	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_declare_generic_vertex_attribute
_shader_glsl_declare_generic_vertex_attribute: ## @shader_glsl_declare_generic_vertex_attribute
	.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	%r12
	pushq	%rbx
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rsi, %r15
	movq	%rdi, %r12
	movl	(%rdx), %r14d
	movq	8(%rdx), %rsi
	movq	_WINED3D_SV_VERTEX_ID@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	jne	LBB0_3
## %bb.1:
	leaq	L_.str(%rip), %rsi
	jmp	LBB0_2
LBB0_3:
	movq	_WINED3D_SV_INSTANCE_ID@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	jne	LBB0_5
## %bb.4:
	leaq	L_.str.1(%rip), %rsi
LBB0_2:
	movq	%r12, %rdi
	movl	%r14d, %edx
	xorl	%eax, %eax
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
LBB0_5:
	movq	%rdx, %rbx
	testq	%rsi, %rsi
	je	LBB0_8
## %bb.6:
	movq	_WINED3D_SV_POSITION@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	je	LBB0_8
## %bb.7:
	leaq	L_.str.2(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_FIXME
LBB0_8:
	movq	%r15, %rdi
	callq	_shader_glsl_use_explicit_attrib_location
	testq	%rax, %rax
	je	LBB0_10
## %bb.9:
	leaq	L_.str.3(%rip), %rsi
	movq	%r12, %rdi
	movl	%r14d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_10:
	movl	16(%rbx), %esi
	leal	-128(%rsi), %eax
	cmpl	$3, %eax
	ja	LBB0_15
## %bb.11:
	leaq	LJTI0_0(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	jmpq	*%rax
LBB0_12:
	leaq	L_.str.4(%rip), %rdx
	leaq	L_.str.5(%rip), %rcx
	jmp	LBB0_13
LBB0_15:
	leaq	L_.str.8(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_FIXME
LBB0_16:
	movq	%r15, %rdi
	callq	_get_attribute_keyword
	leaq	L_.str.9(%rip), %rsi
	movq	%r12, %rdi
	movl	%eax, %edx
	movl	%r14d, %ecx
	xorl	%eax, %eax
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
LBB0_14:
	leaq	L_.str.6(%rip), %rdx
	leaq	L_.str.7(%rip), %rcx
LBB0_13:
	movq	%r12, %rdi
	movq	%r15, %rsi
	movl	%r14d, %r8d
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_glsl_declare_typed_vertex_attribute ## TAILCALL
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_16, LBB0_16-LJTI0_0
.set L0_0_set_12, LBB0_12-LJTI0_0
.set L0_0_set_14, LBB0_14-LJTI0_0
LJTI0_0:
	.long	L0_0_set_16
	.long	L0_0_set_12
	.long	L0_0_set_14
	.long	L0_0_set_16
	.end_data_region
                                        ## -- End function
	.comm	_WINED3D_SV_VERTEX_ID,8,3       ## @WINED3D_SV_VERTEX_ID
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n"

	.comm	_WINED3D_SV_INSTANCE_ID,8,3     ## @WINED3D_SV_INSTANCE_ID
L_.str.1:                               ## @.str.1
	.asciz	"vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n"

	.comm	_WINED3D_SV_POSITION,8,3        ## @WINED3D_SV_POSITION
L_.str.2:                               ## @.str.2
	.asciz	"Unhandled sysval semantic %#x.\n"

L_.str.3:                               ## @.str.3
	.asciz	"layout(location = %u) "

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

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

L_.str.6:                               ## @.str.6
	.asciz	"ivec"

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

L_.str.8:                               ## @.str.8
	.asciz	"Unhandled type %#x.\n"

L_.str.9:                               ## @.str.9
	.asciz	"%s vec4 vs_in%u;\n"

	.no_dead_strip	_shader_glsl_declare_generic_vertex_attribute
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_declare_generic_vertex_attribute
_shader_glsl_declare_generic_vertex_attribute: ; @shader_glsl_declare_generic_vertex_attribute
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #64
	.cfi_def_cfa_offset 64
	stp	x22, x21, [sp, #16]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.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
	mov	x21, x1
	mov	x20, x0
	ldr	w19, [x2]
	ldr	x1, [x2, #8]
Lloh0:
	adrp	x8, _WINED3D_SV_VERTEX_ID@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_SV_VERTEX_ID@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	cmp	x1, x8
	b.ne	LBB0_2
; %bb.1:
Lloh3:
	adrp	x1, l_.str@PAGE
Lloh4:
	add	x1, x1, l_.str@PAGEOFF
	b	LBB0_4
LBB0_2:
Lloh5:
	adrp	x8, _WINED3D_SV_INSTANCE_ID@GOTPAGE
Lloh6:
	ldr	x8, [x8, _WINED3D_SV_INSTANCE_ID@GOTPAGEOFF]
Lloh7:
	ldr	x8, [x8]
	cmp	x1, x8
	b.ne	LBB0_5
; %bb.3:
Lloh8:
	adrp	x1, l_.str.1@PAGE
Lloh9:
	add	x1, x1, l_.str.1@PAGEOFF
LBB0_4:
	mov	x0, x20
	mov	x2, x19
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #64
	b	_shader_addline
LBB0_5:
	mov	x22, x2
Lloh10:
	adrp	x8, _WINED3D_SV_POSITION@GOTPAGE
Lloh11:
	ldr	x8, [x8, _WINED3D_SV_POSITION@GOTPAGEOFF]
Lloh12:
	ldr	x8, [x8]
	cmp	x1, #0
	ccmp	x1, x8, #4, ne
	b.eq	LBB0_7
; %bb.6:
Lloh13:
	adrp	x0, l_.str.2@PAGE
Lloh14:
	add	x0, x0, l_.str.2@PAGEOFF
                                        ; kill: def $w1 killed $w1 killed $x1
	bl	_FIXME
LBB0_7:
	mov	x0, x21
	bl	_shader_glsl_use_explicit_attrib_location
	cbz	x0, LBB0_9
; %bb.8:
Lloh15:
	adrp	x1, l_.str.3@PAGE
Lloh16:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x20
	mov	x2, x19
	bl	_shader_addline
LBB0_9:
	ldr	w1, [x22, #16]
	sub	w8, w1, #128
	cmp	w8, #3
	b.hi	LBB0_12
; %bb.10:
Lloh17:
	adrp	x9, lJTI0_0@PAGE
Lloh18:
	add	x9, x9, lJTI0_0@PAGEOFF
	adr	x10, LBB0_11
	ldrb	w11, [x9, x8]
	add	x10, x10, x11, lsl #2
	br	x10
LBB0_11:
Lloh19:
	adrp	x2, l_.str.4@PAGE
Lloh20:
	add	x2, x2, l_.str.4@PAGEOFF
Lloh21:
	adrp	x3, l_.str.5@PAGE
Lloh22:
	add	x3, x3, l_.str.5@PAGEOFF
	b	LBB0_15
LBB0_12:
Lloh23:
	adrp	x0, l_.str.8@PAGE
Lloh24:
	add	x0, x0, l_.str.8@PAGEOFF
	bl	_FIXME
LBB0_13:
	mov	x0, x21
	bl	_get_attribute_keyword
	mov	x2, x0
	str	x19, [sp]
Lloh25:
	adrp	x1, l_.str.9@PAGE
Lloh26:
	add	x1, x1, l_.str.9@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #64
	ret
LBB0_14:
Lloh27:
	adrp	x2, l_.str.6@PAGE
Lloh28:
	add	x2, x2, l_.str.6@PAGEOFF
Lloh29:
	adrp	x3, l_.str.7@PAGE
Lloh30:
	add	x3, x3, l_.str.7@PAGEOFF
LBB0_15:
	mov	x0, x20
	mov	x1, x21
	mov	x4, x19
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #64
	b	_shader_glsl_declare_typed_vertex_attribute
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh12
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpAdd	Lloh23, Lloh24
	.loh AdrpAdd	Lloh25, Lloh26
	.loh AdrpAdd	Lloh29, Lloh30
	.loh AdrpAdd	Lloh27, Lloh28
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_13-LBB0_11)>>2
	.byte	(LBB0_11-LBB0_11)>>2
	.byte	(LBB0_14-LBB0_11)>>2
	.byte	(LBB0_13-LBB0_11)>>2
                                        ; -- End function
	.comm	_WINED3D_SV_VERTEX_ID,8,3       ; @WINED3D_SV_VERTEX_ID
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n"

	.comm	_WINED3D_SV_INSTANCE_ID,8,3     ; @WINED3D_SV_INSTANCE_ID
l_.str.1:                               ; @.str.1
	.asciz	"vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n"

	.comm	_WINED3D_SV_POSITION,8,3        ; @WINED3D_SV_POSITION
l_.str.2:                               ; @.str.2
	.asciz	"Unhandled sysval semantic %#x.\n"

l_.str.3:                               ; @.str.3
	.asciz	"layout(location = %u) "

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

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

l_.str.6:                               ; @.str.6
	.asciz	"ivec"

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

l_.str.8:                               ; @.str.8
	.asciz	"Unhandled type %#x.\n"

l_.str.9:                               ; @.str.9
	.asciz	"%s vec4 vs_in%u;\n"

	.no_dead_strip	_shader_glsl_declare_generic_vertex_attribute
.subsections_via_symbols
