	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_precompile
_shader_glsl_precompile:                ## @shader_glsl_precompile
	.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
	pushq	%rax
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	(%rsi), %rax
	movq	_WINED3D_SHADER_TYPE_COMPUTE@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_1
## %bb.2:
	movq	%rsi, %rbx
	movq	%rdi, %r14
	movq	8(%rsi), %rdi
	xorl	%esi, %esi
	xorl	%edx, %edx
	callq	_context_acquire
	movq	%rax, %r15
	movq	%r14, %rdi
	movq	%rax, %rsi
	movq	%rbx, %rdx
	callq	_shader_glsl_compile_compute_shader
	movq	%r15, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_context_release                ## TAILCALL
LBB0_1:
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_COMPUTE,8,3 ## @WINED3D_SHADER_TYPE_COMPUTE
	.no_dead_strip	_shader_glsl_precompile
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_precompile
_shader_glsl_precompile:                ; @shader_glsl_precompile
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.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
	ldr	x8, [x1]
Lloh0:
	adrp	x9, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_2
; %bb.1:
	mov	x19, x1
	mov	x20, x0
	ldr	x0, [x1, #8]
	mov	x1, #0
	mov	w2, #0
	bl	_context_acquire
	mov	x21, x0
	mov	x0, x20
	mov	x1, x21
	mov	x2, x19
	bl	_shader_glsl_compile_compute_shader
	mov	x0, x21
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	b	_context_release
LBB0_2:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_COMPUTE,8,3 ; @WINED3D_SHADER_TYPE_COMPUTE
	.no_dead_strip	_shader_glsl_precompile
.subsections_via_symbols
