloh23:
	adrp	x8, _TRUE@GOTPAGE
Lloh24:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
Lloh25:
	ldr	w5, [x8]
Lloh26:
	adrp	x4, l_.str.4@PAGE
Lloh27:
	add	x4, x4, l_.str.4@PAGEOFF
	mov	x0, x24
	ldr	w1, [sp, #60]                   ; 4-byte Folded Reload
	mov	x2, x20
	mov	x3, x19
	bl	_shader_glsl_setup_sm4_shader_output
LBB0_23:
	ldp	x29, x30, [sp, #160]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #144]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #128]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #112]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #96]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #80]             ; 16-byte Folded Reload
	add	sp, sp, #176
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh12
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh26, Lloh27
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SV_POSITION,8,3        ; @WINED3D_SV_POSITION
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"gl_Position%s = outputs[%u]%s;\n"

	.comm	_WINED3D_DECL_USAGE_PSIZE,4,2   ; @WINED3D_DECL_USAGE_PSIZE
l_.str.1:                               ; @.str.1
	.asciz	"gl_PointSize = clamp(outputs[%u].%c, ffp_point.size_min, ffp_point.size_max);\n"

	.comm	_WINED3D_SV_RENDER_TARGET_ARRAY_INDEX,8,3 ; @WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
l_.str.2:                               ; @.str.2
	.asciz	"gl_Layer = floatBitsToInt(outputs[%u])%s;\n"

	.comm	_WINED3D_SV_CLIP_DISTANCE,8,3   ; @WINED3D_SV_CLIP_DISTANCE
	.comm	_WINED3D_SV_CULL_DISTANCE,8,3   ; @WINED3D_SV_CULL_DISTANCE
l_.str.3:                               ; @.str.3
	.asciz	"Unhandled sysval semantic %#x.\n"

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

	.comm	_TRUE,4,2                       ; @TRUE
	.no_dead_strip	_shader_glsl_setup_sm3_rasterizer_input
.subsections_via_symbols
