	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_texcoord
_shader_glsl_texcoord:                  ## @shader_glsl_texcoord
	.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	8(%rax), %r15
	movq	%r15, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst
	movl	%eax, %r12d
	movq	16(%rbx), %rax
	movq	(%rax), %rax
	cmpl	$1, (%rax)
	jne	LBB0_2
## %bb.1:
	cmpl	$4, 4(%rax)
	jne	LBB0_2
## %bb.3:
	movq	(%rbx), %rdi
	movl	(%rdi), %r13d
	movq	8(%rdi), %rax
	movl	(%rax), %eax
	movl	%eax, -52(%rbp)                 ## 4-byte Spill
	movq	_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	leaq	-46(%rbp), %rcx
	movl	%r12d, %edx
	callq	_shader_glsl_get_swizzle
	movq	_WINED3DSPSM_DZ@GOTPCREL(%rip), %r14
	cmpl	(%r14), %r13d
	je	LBB0_5
## %bb.4:
	movq	_WINED3DSPSM_DW@GOTPCREL(%rip), %rax
	cmpl	(%rax), %r13d
	je	LBB0_5
## %bb.11:
	leaq	L_.str.3(%rip), %rsi
	leaq	-46(%rbp), %rcx
	movq	%r15, %rdi
	movl	-52(%rbp), %edx                 ## 4-byte Reload
	jmp	LBB0_12
LBB0_2:
	movq	8(%rbx), %rdi
	leaq	-46(%rbp), %r14
	movq	%r14, %rsi
	callq	_shader_glsl_get_write_mask
	movq	8(%rbx), %rax
	movq	(%rax), %rax
	movl	(%rax), %edx
	leaq	L_.str(%rip), %rsi
	movq	%r15, %rdi
	movq	%r14, %rcx
LBB0_12:
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_13:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_5:
	movl	%r12d, %edi
	callq	_shader_glsl_get_write_mask_size
	movl	%eax, %r12d
	cmpl	(%r14), %r13d
	jne	LBB0_6
## %bb.7:
	movq	_WINED3DSP_WRITEMASK_2@GOTPCREL(%rip), %rax
	jmp	LBB0_8
LBB0_6:
	movq	_WINED3DSP_WRITEMASK_3@GOTPCREL(%rip), %rax
LBB0_8:
	movl	(%rax), %edx
	movq	(%rbx), %rsi
	leaq	-56(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movl	-56(%rbp), %r9d
	cmpl	$2, %r12d
	movl	-52(%rbp), %edx                 ## 4-byte Reload
	jb	LBB0_10
## %bb.9:
	leaq	L_.str.1(%rip), %rsi
	leaq	-46(%rbp), %rcx
	movq	%r15, %rdi
	movl	%r12d, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_13
LBB0_10:
	leaq	L_.str.2(%rip), %rsi
	leaq	-46(%rbp), %rcx
	movq	%r15, %rdi
	movl	%r9d, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_13
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n"

	.comm	_FALSE,4,2                      ## @FALSE
	.comm	_WINED3DSPSM_DZ,4,2             ## @WINED3DSPSM_DZ
	.comm	_WINED3DSPSM_DW,4,2             ## @WINED3DSPSM_DW
	.comm	_WINED3DSP_WRITEMASK_2,4,2      ## @WINED3DSP_WRITEMASK_2
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ## @WINED3DSP_WRITEMASK_3
L_.str.1:                               ## @.str.1
	.asciz	"ffp_texcoord[%u]%s / vec%d(%s));\n"

L_.str.2:                               ## @.str.2
	.asciz	"ffp_texcoord[%u]%s / %s);\n"

L_.str.3:                               ## @.str.3
	.asciz	"ffp_texcoord[%u]%s);\n"

	.no_dead_strip	_shader_glsl_texcoord
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_texcoord
_shader_glsl_texcoord:                  ; @shader_glsl_texcoord
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	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
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	mov	x21, x0
	ldr	x8, [x0, #16]
	ldr	x19, [x8, #8]
	mov	x0, x19
	mov	x1, x21
	bl	_shader_glsl_append_dst
	ldr	x8, [x21, #16]
	ldr	x8, [x8]
	ldr	w9, [x8]
	cmp	w9, #1
	b.ne	LBB0_5
; %bb.1:
	ldr	w8, [x8, #4]
	cmp	w8, #4
	b.ne	LBB0_5
; %bb.2:
	mov	x22, x0
	ldr	x0, [x21]
	ldr	w23, [x0]
	ldr	x8, [x0, #8]
	ldr	w20, [x8]
Lloh0:
	adrp	x8, _FALSE@GOTPAGE
Lloh1:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
	add	x3, sp, #26
	mov	x2, x22
	bl	_shader_glsl_get_swizzle
Lloh3:
	adrp	x24, _WINED3DSPSM_DZ@GOTPAGE
Lloh4:
	ldr	x24, [x24, _WINED3DSPSM_DZ@GOTPAGEOFF]
	ldr	w8, [x24]
Lloh5:
	adrp	x9, _WINED3DSPSM_DW@GOTPAGE
Lloh6:
	ldr	x9, [x9, _WINED3DSPSM_DW@GOTPAGEOFF]
Lloh7:
	ldr	w9, [x9]
	cmp	w23, w8
	ccmp	w23, w9, #4, ne
	b.ne	LBB0_6
; %bb.3:
	mov	x0, x22
	bl	_shader_glsl_get_write_mask_size
	mov	x22, x0
	ldr	w8, [x24]
Lloh8:
	adrp	x9, _WINED3DSP_WRITEMASK_2@GOTPAGE
Lloh9:
	ldr	x9, [x9, _WINED3DSP_WRITEMASK_2@GOTPAGEOFF]
Lloh10:
	adrp	x10, _WINED3DSP_WRITEMASK_3@GOTPAGE
Lloh11:
	ldr	x10, [x10, _WINED3DSP_WRITEMASK_3@GOTPAGEOFF]
	cmp	w23, w8
	csel	x8, x9, x10, eq
	ldr	w2, [x8]
	ldr	x1, [x21]
	add	x3, sp, #16
	mov	x0, x21
	bl	_shader_glsl_add_src_param
	ldr	w8, [sp, #16]
	cmp	w22, #2
	b.lo	LBB0_7
; %bb.4:
	stp	x22, x8, [sp]
Lloh12:
	adrp	x1, l_.str.1@PAGE
Lloh13:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_8
LBB0_5:
	ldr	x0, [x21, #8]
	add	x1, sp, #26
	bl	_shader_glsl_get_write_mask
	ldr	x8, [x21, #8]
	ldr	x8, [x8]
	ldr	w2, [x8]
Lloh14:
	adrp	x1, l_.str@PAGE
Lloh15:
	add	x1, x1, l_.str@PAGEOFF
	add	x3, sp, #26
	mov	x0, x19
	b	LBB0_9
LBB0_6:
Lloh16:
	adrp	x1, l_.str.3@PAGE
Lloh17:
	add	x1, x1, l_.str.3@PAGEOFF
	b	LBB0_8
LBB0_7:
                                        ; kill: def $w8 killed $w8 killed $x8 def $x8
	str	x8, [sp]
Lloh18:
	adrp	x1, l_.str.2@PAGE
Lloh19:
	add	x1, x1, l_.str.2@PAGEOFF
LBB0_8:
	add	x3, sp, #26
	mov	x0, x19
	mov	x2, x20
LBB0_9:
	bl	_shader_addline
	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
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh18, Lloh19
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n"

	.comm	_FALSE,4,2                      ; @FALSE
	.comm	_WINED3DSPSM_DZ,4,2             ; @WINED3DSPSM_DZ
	.comm	_WINED3DSPSM_DW,4,2             ; @WINED3DSPSM_DW
	.comm	_WINED3DSP_WRITEMASK_2,4,2      ; @WINED3DSP_WRITEMASK_2
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ; @WINED3DSP_WRITEMASK_3
l_.str.1:                               ; @.str.1
	.asciz	"ffp_texcoord[%u]%s / vec%d(%s));\n"

l_.str.2:                               ; @.str.2
	.asciz	"ffp_texcoord[%u]%s / %s);\n"

l_.str.3:                               ; @.str.3
	.asciz	"ffp_texcoord[%u]%s);\n"

	.no_dead_strip	_shader_glsl_texcoord
.subsections_via_symbols
