	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_transform_feedback_varyings
_shader_glsl_generate_transform_feedback_varyings: ## @shader_glsl_generate_transform_feedback_varyings
	.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
	movq	%r9, -104(%rbp)                 ## 8-byte Spill
	movq	%rcx, -96(%rbp)                 ## 8-byte Spill
	movq	%rdx, -72(%rbp)                 ## 8-byte Spill
	movq	%rsi, -64(%rbp)                 ## 8-byte Spill
	movq	%r8, -80(%rbp)
	movl	$0, -44(%rbp)
	movl	$0, -48(%rbp)
	movq	_WINED3D_MAX_STREAM_OUTPUT_BUFFERS@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_25
## %bb.1:
	movq	%rdi, %rbx
	xorl	%r12d, %r12d
	xorl	%r14d, %r14d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_24:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r12
	movq	_WINED3D_MAX_STREAM_OUTPUT_BUFFERS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpq	%rax, %r12
	jae	LBB0_25
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_5 Depth 2
	cmpl	$0, (%rbx)
	movq	%r12, -88(%rbp)                 ## 8-byte Spill
	je	LBB0_3
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	xorl	%r13d, %r13d
	xorl	%r12d, %r12d
	movl	$0, -52(%rbp)                   ## 4-byte Folded Spill
	jmp	LBB0_5
	.p2align	4, 0x90
LBB0_7:                                 ##   in Loop: Header=BB0_5 Depth=2
	leaq	L_.str(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
LBB0_17:                                ##   in Loop: Header=BB0_5 Depth=2
	incq	%r12
	movl	(%rbx), %eax
	addq	$32, %r13
	cmpq	%rax, %r12
	jae	LBB0_18
LBB0_5:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	32(%rbx), %r15
	movl	(%r15,%r13), %esi
	movl	%r14d, %edi
	callq	_max
	movl	%eax, %r14d
	movl	(%r15,%r13), %eax
	cmpq	%rax, -88(%rbp)                 ## 8-byte Folded Reload
	jne	LBB0_17
## %bb.6:                               ##   in Loop: Header=BB0_5 Depth=2
	movq	24(%r15,%r13), %rsi
	testq	%rsi, %rsi
	jne	LBB0_7
## %bb.8:                               ##   in Loop: Header=BB0_5 Depth=2
	movl	4(%r15,%r13), %r9d
	addl	%r9d, -52(%rbp)                 ## 4-byte Folded Spill
	movq	8(%r15,%r13), %rdx
	movq	_WINED3D_STREAM_OUTPUT_GAP@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rdx
	jne	LBB0_10
## %bb.9:                               ##   in Loop: Header=BB0_5 Depth=2
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	leaq	-48(%rbp), %rsi
	leaq	-80(%rbp), %rdx
	leaq	-44(%rbp), %rcx
	movq	-64(%rbp), %r8                  ## 8-byte Reload
                                        ## kill: def $r9d killed $r9d killed $r9
	callq	_append_transform_feedback_skip_components
	jmp	LBB0_17
LBB0_10:                                ##   in Loop: Header=BB0_5 Depth=2
	movq	16(%r15,%r13), %rcx
	testq	%rcx, %rcx
	jne	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_5 Depth=2
	cmpl	$4, %r9d
	jne	LBB0_12
## %bb.15:                              ##   in Loop: Header=BB0_5 Depth=2
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	movq	%r15, %rdi
	leaq	L_.str.3(%rip), %rsi
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
	jmp	LBB0_16
LBB0_12:                                ##   in Loop: Header=BB0_5 Depth=2
	movq	8(%rbx), %rax
	movq	_WINED3D_NO_RASTERIZER_STREAM@GOTPCREL(%rip), %rsi
	cmpq	(%rsi), %rax
	jne	LBB0_13
## %bb.14:                              ##   in Loop: Header=BB0_5 Depth=2
	leaq	(%r9,%rcx), %r8
	decq	%r8
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	movq	%r15, %rdi
	leaq	L_.str.2(%rip), %rsi
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
LBB0_16:                                ##   in Loop: Header=BB0_5 Depth=2
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	leaq	-48(%rbp), %rsi
	leaq	-80(%rbp), %rdx
	leaq	-44(%rbp), %rcx
	movq	%r15, %r8
	callq	_append_transform_feedback_varying
	jmp	LBB0_17
LBB0_13:                                ##   in Loop: Header=BB0_5 Depth=2
	leaq	L_.str.1(%rip), %rdi
	movq	%rcx, %rsi
	movl	%r9d, %edx
	xorl	%eax, %eax
	callq	_FIXME
	movl	4(%r15,%r13), %r9d
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	leaq	-48(%rbp), %rsi
	leaq	-80(%rbp), %rdx
	leaq	-44(%rbp), %rcx
	movq	-64(%rbp), %r8                  ## 8-byte Reload
	callq	_append_transform_feedback_skip_components
	jmp	LBB0_17
	.p2align	4, 0x90
LBB0_3:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	$0, -52(%rbp)                   ## 4-byte Folded Spill
LBB0_18:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	16(%rbx), %eax
	movq	-88(%rbp), %r12                 ## 8-byte Reload
	cmpq	%rax, %r12
	jae	LBB0_21
## %bb.19:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	24(%rbx), %rax
	movl	(%rax,%r12,4), %eax
	leal	3(%rax), %r9d
	testl	%eax, %eax
	cmovnsl	%eax, %r9d
	sarl	$2, %r9d
	subl	-52(%rbp), %r9d                 ## 4-byte Folded Reload
	jbe	LBB0_21
## %bb.20:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	leaq	-48(%rbp), %rsi
	leaq	-80(%rbp), %rdx
	leaq	-44(%rbp), %rcx
	movq	-64(%rbp), %r8                  ## 8-byte Reload
	callq	_append_transform_feedback_skip_components
LBB0_21:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	%r14d, %eax
	cmpq	%rax, %r12
	jae	LBB0_25
## %bb.22:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	16(%rbp), %rax
	movq	_GL_INTERLEAVED_ATTRIBS@GOTPCREL(%rip), %rcx
	cmpq	%rax, (%rcx)
	jne	LBB0_24
## %bb.23:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	movq	%r15, %rdi
	leaq	L_.str.4(%rip), %rsi
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
	movq	-72(%rbp), %rdi                 ## 8-byte Reload
	leaq	-48(%rbp), %rsi
	leaq	-80(%rbp), %rdx
	leaq	-44(%rbp), %rcx
	movq	%r15, %r8
	callq	_append_transform_feedback_varying
	jmp	LBB0_24
LBB0_25:
	movq	-96(%rbp), %rcx                 ## 8-byte Reload
	testq	%rcx, %rcx
	je	LBB0_27
## %bb.26:
	movl	-48(%rbp), %eax
	movl	%eax, (%rcx)
LBB0_27:
	movq	-104(%rbp), %rcx                ## 8-byte Reload
	testq	%rcx, %rcx
	je	LBB0_29
## %bb.28:
	movl	-44(%rbp), %eax
	movl	%eax, (%rcx)
LBB0_29:
	addq	$72, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_MAX_STREAM_OUTPUT_BUFFERS,4,2 ## @WINED3D_MAX_STREAM_OUTPUT_BUFFERS
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Unhandled stream %u.\n"

	.comm	_WINED3D_STREAM_OUTPUT_GAP,8,3  ## @WINED3D_STREAM_OUTPUT_GAP
	.comm	_WINED3D_NO_RASTERIZER_STREAM,8,3 ## @WINED3D_NO_RASTERIZER_STREAM
L_.str.1:                               ## @.str.1
	.asciz	"Unsupported component range %u-%u.\n"

L_.str.2:                               ## @.str.2
	.asciz	"shader_in_out.reg%u_%u_%u"

L_.str.3:                               ## @.str.3
	.asciz	"shader_in_out.reg%u"

	.comm	_GL_INTERLEAVED_ATTRIBS,8,3     ## @GL_INTERLEAVED_ATTRIBS
L_.str.4:                               ## @.str.4
	.asciz	"gl_NextBuffer"

	.no_dead_strip	_shader_glsl_generate_transform_feedback_varyings
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_generate_transform_feedback_varyings
_shader_glsl_generate_transform_feedback_varyings: ; @shader_glsl_generate_transform_feedback_varyings
	.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
	stp	x5, x6, [sp, #32]               ; 16-byte Folded Spill
	str	x3, [sp, #24]                   ; 8-byte Folded Spill
	stp	xzr, x4, [sp, #48]
Lloh0:
	adrp	x8, _WINED3D_MAX_STREAM_OUTPUT_BUFFERS@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_MAX_STREAM_OUTPUT_BUFFERS@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	cbz	w8, LBB0_24
; %bb.1:
	mov	x22, x2
	mov	x23, x1
	mov	x24, x0
	mov	x28, #0
	mov	w25, #0
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x28, x28, #1
Lloh3:
	adrp	x8, _WINED3D_MAX_STREAM_OUTPUT_BUFFERS@GOTPAGE
Lloh4:
	ldr	x8, [x8, _WINED3D_MAX_STREAM_OUTPUT_BUFFERS@GOTPAGEOFF]
Lloh5:
	ldr	w8, [x8]
	cmp	x28, x8
	b.hs	LBB0_24
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_7 Depth 2
	ldr	w8, [x24]
	cbz	w8, LBB0_17
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x27, #0
	mov	x21, #0
	mov	w19, #0
	b	LBB0_7
LBB0_5:                                 ;   in Loop: Header=BB0_7 Depth=2
Lloh6:
	adrp	x0, l_.str@PAGE
Lloh7:
	add	x0, x0, l_.str@PAGEOFF
	bl	_FIXME
LBB0_6:                                 ;   in Loop: Header=BB0_7 Depth=2
	add	x21, x21, #1
	ldr	w8, [x24]
	add	x27, x27, #32
	cmp	x21, x8
	b.hs	LBB0_18
LBB0_7:                                 ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x20, [x24, #32]
	ldr	w1, [x20, x27]
	mov	x0, x25
	bl	_max
	mov	x25, x0
	ldr	w8, [x20, x27]
	cmp	x28, x8
	b.ne	LBB0_6
; %bb.8:                                ;   in Loop: Header=BB0_7 Depth=2
	add	x26, x20, x27
	ldr	x1, [x26, #24]
	cbnz	x1, LBB0_5
; %bb.9:                                ;   in Loop: Header=BB0_7 Depth=2
	ldr	w5, [x26, #4]
	add	w19, w5, w19
	ldr	x8, [x26, #8]
Lloh8:
	adrp	x9, _WINED3D_STREAM_OUTPUT_GAP@GOTPAGE
Lloh9:
	ldr	x9, [x9, _WINED3D_STREAM_OUTPUT_GAP@GOTPAGEOFF]
Lloh10:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_11
; %bb.10:                               ;   in Loop: Header=BB0_7 Depth=2
	add	x1, sp, #52
	add	x2, sp, #56
	add	x3, sp, #48
	mov	x0, x22
	mov	x4, x23
                                        ; kill: def $w5 killed $w5 killed $x5
	bl	_append_transform_feedback_skip_components
	b	LBB0_6
LBB0_11:                                ;   in Loop: Header=BB0_7 Depth=2
	add	x9, x20, x27
	ldr	x1, [x9, #16]
	cmp	x1, #0
	ccmp	w5, #4, #0, eq
	b.eq	LBB0_14
; %bb.12:                               ;   in Loop: Header=BB0_7 Depth=2
	ldr	x9, [x24, #8]
Lloh11:
	adrp	x10, _WINED3D_NO_RASTERIZER_STREAM@GOTPAGE
Lloh12:
	ldr	x10, [x10, _WINED3D_NO_RASTERIZER_STREAM@GOTPAGEOFF]
Lloh13:
	ldr	x10, [x10]
	cmp	x9, x10
	b.ne	LBB0_16
; %bb.13:                               ;   in Loop: Header=BB0_7 Depth=2
	add	x9, x5, x1
	sub	x9, x9, #1
	stp	x8, x1, [sp]
	str	x9, [sp, #16]
	mov	x0, x23
Lloh14:
	adrp	x1, l_.str.2@PAGE
Lloh15:
	add	x1, x1, l_.str.2@PAGEOFF
	b	LBB0_15
LBB0_14:                                ;   in Loop: Header=BB0_7 Depth=2
	str	x8, [sp]
	mov	x0, x23
Lloh16:
	adrp	x1, l_.str.3@PAGE
Lloh17:
	add	x1, x1, l_.str.3@PAGEOFF
LBB0_15:                                ;   in Loop: Header=BB0_7 Depth=2
	bl	_string_buffer_sprintf
	add	x1, sp, #52
	add	x2, sp, #56
	add	x3, sp, #48
	mov	x0, x22
	mov	x4, x23
	bl	_append_transform_feedback_varying
	b	LBB0_6
LBB0_16:                                ;   in Loop: Header=BB0_7 Depth=2
	str	x5, [sp]
Lloh18:
	adrp	x0, l_.str.1@PAGE
Lloh19:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_FIXME
	ldr	w5, [x26, #4]
	add	x1, sp, #52
	add	x2, sp, #56
	add	x3, sp, #48
	mov	x0, x22
	mov	x4, x23
	bl	_append_transform_feedback_skip_components
	b	LBB0_6
LBB0_17:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	w19, #0
LBB0_18:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x24, #16]
	cmp	x28, x8
	b.hs	LBB0_21
; %bb.19:                               ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x24, #24]
	ldr	w8, [x8, x28, lsl #2]
	add	w9, w8, #3
	cmp	w8, #0
	csel	w8, w9, w8, lt
	asr	w8, w8, #2
	subs	w5, w8, w19
	b.ls	LBB0_21
; %bb.20:                               ;   in Loop: Header=BB0_3 Depth=1
	add	x1, sp, #52
	add	x2, sp, #56
	add	x3, sp, #48
	mov	x0, x22
	mov	x4, x23
	bl	_append_transform_feedback_skip_components
LBB0_21:                                ;   in Loop: Header=BB0_3 Depth=1
	cmp	x28, w25, uxtw
	b.hs	LBB0_24
; %bb.22:                               ;   in Loop: Header=BB0_3 Depth=1
Lloh20:
	adrp	x8, _GL_INTERLEAVED_ATTRIBS@GOTPAGE
Lloh21:
	ldr	x8, [x8, _GL_INTERLEAVED_ATTRIBS@GOTPAGEOFF]
Lloh22:
	ldr	x8, [x8]
	ldr	x9, [sp, #40]                   ; 8-byte Folded Reload
	cmp	x8, x9
	b.ne	LBB0_2
; %bb.23:                               ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x23
Lloh23:
	adrp	x1, l_.str.4@PAGE
Lloh24:
	add	x1, x1, l_.str.4@PAGEOFF
	bl	_string_buffer_sprintf
	add	x1, sp, #52
	add	x2, sp, #56
	add	x3, sp, #48
	mov	x0, x22
	mov	x4, x23
	bl	_append_transform_feedback_varying
	b	LBB0_2
LBB0_24:
	ldr	x9, [sp, #24]                   ; 8-byte Folded Reload
	cbz	x9, LBB0_26
; %bb.25:
	ldr	w8, [sp, #52]
	str	w8, [x9]
LBB0_26:
	ldr	x9, [sp, #32]                   ; 8-byte Folded Reload
	cbz	x9, LBB0_28
; %bb.27:
	ldr	w8, [sp, #48]
	str	w8, [x9]
LBB0_28:
	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
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpAdd	Lloh23, Lloh24
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_MAX_STREAM_OUTPUT_BUFFERS,4,2 ; @WINED3D_MAX_STREAM_OUTPUT_BUFFERS
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Unhandled stream %u.\n"

	.comm	_WINED3D_STREAM_OUTPUT_GAP,8,3  ; @WINED3D_STREAM_OUTPUT_GAP
	.comm	_WINED3D_NO_RASTERIZER_STREAM,8,3 ; @WINED3D_NO_RASTERIZER_STREAM
l_.str.1:                               ; @.str.1
	.asciz	"Unsupported component range %u-%u.\n"

l_.str.2:                               ; @.str.2
	.asciz	"shader_in_out.reg%u_%u_%u"

l_.str.3:                               ; @.str.3
	.asciz	"shader_in_out.reg%u"

	.comm	_GL_INTERLEAVED_ATTRIBS,8,3     ; @GL_INTERLEAVED_ATTRIBS
l_.str.4:                               ; @.str.4
	.asciz	"gl_NextBuffer"

	.no_dead_strip	_shader_glsl_generate_transform_feedback_varyings
.subsections_via_symbols
