	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_udiv
_shader_glsl_udiv:                      ## @shader_glsl_udiv
	.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	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	16(%rdi), %rax
	movq	(%rax), %r14
	movq	8(%rdi), %rdx
	movq	(%rdx), %rax
	movq	_WINED3DSPR_NULL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	%rcx, %rax
	jne	LBB0_1
## %bb.4:
	cmpq	%rax, 16(%rdx)
	je	LBB0_7
## %bb.5:
	movl	24(%rdx), %ecx
	addq	$16, %rdx
	movq	%r14, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst_ext
	movl	%eax, %r15d
	movq	(%rbx), %rsi
	leaq	-48(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	(%rbx), %rsi
	addq	$4, %rsi
	leaq	-56(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%r15d, %edx
	callq	_shader_glsl_add_src_param
	movslq	-48(%rbp), %rdx
	movl	-56(%rbp), %ecx
	leaq	L_.str.1(%rip), %rsi
	jmp	LBB0_6
LBB0_1:
	cmpq	%rcx, 16(%rdx)
	jne	LBB0_2
## %bb.3:
	movl	8(%rdx), %ecx
	movq	%r14, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst_ext
	movl	%eax, %r15d
	movq	(%rbx), %rsi
	leaq	-48(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	(%rbx), %rsi
	addq	$4, %rsi
	leaq	-56(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%r15d, %edx
	callq	_shader_glsl_add_src_param
	movslq	-48(%rbp), %rdx
	movl	-56(%rbp), %ecx
	leaq	L_.str.3(%rip), %rsi
LBB0_6:
	movq	%r14, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_7
LBB0_2:
	leaq	-62(%rbp), %r12
	movq	%rdx, %rdi
	movq	%r12, %rsi
	callq	_shader_glsl_get_write_mask
	movl	%eax, %r15d
	movq	(%rbx), %rsi
	leaq	-48(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	(%rbx), %rsi
	addq	$4, %rsi
	leaq	-56(%rbp), %r13
	movq	%rbx, %rdi
	movl	%r15d, %edx
	movq	%r13, %rcx
	callq	_shader_glsl_add_src_param
	movl	-48(%rbp), %ecx
	movl	-56(%rbp), %r8d
	leaq	L_.str(%rip), %rsi
	movq	%r14, %rdi
	movq	%r12, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	8(%rbx), %rdx
	movl	24(%rdx), %ecx
	addq	$16, %rdx
	movq	%r14, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst_ext
	movl	%eax, %r15d
	movq	(%rbx), %rsi
	movq	%rbx, %rdi
	movl	%eax, %edx
	leaq	-48(%rbp), %rcx
	callq	_shader_glsl_add_src_param
	movq	(%rbx), %rsi
	addq	$4, %rsi
	movq	%rbx, %rdi
	movl	%r15d, %edx
	movq	%r13, %rcx
	callq	_shader_glsl_add_src_param
	movslq	-48(%rbp), %rdx
	movl	-56(%rbp), %ecx
	leaq	L_.str.1(%rip), %rsi
	movq	%r14, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	8(%rbx), %rdx
	movq	_WINED3D_DATA_FLOAT@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	movq	%r14, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst_ext
	leaq	L_.str.2(%rip), %rsi
	movq	%r14, %rdi
	movq	%r12, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_7:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3DSPR_NULL,8,3            ## @WINED3DSPR_NULL
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"tmp0%s = uintBitsToFloat(%s / %s);\n"

L_.str.1:                               ## @.str.1
	.asciz	"%s %% %s);\n"

	.comm	_WINED3D_DATA_FLOAT,4,2         ## @WINED3D_DATA_FLOAT
L_.str.2:                               ## @.str.2
	.asciz	"tmp0%s);\n"

L_.str.3:                               ## @.str.3
	.asciz	"%s / %s);\n"

	.no_dead_strip	_shader_glsl_udiv
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_udiv
_shader_glsl_udiv:                      ; @shader_glsl_udiv
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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	x20, x0
	ldp	x8, x9, [x0, #8]
	ldr	x19, [x9]
	ldr	x9, [x8]
Lloh0:
	adrp	x10, _WINED3DSPR_NULL@GOTPAGE
Lloh1:
	ldr	x10, [x10, _WINED3DSPR_NULL@GOTPAGEOFF]
Lloh2:
	ldr	x10, [x10]
	cmp	x9, x10
	b.ne	LBB0_3
; %bb.1:
	mov	x2, x8
	ldr	x10, [x2, #16]!
	cmp	x10, x9
	b.eq	LBB0_7
; %bb.2:
	ldr	w3, [x8, #24]
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_append_dst_ext
	mov	x21, x0
	ldr	x1, [x20]
	add	x3, sp, #40
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x20]
	add	x1, x8, #4
	add	x3, sp, #32
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldrsw	x2, [sp, #40]
	ldr	w8, [sp, #32]
	str	x8, [sp]
Lloh3:
	adrp	x1, l_.str.1@PAGE
Lloh4:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_6
LBB0_3:
	ldr	x9, [x8, #16]
	cmp	x9, x10
	b.ne	LBB0_5
; %bb.4:
	ldr	w3, [x8, #8]
	mov	x0, x19
	mov	x1, x20
	mov	x2, x8
	bl	_shader_glsl_append_dst_ext
	mov	x21, x0
	ldr	x1, [x20]
	add	x3, sp, #40
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x20]
	add	x1, x8, #4
	add	x3, sp, #32
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldrsw	x2, [sp, #40]
	ldr	w8, [sp, #32]
	str	x8, [sp]
Lloh5:
	adrp	x1, l_.str.3@PAGE
Lloh6:
	add	x1, x1, l_.str.3@PAGEOFF
	b	LBB0_6
LBB0_5:
	add	x1, sp, #26
	mov	x0, x8
	bl	_shader_glsl_get_write_mask
	mov	x21, x0
	ldr	x1, [x20]
	add	x3, sp, #40
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x20]
	add	x1, x8, #4
	add	x3, sp, #32
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	w8, [sp, #40]
	ldr	w9, [sp, #32]
	stp	x8, x9, [sp]
Lloh7:
	adrp	x1, l_.str@PAGE
Lloh8:
	add	x1, x1, l_.str@PAGEOFF
	add	x2, sp, #26
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x20, #8]
	add	x2, x8, #16
	ldr	w3, [x8, #24]
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_append_dst_ext
	mov	x21, x0
	ldr	x1, [x20]
	add	x3, sp, #40
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x20]
	add	x1, x8, #4
	add	x3, sp, #32
	mov	x0, x20
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldrsw	x2, [sp, #40]
	ldr	w8, [sp, #32]
	str	x8, [sp]
Lloh9:
	adrp	x1, l_.str.1@PAGE
Lloh10:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x2, [x20, #8]
Lloh11:
	adrp	x8, _WINED3D_DATA_FLOAT@GOTPAGE
Lloh12:
	ldr	x8, [x8, _WINED3D_DATA_FLOAT@GOTPAGEOFF]
Lloh13:
	ldr	w3, [x8]
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_append_dst_ext
Lloh14:
	adrp	x1, l_.str.2@PAGE
Lloh15:
	add	x1, x1, l_.str.2@PAGEOFF
	add	x2, sp, #26
LBB0_6:
	mov	x0, x19
	bl	_shader_addline
LBB0_7:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpAdd	Lloh7, Lloh8
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3DSPR_NULL,8,3            ; @WINED3DSPR_NULL
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"tmp0%s = uintBitsToFloat(%s / %s);\n"

l_.str.1:                               ; @.str.1
	.asciz	"%s %% %s);\n"

	.comm	_WINED3D_DATA_FLOAT,4,2         ; @WINED3D_DATA_FLOAT
l_.str.2:                               ; @.str.2
	.asciz	"tmp0%s);\n"

l_.str.3:                               ; @.str.3
	.asciz	"%s / %s);\n"

	.no_dead_strip	_shader_glsl_udiv
.subsections_via_symbols
