	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function convert_to_wined3d_declaration
_convert_to_wined3d_declaration:        ## @convert_to_wined3d_declaration
	.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
	movq	%rdx, %rbx
	movq	%rsi, %rdx
	movq	%rdi, %r14
	leaq	L_.str(%rip), %rdi
	movl	$0, -44(%rbp)                   ## 4-byte Folded Spill
	movq	%r14, %rsi
	movq	%rdx, -72(%rbp)                 ## 8-byte Spill
	movq	%rbx, %rcx
	xorl	%eax, %eax
	callq	_TRACE
	movl	$7168, %edi                     ## imm = 0x1C00
	callq	_heap_alloc_zero
	movq	%rbx, -80(%rbp)                 ## 8-byte Spill
	movq	%rax, (%rbx)
	xorl	%eax, %eax
	callq	_D3DVSD_END
	movq	(%r14), %r15
	movq	%r14, -56(%rbp)                 ## 8-byte Spill
	cmpq	%r15, %rax
	jne	LBB0_1
LBB0_11:
	subq	-56(%rbp), %r14                 ## 8-byte Folded Reload
	addq	$8, %r14
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	%r14, (%rax)
	movl	-44(%rbp), %eax                 ## 4-byte Reload
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_1:
	movq	-56(%rbp), %r12                 ## 8-byte Reload
	movl	$0, -44(%rbp)                   ## 4-byte Folded Spill
	xorl	%r13d, %r13d
	xorl	%eax, %eax
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	jmp	LBB0_2
LBB0_4:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_D3DVSD_STREAMNUMBERMASK@GOTPCREL(%rip), %rax
	andq	(%rax), %r15
	movq	_D3DVSD_STREAMNUMBERSHIFT@GOTPCREL(%rip), %rax
	movzbl	(%rax), %ecx
	shrq	%cl, %r15
	xorl	%r13d, %r13d
	movq	%r15, -64(%rbp)                 ## 8-byte Spill
	.p2align	4, 0x90
LBB0_10:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	%r12, %rdi
	callq	_parse_token
	movslq	%eax, %rbx
	leaq	(%r12,%rbx,8), %r14
	xorl	%eax, %eax
	callq	_D3DVSD_END
	movq	(%r12,%rbx,8), %r15
	movq	%r14, %r12
	cmpq	%r15, %rax
	je	LBB0_11
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	_D3DVSD_TOKENTYPEMASK@GOTPCREL(%rip), %rax
	movq	(%rax), %r14
	andq	%r15, %r14
	movq	_D3DVSD_TOKENTYPESHIFT@GOTPCREL(%rip), %rax
	movzbl	(%rax), %ecx
	shrq	%cl, %r14
	movq	_D3DVSD_TOKEN_STREAM@GOTPCREL(%rip), %rax
	cmpl	%r14d, (%rax)
	jne	LBB0_5
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_D3DVSD_STREAMTESSMASK@GOTPCREL(%rip), %rax
	testq	%r15, (%rax)
	je	LBB0_4
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_D3DVSD_TOKEN_STREAMDATA@GOTPCREL(%rip), %rax
	cmpl	%r14d, (%rax)
	jne	LBB0_10
## %bb.6:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_D3DVSD_DATALOADTYPEMASK@GOTPCREL(%rip), %rax
	testq	%r15, (%rax)
	je	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_D3DVSD_SKIPCOUNTMASK@GOTPCREL(%rip), %r15
	movl	(%r15), %edx
	andl	%r14d, %edx
	movq	_D3DVSD_SKIPCOUNTSHIFT@GOTPCREL(%rip), %rbx
	movzbl	(%rbx), %ecx
	sarl	%cl, %edx
	leaq	L_.str.2(%rip), %rdi
	movl	%r14d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	andl	(%r15), %r14d
	movzbl	(%rbx), %ecx
	sarl	%cl, %r14d
	leal	(%r13,%r14,8), %r13d
	jmp	LBB0_10
LBB0_8:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_D3DVSD_DATATYPEMASK@GOTPCREL(%rip), %rax
	movq	(%rax), %rbx
	andq	%r15, %rbx
	movq	_D3DVSD_DATATYPESHIFT@GOTPCREL(%rip), %rax
	movzbl	(%rax), %ecx
	shrq	%cl, %rbx
	movq	_D3DVSD_VERTEXREGMASK@GOTPCREL(%rip), %rax
	andq	(%rax), %r15
	movq	_D3DVSD_VERTEXREGSHIFT@GOTPCREL(%rip), %rax
	movzbl	(%rax), %ecx
	shrq	%cl, %r15
	leaq	L_.str.1(%rip), %rdi
	movl	-44(%rbp), %r14d                ## 4-byte Reload
	movl	%r14d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	movq	-80(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	%r14d, %ecx
	movq	_wined3d_format_lookup@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movl	(%rdx,%rbx,4), %edx
	imulq	$56, %rcx, %rcx
	movl	%edx, 52(%rax,%rcx)
	movq	-64(%rbp), %rdx                 ## 8-byte Reload
	movq	%rdx, (%rax,%rcx)
	movl	%r13d, 8(%rax,%rcx)
	movq	%r15, 16(%rax,%rcx)
	movq	_WINED3D_INPUT_PER_VERTEX_DATA@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	movl	%edx, 48(%rax,%rcx)
	movq	$0, 40(%rax,%rcx)
	movq	_WINED3D_DECL_METHOD_DEFAULT@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	movl	%edx, 32(%rax,%rcx)
	movq	_wined3d_usage_lookup@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movl	4(%rdx,%r15,8), %esi
	movl	%esi, 28(%rax,%rcx)
	movl	(%rdx,%r15,8), %edx
	movl	%edx, 24(%rax,%rcx)
	cmpl	$126, %r14d
	jae	LBB0_12
## %bb.9:                               ##   in Loop: Header=BB0_2 Depth=1
	incl	%r14d
	movl	%r14d, -44(%rbp)                ## 4-byte Spill
	movq	_wined3d_type_sizes@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	addl	(%rax,%rbx,8), %r13d
	jmp	LBB0_10
LBB0_12:
	leaq	L_.str.3(%rip), %rdi
	callq	_ERR
	movl	$127, -44(%rbp)                 ## 4-byte Folded Spill
	movq	%r12, %r14
	jmp	LBB0_11
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p\n"

	.comm	_D3DVSD_TOKENTYPEMASK,8,3       ## @D3DVSD_TOKENTYPEMASK
	.comm	_D3DVSD_TOKENTYPESHIFT,8,3      ## @D3DVSD_TOKENTYPESHIFT
	.comm	_D3DVSD_TOKEN_STREAM,4,2        ## @D3DVSD_TOKEN_STREAM
	.comm	_D3DVSD_STREAMTESSMASK,8,3      ## @D3DVSD_STREAMTESSMASK
	.comm	_D3DVSD_STREAMNUMBERMASK,8,3    ## @D3DVSD_STREAMNUMBERMASK
	.comm	_D3DVSD_STREAMNUMBERSHIFT,8,3   ## @D3DVSD_STREAMNUMBERSHIFT
	.comm	_D3DVSD_TOKEN_STREAMDATA,4,2    ## @D3DVSD_TOKEN_STREAMDATA
	.comm	_D3DVSD_DATALOADTYPEMASK,8,3    ## @D3DVSD_DATALOADTYPEMASK
	.comm	_D3DVSD_DATATYPEMASK,8,3        ## @D3DVSD_DATATYPEMASK
	.comm	_D3DVSD_DATATYPESHIFT,8,3       ## @D3DVSD_DATATYPESHIFT
	.comm	_D3DVSD_VERTEXREGMASK,8,3       ## @D3DVSD_VERTEXREGMASK
	.comm	_D3DVSD_VERTEXREGSHIFT,8,3      ## @D3DVSD_VERTEXREGSHIFT
L_.str.1:                               ## @.str.1
	.asciz	"Adding element %d:\n"

	.comm	_wined3d_format_lookup,8,3      ## @wined3d_format_lookup
	.comm	_WINED3D_INPUT_PER_VERTEX_DATA,4,2 ## @WINED3D_INPUT_PER_VERTEX_DATA
	.comm	_WINED3D_DECL_METHOD_DEFAULT,4,2 ## @WINED3D_DECL_METHOD_DEFAULT
	.comm	_wined3d_usage_lookup,8,3       ## @wined3d_usage_lookup
	.comm	_wined3d_type_sizes,8,3         ## @wined3d_type_sizes
L_.str.2:                               ## @.str.2
	.asciz	" 0x%08x SKIP(%u)\n"

	.comm	_D3DVSD_SKIPCOUNTMASK,4,2       ## @D3DVSD_SKIPCOUNTMASK
	.comm	_D3DVSD_SKIPCOUNTSHIFT,4,2      ## @D3DVSD_SKIPCOUNTSHIFT
L_.str.3:                               ## @.str.3
	.asciz	"More than 127 elements?\n"

	.no_dead_strip	_convert_to_wined3d_declaration
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function convert_to_wined3d_declaration
_convert_to_wined3d_declaration:        ; @convert_to_wined3d_declaration
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #160
	.cfi_def_cfa_offset 160
	stp	x28, x27, [sp, #64]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #80]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #96]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #112]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #128]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #144]            ; 16-byte Folded Spill
	add	x29, sp, #144
	.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, x2
	mov	x23, x0
	stp	x1, x2, [sp, #8]
	str	x1, [sp, #32]                   ; 8-byte Folded Spill
	str	x0, [sp]
Lloh0:
	adrp	x0, l_.str@PAGE
Lloh1:
	add	x0, x0, l_.str@PAGEOFF
	bl	_TRACE
	mov	w0, #7168
	bl	_heap_alloc_zero
	str	x19, [sp, #40]                  ; 8-byte Folded Spill
	str	x0, [x19]
	bl	_D3DVSD_END
	ldr	x8, [x23]
	cmp	x0, x8
	str	x23, [sp, #24]                  ; 8-byte Folded Spill
	b.ne	LBB0_3
; %bb.1:
	str	xzr, [sp, #56]                  ; 8-byte Folded Spill
LBB0_2:
	ldp	x8, x9, [sp, #24]               ; 16-byte Folded Reload
	sub	x8, x23, x8
	add	x8, x8, #8
	str	x8, [x9]
	ldr	x0, [sp, #56]                   ; 8-byte Folded Reload
                                        ; kill: def $w0 killed $w0 killed $x0
	ldp	x29, x30, [sp, #144]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #128]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #112]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #96]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #80]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #64]             ; 16-byte Folded Reload
	add	sp, sp, #160
	ret
LBB0_3:
	stp	xzr, xzr, [sp, #48]             ; 16-byte Folded Spill
	mov	w26, #0
Lloh2:
	adrp	x28, _D3DVSD_TOKENTYPEMASK@GOTPAGE
Lloh3:
	ldr	x28, [x28, _D3DVSD_TOKENTYPEMASK@GOTPAGEOFF]
Lloh4:
	adrp	x24, _D3DVSD_TOKENTYPESHIFT@GOTPAGE
Lloh5:
	ldr	x24, [x24, _D3DVSD_TOKENTYPESHIFT@GOTPAGEOFF]
Lloh6:
	adrp	x22, _D3DVSD_TOKEN_STREAM@GOTPAGE
Lloh7:
	ldr	x22, [x22, _D3DVSD_TOKEN_STREAM@GOTPAGEOFF]
Lloh8:
	adrp	x21, _D3DVSD_STREAMTESSMASK@GOTPAGE
Lloh9:
	ldr	x21, [x21, _D3DVSD_STREAMTESSMASK@GOTPAGEOFF]
Lloh10:
	adrp	x19, _D3DVSD_TOKEN_STREAMDATA@GOTPAGE
Lloh11:
	ldr	x19, [x19, _D3DVSD_TOKEN_STREAMDATA@GOTPAGEOFF]
	b	LBB0_6
LBB0_4:                                 ;   in Loop: Header=BB0_6 Depth=1
	mov	w26, #0
Lloh12:
	adrp	x9, _D3DVSD_STREAMNUMBERMASK@GOTPAGE
Lloh13:
	ldr	x9, [x9, _D3DVSD_STREAMNUMBERMASK@GOTPAGEOFF]
Lloh14:
	ldr	x9, [x9]
	and	x8, x9, x8
Lloh15:
	adrp	x9, _D3DVSD_STREAMNUMBERSHIFT@GOTPAGE
Lloh16:
	ldr	x9, [x9, _D3DVSD_STREAMNUMBERSHIFT@GOTPAGEOFF]
Lloh17:
	ldr	x9, [x9]
	lsr	x8, x8, x9
	str	x8, [sp, #48]                   ; 8-byte Folded Spill
LBB0_5:                                 ;   in Loop: Header=BB0_6 Depth=1
	mov	x0, x23
	bl	_parse_token
	add	x23, x23, w0, sxtw #3
	bl	_D3DVSD_END
	ldr	x8, [x23]
	cmp	x0, x8
	b.eq	LBB0_2
LBB0_6:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x28]
	and	x9, x9, x8
	ldr	x10, [x24]
	lsr	x20, x9, x10
	ldr	w9, [x22]
	cmp	w9, w20
	b.ne	LBB0_8
; %bb.7:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	x9, [x21]
	tst	x9, x8
	b.eq	LBB0_4
LBB0_8:                                 ;   in Loop: Header=BB0_6 Depth=1
	ldr	w9, [x19]
	cmp	w9, w20
	b.ne	LBB0_5
; %bb.9:                                ;   in Loop: Header=BB0_6 Depth=1
Lloh18:
	adrp	x9, _D3DVSD_DATALOADTYPEMASK@GOTPAGE
Lloh19:
	ldr	x9, [x9, _D3DVSD_DATALOADTYPEMASK@GOTPAGEOFF]
Lloh20:
	ldr	x9, [x9]
	tst	x9, x8
	b.eq	LBB0_11
; %bb.10:                               ;   in Loop: Header=BB0_6 Depth=1
Lloh21:
	adrp	x25, _D3DVSD_SKIPCOUNTMASK@GOTPAGE
Lloh22:
	ldr	x25, [x25, _D3DVSD_SKIPCOUNTMASK@GOTPAGEOFF]
	ldr	w8, [x25]
	and	w8, w8, w20
Lloh23:
	adrp	x27, _D3DVSD_SKIPCOUNTSHIFT@GOTPAGE
Lloh24:
	ldr	x27, [x27, _D3DVSD_SKIPCOUNTSHIFT@GOTPAGEOFF]
	ldr	w9, [x27]
	asr	w8, w8, w9
	mov	x9, x20
	stp	x9, x8, [sp]
Lloh25:
	adrp	x0, l_.str.2@PAGE
Lloh26:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_TRACE
	ldr	w8, [x25]
	and	w8, w8, w20
	ldr	w9, [x27]
	asr	w8, w8, w9
	add	w26, w26, w8, lsl #3
	b	LBB0_5
LBB0_11:                                ;   in Loop: Header=BB0_6 Depth=1
	mov	x25, x24
	mov	x24, x28
	mov	x28, x19
	mov	x27, x21
Lloh27:
	adrp	x9, _D3DVSD_DATATYPEMASK@GOTPAGE
Lloh28:
	ldr	x9, [x9, _D3DVSD_DATATYPEMASK@GOTPAGEOFF]
Lloh29:
	ldr	x9, [x9]
	and	x9, x9, x8
Lloh30:
	adrp	x10, _D3DVSD_DATATYPESHIFT@GOTPAGE
Lloh31:
	ldr	x10, [x10, _D3DVSD_DATATYPESHIFT@GOTPAGEOFF]
Lloh32:
	ldr	x10, [x10]
	lsr	x20, x9, x10
Lloh33:
	adrp	x9, _D3DVSD_VERTEXREGMASK@GOTPAGE
Lloh34:
	ldr	x9, [x9, _D3DVSD_VERTEXREGMASK@GOTPAGEOFF]
Lloh35:
	ldr	x9, [x9]
	and	x8, x9, x8
Lloh36:
	adrp	x9, _D3DVSD_VERTEXREGSHIFT@GOTPAGE
Lloh37:
	ldr	x9, [x9, _D3DVSD_VERTEXREGSHIFT@GOTPAGEOFF]
Lloh38:
	ldr	x9, [x9]
	lsr	x21, x8, x9
	ldr	x22, [sp, #56]                  ; 8-byte Folded Reload
	str	x22, [sp]
Lloh39:
	adrp	x0, l_.str.1@PAGE
Lloh40:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_TRACE
	ldr	x8, [sp, #40]                   ; 8-byte Folded Reload
	ldr	x8, [x8]
Lloh41:
	adrp	x9, _wined3d_format_lookup@GOTPAGE
Lloh42:
	ldr	x9, [x9, _wined3d_format_lookup@GOTPAGEOFF]
Lloh43:
	ldr	x9, [x9]
	ldr	w9, [x9, x20, lsl #2]
	mov	w10, #56
	umaddl	x8, w22, w10, x8
	str	w9, [x8, #52]
	ldr	x9, [sp, #48]                   ; 8-byte Folded Reload
	str	x9, [x8]
	str	w26, [x8, #8]
	str	x21, [x8, #16]
Lloh44:
	adrp	x9, _WINED3D_INPUT_PER_VERTEX_DATA@GOTPAGE
Lloh45:
	ldr	x9, [x9, _WINED3D_INPUT_PER_VERTEX_DATA@GOTPAGEOFF]
Lloh46:
	ldr	w9, [x9]
	str	w9, [x8, #48]
	str	xzr, [x8, #40]
Lloh47:
	adrp	x9, _WINED3D_DECL_METHOD_DEFAULT@GOTPAGE
Lloh48:
	ldr	x9, [x9, _WINED3D_DECL_METHOD_DEFAULT@GOTPAGEOFF]
Lloh49:
	ldr	w9, [x9]
	str	w9, [x8, #32]
Lloh50:
	adrp	x9, _wined3d_usage_lookup@GOTPAGE
Lloh51:
	ldr	x9, [x9, _wined3d_usage_lookup@GOTPAGEOFF]
Lloh52:
	ldr	x9, [x9]
	ldr	d0, [x9, x21, lsl #3]
	str	d0, [x8, #24]
	cmp	w22, #126
	b.hs	LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_6 Depth=1
	add	w22, w22, #1
	str	x22, [sp, #56]                  ; 8-byte Folded Spill
Lloh53:
	adrp	x8, _wined3d_type_sizes@GOTPAGE
Lloh54:
	ldr	x8, [x8, _wined3d_type_sizes@GOTPAGEOFF]
Lloh55:
	ldr	x8, [x8]
	ldr	x8, [x8, x20, lsl #3]
	add	w26, w26, w8
	mov	x21, x27
	mov	x19, x28
	mov	x28, x24
	mov	x24, x25
Lloh56:
	adrp	x22, _D3DVSD_TOKEN_STREAM@GOTPAGE
Lloh57:
	ldr	x22, [x22, _D3DVSD_TOKEN_STREAM@GOTPAGEOFF]
	b	LBB0_5
LBB0_13:
Lloh58:
	adrp	x0, l_.str.3@PAGE
Lloh59:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_ERR
	mov	w8, #127
	str	x8, [sp, #56]                   ; 8-byte Folded Spill
	b	LBB0_2
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpAdd	Lloh25, Lloh26
	.loh AdrpLdrGot	Lloh23, Lloh24
	.loh AdrpLdrGot	Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh41, Lloh42, Lloh43
	.loh AdrpAdd	Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpLdrGotLdr	Lloh33, Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh30, Lloh31, Lloh32
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpLdrGot	Lloh56, Lloh57
	.loh AdrpLdrGotLdr	Lloh53, Lloh54, Lloh55
	.loh AdrpAdd	Lloh58, Lloh59
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p\n"

	.comm	_D3DVSD_TOKENTYPEMASK,8,3       ; @D3DVSD_TOKENTYPEMASK
	.comm	_D3DVSD_TOKENTYPESHIFT,8,3      ; @D3DVSD_TOKENTYPESHIFT
	.comm	_D3DVSD_TOKEN_STREAM,4,2        ; @D3DVSD_TOKEN_STREAM
	.comm	_D3DVSD_STREAMTESSMASK,8,3      ; @D3DVSD_STREAMTESSMASK
	.comm	_D3DVSD_STREAMNUMBERMASK,8,3    ; @D3DVSD_STREAMNUMBERMASK
	.comm	_D3DVSD_STREAMNUMBERSHIFT,8,3   ; @D3DVSD_STREAMNUMBERSHIFT
	.comm	_D3DVSD_TOKEN_STREAMDATA,4,2    ; @D3DVSD_TOKEN_STREAMDATA
	.comm	_D3DVSD_DATALOADTYPEMASK,8,3    ; @D3DVSD_DATALOADTYPEMASK
	.comm	_D3DVSD_DATATYPEMASK,8,3        ; @D3DVSD_DATATYPEMASK
	.comm	_D3DVSD_DATATYPESHIFT,8,3       ; @D3DVSD_DATATYPESHIFT
	.comm	_D3DVSD_VERTEXREGMASK,8,3       ; @D3DVSD_VERTEXREGMASK
	.comm	_D3DVSD_VERTEXREGSHIFT,8,3      ; @D3DVSD_VERTEXREGSHIFT
l_.str.1:                               ; @.str.1
	.asciz	"Adding element %d:\n"

	.comm	_wined3d_format_lookup,8,3      ; @wined3d_format_lookup
	.comm	_WINED3D_INPUT_PER_VERTEX_DATA,4,2 ; @WINED3D_INPUT_PER_VERTEX_DATA
	.comm	_WINED3D_DECL_METHOD_DEFAULT,4,2 ; @WINED3D_DECL_METHOD_DEFAULT
	.comm	_wined3d_usage_lookup,8,3       ; @wined3d_usage_lookup
	.comm	_wined3d_type_sizes,8,3         ; @wined3d_type_sizes
l_.str.2:                               ; @.str.2
	.asciz	" 0x%08x SKIP(%u)\n"

	.comm	_D3DVSD_SKIPCOUNTMASK,4,2       ; @D3DVSD_SKIPCOUNTMASK
	.comm	_D3DVSD_SKIPCOUNTSHIFT,4,2      ; @D3DVSD_SKIPCOUNTSHIFT
l_.str.3:                               ; @.str.3
	.asciz	"More than 127 elements?\n"

	.no_dead_strip	_convert_to_wined3d_declaration
.subsections_via_symbols
