	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_texbem
_shader_glsl_texbem:                    ## @shader_glsl_texbem
	.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	$104, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r15
	movq	8(%rdi), %rdi
	movq	8(%rdi), %rax
	movq	16(%r15), %rcx
	movq	(%rcx), %rcx
	movl	(%rcx), %r14d
	movq	(%rax), %rax
	movl	(%rax), %ebx
	movq	_WINED3D_PSARGS_TEXTRANSFORM_SHIFT@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	imull	%r14d, %ecx
                                        ## kill: def $cl killed $cl killed $ecx
	sarl	%cl, %ebx
	movq	_WINED3D_PSARGS_TEXTRANSFORM_MASK@GOTPCREL(%rip), %rax
	andl	(%rax), %ebx
	xorl	%r12d, %r12d
	leaq	-48(%rbp), %r8
	movl	%r14d, %esi
	movl	%r14d, %edx
	xorl	%ecx, %ecx
	callq	_shader_glsl_get_sample_function
	movl	-48(%rbp), %edi
	leaq	-78(%rbp), %r13
	movq	%r13, %rsi
	callq	_shader_glsl_write_mask_to_str
	movq	_WINED3D_PSARGS_PROJECTED@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%ebx, %eax
	je	LBB0_10
## %bb.1:
	notl	%eax
	andl	%eax, %ebx
	addl	$-128, %ebx
	cmpl	$4, %ebx
	ja	LBB0_2
## %bb.3:
	leaq	LJTI0_0(%rip), %rax
	movslq	(%rax,%rbx,4), %rcx
	addq	%rax, %rcx
	jmpq	*%rcx
LBB0_7:
	movq	%r13, %rbx
	movq	_WINED3DSP_WRITEMASK_3@GOTPCREL(%rip), %rax
	jmp	LBB0_8
LBB0_2:
	movq	%r13, %rbx
	jmp	LBB0_9
LBB0_6:
	movq	%r13, %rbx
	movq	_WINED3DSP_WRITEMASK_2@GOTPCREL(%rip), %rax
	jmp	LBB0_8
LBB0_5:
	movq	%r13, %rbx
	movq	_WINED3DSP_WRITEMASK_1@GOTPCREL(%rip), %rax
LBB0_8:
	movl	(%rax), %r12d
	jmp	LBB0_9
LBB0_4:
	movq	%r13, %rbx
	leaq	L_.str(%rip), %rdi
	callq	_FIXME
LBB0_9:
	leaq	-56(%rbp), %r13
	movl	%r12d, %edi
	movq	%r13, %rsi
	callq	_shader_glsl_write_mask_to_str
	movq	8(%r15), %rax
	movl	(%rax), %edi
	leaq	L_.str.1(%rip), %rsi
	leaq	-78(%rbp), %rcx
	movl	%r14d, %edx
	movl	%r14d, %r8d
	movq	%r13, %r9
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%rbx, %r13
LBB0_10:
	movq	24(%r15), %rsi
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rax
	movq	_WINED3DSP_WRITEMASK_1@GOTPCREL(%rip), %rcx
	movl	(%rcx), %edx
	orl	(%rax), %edx
	leaq	-72(%rbp), %rcx
	movq	%r15, %rdi
	callq	_shader_glsl_add_src_param
	movq	_WINED3DSP_NOSWIZZLE@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	movl	-72(%rbp), %eax
	movq	%r13, 56(%rsp)
	movl	%eax, 48(%rsp)
	movl	%r14d, 40(%rsp)
	movq	%r13, 32(%rsp)
	movl	%r14d, 24(%rsp)
	leaq	L_.str.2(%rip), %rax
	movq	%rax, 16(%rsp)
	xorps	%xmm0, %xmm0
	movups	%xmm0, (%rsp)
	leaq	-48(%rbp), %rdx
	movq	%r15, %rdi
	movl	%r14d, %esi
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_shader_glsl_gen_sample_code
	movq	(%r15), %rax
	movq	_WINED3DSIH_TEXBEML@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_12
## %bb.11:
	movq	24(%r15), %rsi
	movq	_WINED3DSP_WRITEMASK_2@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-64(%rbp), %rcx
	movq	%r15, %rdi
	callq	_shader_glsl_add_src_param
	movq	16(%r15), %rsi
	leaq	-56(%rbp), %rdx
	movq	%r15, %rdi
	callq	_shader_glsl_add_dst_param
	movq	8(%r15), %rax
	movl	(%rax), %edi
	movl	-52(%rbp), %edx
	movslq	-56(%rbp), %rcx
	movl	-64(%rbp), %r8d
	movl	%r14d, (%rsp)
	leaq	L_.str.3(%rip), %rsi
	movl	%r14d, %r9d
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_12:
	movq	8(%r15), %rdi
	leaq	-48(%rbp), %rsi
	callq	_shader_glsl_release_sample_function
	addq	$104, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_7, LBB0_7-LJTI0_0
.set L0_0_set_6, LBB0_6-LJTI0_0
.set L0_0_set_5, LBB0_5-LJTI0_0
.set L0_0_set_4, LBB0_4-LJTI0_0
LJTI0_0:
	.long	L0_0_set_7
	.long	L0_0_set_7
	.long	L0_0_set_6
	.long	L0_0_set_5
	.long	L0_0_set_4
	.end_data_region
                                        ## -- End function
	.comm	_WINED3D_PSARGS_TEXTRANSFORM_SHIFT,4,2 ## @WINED3D_PSARGS_TEXTRANSFORM_SHIFT
	.comm	_WINED3D_PSARGS_TEXTRANSFORM_MASK,4,2 ## @WINED3D_PSARGS_TEXTRANSFORM_MASK
	.comm	_WINED3D_PSARGS_PROJECTED,4,2   ## @WINED3D_PSARGS_PROJECTED
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n"

	.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
L_.str.1:                               ## @.str.1
	.asciz	"T%u%s /= T%u%s;\n"

	.comm	_WINED3DSP_WRITEMASK_0,4,2      ## @WINED3DSP_WRITEMASK_0
	.comm	_WINED3DSP_NOSWIZZLE,4,2        ## @WINED3DSP_NOSWIZZLE
L_.str.2:                               ## @.str.2
	.asciz	"T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s"

	.comm	_WINED3DSIH_TEXBEML,8,3         ## @WINED3DSIH_TEXBEML
L_.str.3:                               ## @.str.3
	.asciz	"%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n"

	.no_dead_strip	_shader_glsl_texbem
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_texbem
_shader_glsl_texbem:                    ; @shader_glsl_texbem
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #144
	.cfi_def_cfa_offset 144
	stp	x24, x23, [sp, #80]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #96]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #112]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #128]            ; 16-byte Folded Spill
	add	x29, sp, #128
	.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	x19, x0
	ldr	x0, [x0, #8]
	ldr	x8, [x19, #16]
	ldr	x9, [x0, #8]
	ldr	x8, [x8]
	ldr	w20, [x8]
	ldr	x8, [x9]
	ldr	w8, [x8]
Lloh0:
	adrp	x9, _WINED3D_PSARGS_TEXTRANSFORM_SHIFT@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_PSARGS_TEXTRANSFORM_SHIFT@GOTPAGEOFF]
Lloh2:
	ldr	w9, [x9]
	mul	w9, w9, w20
	asr	w8, w8, w9
Lloh3:
	adrp	x9, _WINED3D_PSARGS_TEXTRANSFORM_MASK@GOTPAGE
Lloh4:
	ldr	x9, [x9, _WINED3D_PSARGS_TEXTRANSFORM_MASK@GOTPAGEOFF]
Lloh5:
	ldr	w9, [x9]
	and	w23, w8, w9
	sub	x4, x29, #56
	mov	x1, x20
	mov	x2, x20
	mov	w3, #0
	bl	_shader_glsl_get_sample_function
	ldur	w0, [x29, #-56]
	add	x21, sp, #58
	add	x1, sp, #58
	bl	_shader_glsl_write_mask_to_str
Lloh6:
	adrp	x8, _WINED3D_PSARGS_PROJECTED@GOTPAGE
Lloh7:
	ldr	x8, [x8, _WINED3D_PSARGS_PROJECTED@GOTPAGEOFF]
Lloh8:
	ldr	w8, [x8]
Lloh9:
	adrp	x22, _WINED3DSP_WRITEMASK_1@GOTPAGE
Lloh10:
	ldr	x22, [x22, _WINED3DSP_WRITEMASK_1@GOTPAGEOFF]
	tst	w8, w23
	b.eq	LBB0_10
; %bb.1:
	bic	w8, w23, w8
	sub	w8, w8, #128
	cmp	w8, #4
	b.hi	LBB0_8
; %bb.2:
Lloh11:
	adrp	x9, lJTI0_0@PAGE
Lloh12:
	add	x9, x9, lJTI0_0@PAGEOFF
	adr	x10, LBB0_3
	ldrb	w11, [x9, x8]
	add	x10, x10, x11, lsl #2
	br	x10
LBB0_3:
Lloh13:
	adrp	x8, _WINED3DSP_WRITEMASK_3@GOTPAGE
Lloh14:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_3@GOTPAGEOFF]
	b	LBB0_5
LBB0_4:
Lloh15:
	adrp	x8, _WINED3DSP_WRITEMASK_2@GOTPAGE
Lloh16:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_2@GOTPAGEOFF]
LBB0_5:
	ldr	w0, [x8]
	b	LBB0_9
LBB0_6:
	ldr	w0, [x22]
	b	LBB0_9
LBB0_7:
Lloh17:
	adrp	x0, l_.str@PAGE
Lloh18:
	add	x0, x0, l_.str@PAGEOFF
	bl	_FIXME
LBB0_8:
	mov	w0, #0
LBB0_9:
	add	x23, sp, #40
	add	x1, sp, #40
	bl	_shader_glsl_write_mask_to_str
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
Lloh19:
	adrp	x1, l_.str.1@PAGE
Lloh20:
	add	x1, x1, l_.str.1@PAGEOFF
	str	x23, [sp]
	add	x3, sp, #58
	mov	x2, x20
	mov	x4, x20
	bl	_shader_addline
LBB0_10:
	ldr	x1, [x19, #24]
Lloh21:
	adrp	x8, _WINED3DSP_WRITEMASK_0@GOTPAGE
Lloh22:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_0@GOTPAGEOFF]
Lloh23:
	ldr	w8, [x8]
	ldr	w9, [x22]
	orr	w2, w9, w8
	add	x3, sp, #64
	mov	x0, x19
	bl	_shader_glsl_add_src_param
Lloh24:
	adrp	x8, _WINED3DSP_NOSWIZZLE@GOTPAGE
Lloh25:
	ldr	x8, [x8, _WINED3DSP_NOSWIZZLE@GOTPAGEOFF]
Lloh26:
	ldr	w3, [x8]
	ldr	w8, [sp, #64]
	str	x21, [sp, #32]
	stp	w20, w8, [sp, #24]
	str	x21, [sp, #16]
	str	w20, [sp, #8]
Lloh27:
	adrp	x8, l_.str.2@PAGE
Lloh28:
	add	x8, x8, l_.str.2@PAGEOFF
	str	x8, [sp]
	sub	x2, x29, #56
	mov	x0, x19
	mov	x1, x20
	mov	x4, #0
	mov	x5, #0
	mov	x6, #0
	mov	x7, #0
	bl	_shader_glsl_gen_sample_code
	ldr	x8, [x19]
Lloh29:
	adrp	x9, _WINED3DSIH_TEXBEML@GOTPAGE
Lloh30:
	ldr	x9, [x9, _WINED3DSIH_TEXBEML@GOTPAGEOFF]
Lloh31:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_12
; %bb.11:
	ldr	x1, [x19, #24]
Lloh32:
	adrp	x8, _WINED3DSP_WRITEMASK_2@GOTPAGE
Lloh33:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_2@GOTPAGEOFF]
Lloh34:
	ldr	w2, [x8]
	add	x3, sp, #48
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x1, [x19, #16]
	add	x2, sp, #40
	mov	x0, x19
	bl	_shader_glsl_add_dst_param
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldp	w3, w2, [sp, #40]
                                        ; kill: def $w3 killed $w3 def $x3
	sxtw	x3, w3
	ldr	w4, [sp, #48]
Lloh35:
	adrp	x1, l_.str.3@PAGE
Lloh36:
	add	x1, x1, l_.str.3@PAGEOFF
	stp	x20, x20, [sp]
	bl	_shader_addline
LBB0_12:
	ldr	x0, [x19, #8]
	sub	x1, x29, #56
	bl	_shader_glsl_release_sample_function
	ldp	x29, x30, [sp, #128]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #112]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #96]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #80]             ; 16-byte Folded Reload
	add	sp, sp, #144
	ret
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpLdrGotLdr	Lloh29, Lloh30, Lloh31
	.loh AdrpAdd	Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpAdd	Lloh35, Lloh36
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_3-LBB0_3)>>2
	.byte	(LBB0_3-LBB0_3)>>2
	.byte	(LBB0_4-LBB0_3)>>2
	.byte	(LBB0_6-LBB0_3)>>2
	.byte	(LBB0_7-LBB0_3)>>2
                                        ; -- End function
	.comm	_WINED3D_PSARGS_TEXTRANSFORM_SHIFT,4,2 ; @WINED3D_PSARGS_TEXTRANSFORM_SHIFT
	.comm	_WINED3D_PSARGS_TEXTRANSFORM_MASK,4,2 ; @WINED3D_PSARGS_TEXTRANSFORM_MASK
	.comm	_WINED3D_PSARGS_PROJECTED,4,2   ; @WINED3D_PSARGS_PROJECTED
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n"

	.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
l_.str.1:                               ; @.str.1
	.asciz	"T%u%s /= T%u%s;\n"

	.comm	_WINED3DSP_WRITEMASK_0,4,2      ; @WINED3DSP_WRITEMASK_0
	.comm	_WINED3DSP_NOSWIZZLE,4,2        ; @WINED3DSP_NOSWIZZLE
l_.str.2:                               ; @.str.2
	.asciz	"T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s"

	.comm	_WINED3DSIH_TEXBEML,8,3         ; @WINED3DSIH_TEXBEML
l_.str.3:                               ; @.str.3
	.asciz	"%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n"

	.no_dead_strip	_shader_glsl_texbem
.subsections_via_symbols
