	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_dst
_shader_glsl_dst:                       ## @shader_glsl_dst
	.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	%rbx
	subq	$56, %rsp
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	(%rdi), %rax
	movl	(%rax), %edi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst
	movq	16(%rbx), %rdi
	leaq	-62(%rbp), %r14
	movq	%r14, %rsi
	callq	_shader_glsl_get_write_mask
	movq	8(%rbx), %rsi
	movq	_WINED3DSP_WRITEMASK_1@GOTPCREL(%rip), %r15
	movl	(%r15), %edx
	leaq	-56(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rsi
	movq	_WINED3DSP_WRITEMASK_2@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-48(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rsi
	addq	$4, %rsi
	movl	(%r15), %edx
	leaq	-40(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rsi
	addq	$4, %rsi
	movq	_WINED3DSP_WRITEMASK_3@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-32(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movq	(%rbx), %rax
	movl	(%rax), %edi
	movl	-56(%rbp), %edx
	movl	-40(%rbp), %ecx
	movl	-48(%rbp), %r8d
	movl	-32(%rbp), %r9d
	movq	%r14, (%rsp)
	leaq	L_.str(%rip), %rsi
	callq	_shader_addline
	addq	$56, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3DSP_WRITEMASK_1,4,2      ## @WINED3DSP_WRITEMASK_1
	.comm	_WINED3DSP_WRITEMASK_2,4,2      ## @WINED3DSP_WRITEMASK_2
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ## @WINED3DSP_WRITEMASK_3
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"vec4(1.0, %s * %s, %s, %s))%s;\n"

	.no_dead_strip	_shader_glsl_dst
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_dst
_shader_glsl_dst:                       ; @shader_glsl_dst
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x0
	ldr	x8, [x0]
	ldr	w0, [x8]
	mov	x1, x19
	bl	_shader_glsl_append_dst
	ldr	x0, [x19, #16]
	add	x1, sp, #10
	bl	_shader_glsl_get_write_mask
	ldr	x1, [x19, #8]
Lloh0:
	adrp	x20, _WINED3DSP_WRITEMASK_1@GOTPAGE
Lloh1:
	ldr	x20, [x20, _WINED3DSP_WRITEMASK_1@GOTPAGEOFF]
	ldr	w2, [x20]
	sub	x3, x29, #24
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x1, [x19, #8]
Lloh2:
	adrp	x8, _WINED3DSP_WRITEMASK_2@GOTPAGE
Lloh3:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_2@GOTPAGEOFF]
Lloh4:
	ldr	w2, [x8]
	add	x3, sp, #32
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	add	x1, x8, #4
	ldr	w2, [x20]
	add	x3, sp, #24
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	add	x1, x8, #4
Lloh5:
	adrp	x8, _WINED3DSP_WRITEMASK_3@GOTPAGE
Lloh6:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_3@GOTPAGEOFF]
Lloh7:
	ldr	w2, [x8]
	add	x3, sp, #16
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19]
	ldr	w0, [x8]
	ldur	w2, [x29, #-24]
	ldr	w3, [sp, #24]
	ldr	w4, [sp, #32]
	ldr	w5, [sp, #16]
Lloh8:
	adrp	x1, l_.str@PAGE
Lloh9:
	add	x1, x1, l_.str@PAGEOFF
	add	x6, sp, #10
	bl	_shader_addline
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3DSP_WRITEMASK_1,4,2      ; @WINED3DSP_WRITEMASK_1
	.comm	_WINED3DSP_WRITEMASK_2,4,2      ; @WINED3DSP_WRITEMASK_2
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ; @WINED3DSP_WRITEMASK_3
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"vec4(1.0, %s * %s, %s, %s))%s;\n"

	.no_dead_strip	_shader_glsl_dst
.subsections_via_symbols
