	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_wined3d_stream_info_from_declaration ## -- Begin function wined3d_stream_info_from_declaration
	.p2align	4, 0x90
_wined3d_stream_info_from_declaration:  ## @wined3d_stream_info_from_declaration
	.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	$120, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, -120(%rbp)                ## 8-byte Spill
	movq	%rdi, %rbx
	movq	16(%rsi), %r14
	movq	(%rcx), %rax
	movq	%rax, -104(%rbp)                ## 8-byte Spill
	movq	%rsi, -96(%rbp)                 ## 8-byte Spill
	movq	%rsi, %rdi
	callq	_use_vs
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
	movq	$0, (%rbx)
	movq	%rbx, -64(%rbp)                 ## 8-byte Spill
	movl	$0, 16(%rbx)
	testq	%r14, %r14
	je	LBB0_27
## %bb.1:
	movq	%r14, %rbx
	movl	16(%r14), %eax
	movq	-64(%rbp), %rcx                 ## 8-byte Reload
	movl	%eax, 16(%rcx)
	movl	(%r14), %r8d
	testl	%r8d, %r8d
	je	LBB0_27
## %bb.2:
	cmpq	$0, -88(%rbp)                   ## 8-byte Folded Reload
	leaq	L_.str.5(%rip), %rax
	leaq	L_.str.4(%rip), %rcx
	cmoveq	%rax, %rcx
	movq	%rcx, -112(%rbp)                ## 8-byte Spill
	xorl	%r15d, %r15d
	xorl	%ecx, %ecx
	movq	%rbx, -56(%rbp)                 ## 8-byte Spill
	jmp	LBB0_5
	.p2align	4, 0x90
LBB0_3:                                 ##   in Loop: Header=BB0_5 Depth=1
	movzbl	-44(%rbp), %ecx
	movl	$1, %eax
	shll	%cl, %eax
	movq	-64(%rbp), %rcx                 ## 8-byte Reload
	orl	%eax, (%rcx)
LBB0_4:                                 ##   in Loop: Header=BB0_5 Depth=1
	movl	(%rbx), %r8d
	addq	$56, %r15
	movq	-160(%rbp), %rcx                ## 8-byte Reload
	cmpq	%r8, %rcx
	jae	LBB0_27
LBB0_5:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%rbx), %r14
	leaq	(%r14,%r15), %rdx
	movq	-96(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %r12
	movq	(%r14,%r15), %r13
	incq	%rcx
	leaq	L_.str(%rip), %rdi
	movq	%r14, %rsi
	movq	%rcx, -160(%rbp)                ## 8-byte Spill
                                        ## kill: def $ecx killed $ecx killed $rcx
                                        ## kill: def $r8d killed $r8d killed $r8
	xorl	%eax, %eax
	callq	_TRACE
	shlq	$4, %r13
	cmpl	$0, 12(%r12,%r13)
	je	LBB0_4
## %bb.6:                               ##   in Loop: Header=BB0_5 Depth=1
	movl	40(%r14,%r15), %esi
	movq	(%r14,%r15), %rdx
	movl	44(%r14,%r15), %ecx
	leaq	L_.str.1(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	cmpq	$0, -88(%rbp)                   ## 8-byte Folded Reload
	je	LBB0_10
## %bb.7:                               ##   in Loop: Header=BB0_5 Depth=1
	movl	8(%r14,%r15), %eax
	movq	_WINED3D_OUTPUT_SLOT_UNUSED@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %eax
	jne	LBB0_13
LBB0_8:                                 ##   in Loop: Header=BB0_5 Depth=1
	movq	_FALSE@GOTPCREL(%rip), %rax
	jmp	LBB0_9
	.p2align	4, 0x90
LBB0_10:                                ##   in Loop: Header=BB0_5 Depth=1
	cmpq	$0, -104(%rbp)                  ## 8-byte Folded Reload
	jne	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_5 Depth=1
	cmpl	$0, 52(%r14,%r15)
	je	LBB0_26
LBB0_12:                                ##   in Loop: Header=BB0_5 Depth=1
	movl	44(%r14,%r15), %esi
	movl	48(%r14,%r15), %edi
	leaq	-44(%rbp), %rdx
	callq	_fixed_get_input
	testq	%rax, %rax
	jne	LBB0_16
	jmp	LBB0_4
LBB0_13:                                ##   in Loop: Header=BB0_5 Depth=1
	movq	_WINED3D_OUTPUT_SLOT_SEMANTIC@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %eax
	jne	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_5 Depth=1
	movq	-96(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	(%rax,%rcx,4), %edi
	movl	44(%r14,%r15), %edx
	movl	48(%r14,%r15), %esi
	leaq	-44(%rbp), %rcx
	callq	_vshader_get_input
	testq	%rax, %rax
	jne	LBB0_16
	jmp	LBB0_4
LBB0_15:                                ##   in Loop: Header=BB0_5 Depth=1
	movl	%eax, -44(%rbp)
	movq	_TRUE@GOTPCREL(%rip), %rax
LBB0_9:                                 ##   in Loop: Header=BB0_5 Depth=1
	movq	(%rax), %rax
	testq	%rax, %rax
	je	LBB0_4
LBB0_16:                                ##   in Loop: Header=BB0_5 Depth=1
	movl	-44(%rbp), %eax
	movl	%eax, -76(%rbp)                 ## 4-byte Spill
	movl	48(%r14,%r15), %edi
	callq	_debug_d3ddeclusage
	movl	%eax, -72(%rbp)                 ## 4-byte Spill
	movl	44(%r14,%r15), %eax
	movl	%eax, -68(%rbp)                 ## 4-byte Spill
	movl	40(%r14,%r15), %eax
	movq	%rax, -152(%rbp)                ## 8-byte Spill
	movl	8(%r12,%r13), %eax
	movq	%rax, -144(%rbp)                ## 8-byte Spill
	movq	(%r14,%r15), %rax
	movq	%rax, -136(%rbp)                ## 8-byte Spill
	movq	32(%r14,%r15), %rax
	movq	(%rax), %rdi
	callq	_debug_d3dformat
                                        ## kill: def $eax killed $eax def $rax
	movq	%rax, -128(%rbp)                ## 8-byte Spill
	movq	16(%r14,%r15), %rdi
	callq	_debug_d3dinput_classification
	movl	%eax, %r10d
	movl	24(%r14,%r15), %ebx
	subq	$8, %rsp
	leaq	L_.str.3(%rip), %rdi
	movq	-112(%rbp), %rsi                ## 8-byte Reload
	movl	-76(%rbp), %edx                 ## 4-byte Reload
	movl	-72(%rbp), %ecx                 ## 4-byte Reload
	movl	-68(%rbp), %r8d                 ## 4-byte Reload
	movq	-136(%rbp), %r9                 ## 8-byte Reload
	xorl	%eax, %eax
	pushq	%rbx
	pushq	%r10
	pushq	-128(%rbp)                      ## 8-byte Folded Reload
	pushq	-144(%rbp)                      ## 8-byte Folded Reload
	pushq	-152(%rbp)                      ## 8-byte Folded Reload
	callq	_TRACE
	addq	$48, %rsp
	movq	32(%r14,%r15), %rcx
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %rax
	movl	-44(%rbp), %edx
	leaq	(%rdx,%rdx,4), %rdx
	movq	%rcx, 32(%rax,%rdx,8)
	movq	$0, 24(%rax,%rdx,8)
	movslq	(%r12,%r13), %rcx
	movslq	40(%r14,%r15), %rsi
	shlq	$2, %rsi
	leaq	(%rsi,%rcx,4), %rcx
	movq	%rcx, 16(%rax,%rdx,8)
	movl	8(%r12,%r13), %ecx
	movl	%ecx, 12(%rax,%rdx,8)
	movq	(%r14,%r15), %rdx
	movl	-44(%rbp), %ecx
	leaq	(%rcx,%rcx,4), %rcx
	movq	%rdx, (%rax,%rcx,8)
	movq	_WINED3DSTREAMSOURCE_INSTANCEDATA@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	testl	%edx, 4(%r12,%r13)
	je	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_5 Depth=1
	movl	$1, 8(%rax,%rcx,8)
	jmp	LBB0_22
LBB0_18:                                ##   in Loop: Header=BB0_5 Depth=1
	movq	16(%r14,%r15), %rdx
	movq	_WINED3D_INPUT_PER_INSTANCE_DATA@GOTPCREL(%rip), %rsi
	cmpq	(%rsi), %rdx
	jne	LBB0_21
## %bb.19:                              ##   in Loop: Header=BB0_5 Depth=1
	movl	24(%r14,%r15), %edx
	movl	%edx, 8(%rax,%rcx,8)
	testl	%edx, %edx
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	jne	LBB0_23
## %bb.20:                              ##   in Loop: Header=BB0_5 Depth=1
	leaq	L_.str.6(%rip), %rdi
	callq	_FIXME
	jmp	LBB0_23
LBB0_21:                                ##   in Loop: Header=BB0_5 Depth=1
	movl	$0, 8(%rax,%rcx,8)
LBB0_22:                                ##   in Loop: Header=BB0_5 Depth=1
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
LBB0_23:                                ##   in Loop: Header=BB0_5 Depth=1
	movq	-120(%rbp), %rax                ## 8-byte Reload
	movq	(%rax), %rax
	movq	_ARB_VERTEX_ARRAY_BGRA@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	jne	LBB0_3
## %bb.24:                              ##   in Loop: Header=BB0_5 Depth=1
	movq	32(%r14,%r15), %rax
	movq	(%rax), %rax
	movq	_WINED3DFMT_B8G8R8A8_UNORM@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_3
## %bb.25:                              ##   in Loop: Header=BB0_5 Depth=1
	movzbl	-44(%rbp), %ecx
	movl	$1, %eax
	shll	%cl, %eax
	movq	-64(%rbp), %rcx                 ## 8-byte Reload
	orl	%eax, 4(%rcx)
	jmp	LBB0_3
LBB0_26:                                ##   in Loop: Header=BB0_5 Depth=1
	movq	32(%r14,%r15), %rax
	movq	(%rax), %rdi
	callq	_debug_d3dformat
	movl	%eax, %ebx
	movl	48(%r14,%r15), %edi
	callq	_debug_d3ddeclusage
	leaq	L_.str.2(%rip), %rdi
	movl	%ebx, %esi
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	movl	%eax, %edx
	callq	_WARN
	jmp	LBB0_8
LBB0_27:
	addq	$120, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"%p Element %p (%u of %u).\n"

L_.str.1:                               ## @.str.1
	.asciz	"offset %u input_slot %u usage_idx %d.\n"

	.comm	_WINED3D_OUTPUT_SLOT_UNUSED,4,2 ## @WINED3D_OUTPUT_SLOT_UNUSED
	.comm	_FALSE,8,3                      ## @FALSE
	.comm	_WINED3D_OUTPUT_SLOT_SEMANTIC,4,2 ## @WINED3D_OUTPUT_SLOT_SEMANTIC
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_TRUE,8,3                       ## @TRUE
L_.str.2:                               ## @.str.2
	.asciz	"Skipping unsupported fixed function element of format %s and usage %s.\n"

L_.str.3:                               ## @.str.3
	.asciz	"Load %s array %u [usage %s, usage_idx %u, input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n"

L_.str.4:                               ## @.str.4
	.asciz	"shader"

L_.str.5:                               ## @.str.5
	.asciz	"fixed function"

	.comm	_WINED3DSTREAMSOURCE_INSTANCEDATA,4,2 ## @WINED3DSTREAMSOURCE_INSTANCEDATA
	.comm	_WINED3D_INPUT_PER_INSTANCE_DATA,8,3 ## @WINED3D_INPUT_PER_INSTANCE_DATA
L_.str.6:                               ## @.str.6
	.asciz	"Instance step rate 0 not implemented.\n"

	.comm	_ARB_VERTEX_ARRAY_BGRA,8,3      ## @ARB_VERTEX_ARRAY_BGRA
	.comm	_WINED3DFMT_B8G8R8A8_UNORM,8,3  ## @WINED3DFMT_B8G8R8A8_UNORM
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_wined3d_stream_info_from_declaration ; -- Begin function wined3d_stream_info_from_declaration
	.p2align	2
_wined3d_stream_info_from_declaration:  ; @wined3d_stream_info_from_declaration
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #272
	.cfi_def_cfa_offset 272
	stp	x28, x27, [sp, #176]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #192]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #208]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #224]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #240]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #256]            ; 16-byte Folded Spill
	add	x29, sp, #256
	.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
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	str	x2, [sp, #120]                  ; 8-byte Folded Spill
	mov	x20, x1
	mov	x21, x0
	ldr	x24, [x1, #16]
	ldr	x8, [x3]
	str	x8, [sp, #88]                   ; 8-byte Folded Spill
	mov	x0, x1
	bl	_use_vs
	str	x0, [sp, #128]                  ; 8-byte Folded Spill
	str	xzr, [x21]
	str	wzr, [x21, #16]
	cbz	x24, LBB0_26
; %bb.1:
	ldr	w8, [x24, #16]
	str	w8, [x21, #16]
	ldr	w8, [x24]
	cbz	w8, LBB0_26
; %bb.2:
	mov	x26, #0
	mov	x25, #0
Lloh0:
	adrp	x9, l_.str.4@PAGE
Lloh1:
	add	x9, x9, l_.str.4@PAGEOFF
Lloh2:
	adrp	x10, l_.str.5@PAGE
Lloh3:
	add	x10, x10, l_.str.5@PAGEOFF
	ldr	x11, [sp, #128]                 ; 8-byte Folded Reload
	cmp	x11, #0
	csel	x9, x10, x9, eq
	stp	x20, x9, [sp, #104]             ; 16-byte Folded Spill
	str	x24, [sp, #96]                  ; 8-byte Folded Spill
	b	LBB0_5
LBB0_3:                                 ;   in Loop: Header=BB0_5 Depth=1
	ldur	w8, [x29, #-92]
	mov	w9, #1
	lsl	w8, w9, w8
	ldr	w9, [x21]
	orr	w8, w9, w8
	str	w8, [x21]
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	ldr	w8, [x24]
	add	x26, x26, #56
	cmp	x25, x8
	b.hs	LBB0_26
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x28, [x24, #8]
	add	x23, x28, x26
	ldr	x27, [x20, #8]
	ldr	x19, [x23]
	add	x25, x25, #1
                                        ; kill: def $w8 killed $w8 killed $x8 def $x8
	stp	x25, x8, [sp, #16]
	stp	x28, x23, [sp]
Lloh4:
	adrp	x0, l_.str@PAGE
Lloh5:
	add	x0, x0, l_.str@PAGEOFF
	bl	_TRACE
	add	x8, x27, x19, lsl #4
	ldr	w8, [x8, #12]
	cbz	w8, LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x23]
	ldp	w9, w10, [x23, #40]
	stp	x8, x10, [sp, #8]
	str	x9, [sp]
Lloh6:
	adrp	x0, l_.str.1@PAGE
Lloh7:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_TRACE
	ldr	x8, [sp, #128]                  ; 8-byte Folded Reload
	cbz	x8, LBB0_9
; %bb.7:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x8, x28, x26
	ldr	w8, [x8, #8]
Lloh8:
	adrp	x9, _WINED3D_OUTPUT_SLOT_UNUSED@GOTPAGE
Lloh9:
	ldr	x9, [x9, _WINED3D_OUTPUT_SLOT_UNUSED@GOTPAGEOFF]
Lloh10:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ne	LBB0_12
LBB0_8:                                 ;   in Loop: Header=BB0_5 Depth=1
Lloh11:
	adrp	x8, _FALSE@GOTPAGE
Lloh12:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh13:
	ldr	x0, [x8]
	cbnz	x0, LBB0_15
	b	LBB0_4
LBB0_9:                                 ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [sp, #88]                   ; 8-byte Folded Reload
	cbnz	x8, LBB0_11
; %bb.10:                               ;   in Loop: Header=BB0_5 Depth=1
	add	x22, x28, x26
	ldr	w8, [x22, #52]
	cbz	w8, LBB0_25
LBB0_11:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x8, x28, x26
	ldr	w0, [x8, #48]
	ldr	w1, [x23, #44]
	sub	x2, x29, #92
	bl	_fixed_get_input
	cbnz	x0, LBB0_15
	b	LBB0_4
LBB0_12:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh14:
	adrp	x9, _WINED3D_OUTPUT_SLOT_SEMANTIC@GOTPAGE
Lloh15:
	ldr	x9, [x9, _WINED3D_OUTPUT_SLOT_SEMANTIC@GOTPAGEOFF]
Lloh16:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ne	LBB0_14
; %bb.13:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x20]
Lloh17:
	adrp	x9, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh18:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
Lloh19:
	ldr	x9, [x9]
	ldr	w0, [x8, x9, lsl #2]
	add	x8, x28, x26
	ldr	w1, [x8, #48]
	ldr	w2, [x23, #44]
	sub	x3, x29, #92
	bl	_vshader_get_input
	cbnz	x0, LBB0_15
	b	LBB0_4
LBB0_14:                                ;   in Loop: Header=BB0_5 Depth=1
	stur	w8, [x29, #-92]
Lloh20:
	adrp	x8, _TRUE@GOTPAGE
Lloh21:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
Lloh22:
	ldr	x0, [x8]
	cbz	x0, LBB0_4
LBB0_15:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x22, x28, x26
	ldr	w0, [x22, #48]
	ldur	w8, [x29, #-92]
	stp	x8, x25, [x29, #-112]           ; 16-byte Folded Spill
	bl	_debug_d3ddeclusage
	stur	x0, [x29, #-120]                ; 8-byte Folded Spill
	mov	x28, x21
	ldr	x21, [x22]
	add	x19, x27, x19, lsl #4
	ldr	x8, [x22, #32]
	ldr	x0, [x8]
	ldr	w25, [x19, #8]
	ldp	w24, w20, [x23, #40]
	bl	_debug_d3dformat
	mov	x27, x0
	ldr	x0, [x22, #16]
	bl	_debug_d3dinput_classification
                                        ; kill: def $w0 killed $w0 def $x0
	ldr	w8, [x22, #24]
	stp	x0, x8, [sp, #64]
	stp	x25, x27, [sp, #48]
	stp	x21, x24, [sp, #32]
	mov	x21, x28
	str	x20, [sp, #24]
	ldur	x8, [x29, #-120]                ; 8-byte Folded Reload
	str	x8, [sp, #16]
	ldur	x9, [x29, #-112]                ; 8-byte Folded Reload
	ldr	x8, [sp, #112]                  ; 8-byte Folded Reload
	stp	x8, x9, [sp]
Lloh23:
	adrp	x0, l_.str.3@PAGE
Lloh24:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_TRACE
	ldr	x9, [x22, #32]
	ldr	x8, [x28, #8]
	ldur	w10, [x29, #-92]
	mov	w13, #40
	madd	x10, x10, x13, x8
	str	x9, [x10, #32]
	ldp	w9, w11, [x19]
                                        ; kill: def $w9 killed $w9 def $x9
	sxtw	x9, w9
	lsl	x9, x9, #2
	ldrsw	x12, [x23, #40]
	add	x9, x9, x12, lsl #2
	stp	x9, xzr, [x10, #16]
	ldr	w9, [x19, #8]
	str	w9, [x10, #12]
	ldr	x10, [x22]
	ldur	w9, [x29, #-92]
	mul	x12, x9, x13
	str	x10, [x8, x12]
Lloh25:
	adrp	x10, _WINED3DSTREAMSOURCE_INSTANCEDATA@GOTPAGE
Lloh26:
	ldr	x10, [x10, _WINED3DSTREAMSOURCE_INSTANCEDATA@GOTPAGEOFF]
Lloh27:
	ldr	w10, [x10]
	tst	w10, w11
	b.eq	LBB0_17
; %bb.16:                               ;   in Loop: Header=BB0_5 Depth=1
	madd	x8, x9, x13, x8
	mov	w9, #1
	str	w9, [x8, #8]
	b	LBB0_21
LBB0_17:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x10, [x22, #16]
Lloh28:
	adrp	x11, _WINED3D_INPUT_PER_INSTANCE_DATA@GOTPAGE
Lloh29:
	ldr	x11, [x11, _WINED3D_INPUT_PER_INSTANCE_DATA@GOTPAGEOFF]
Lloh30:
	ldr	x11, [x11]
	cmp	x10, x11
	b.ne	LBB0_20
; %bb.18:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w10, [x22, #24]
	madd	x8, x9, x13, x8
	str	w10, [x8, #8]
	ldp	x24, x20, [sp, #96]             ; 16-byte Folded Reload
	ldur	x25, [x29, #-104]               ; 8-byte Folded Reload
	cbnz	w10, LBB0_22
; %bb.19:                               ;   in Loop: Header=BB0_5 Depth=1
Lloh31:
	adrp	x0, l_.str.6@PAGE
Lloh32:
	add	x0, x0, l_.str.6@PAGEOFF
	bl	_FIXME
	b	LBB0_22
LBB0_20:                                ;   in Loop: Header=BB0_5 Depth=1
	madd	x8, x9, x13, x8
	str	wzr, [x8, #8]
LBB0_21:                                ;   in Loop: Header=BB0_5 Depth=1
	ldp	x24, x20, [sp, #96]             ; 16-byte Folded Reload
	ldur	x25, [x29, #-104]               ; 8-byte Folded Reload
LBB0_22:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [sp, #120]                  ; 8-byte Folded Reload
	ldr	x8, [x8]
Lloh33:
	adrp	x9, _ARB_VERTEX_ARRAY_BGRA@GOTPAGE
Lloh34:
	ldr	x9, [x9, _ARB_VERTEX_ARRAY_BGRA@GOTPAGEOFF]
Lloh35:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	cbnz	w8, LBB0_3
; %bb.23:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x22, #32]
	ldr	x8, [x8]
Lloh36:
	adrp	x9, _WINED3DFMT_B8G8R8A8_UNORM@GOTPAGE
Lloh37:
	ldr	x9, [x9, _WINED3DFMT_B8G8R8A8_UNORM@GOTPAGEOFF]
Lloh38:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_3
; %bb.24:                               ;   in Loop: Header=BB0_5 Depth=1
	ldur	w8, [x29, #-92]
	mov	w9, #1
	lsl	w8, w9, w8
	ldr	w9, [x21, #4]
	orr	w8, w9, w8
	str	w8, [x21, #4]
	b	LBB0_3
LBB0_25:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x22, #32]
	ldr	x0, [x8]
	bl	_debug_d3dformat
	stur	w0, [x29, #-104]                ; 4-byte Folded Spill
	ldr	w0, [x22, #48]
	bl	_debug_d3ddeclusage
	mov	x2, x0
Lloh39:
	adrp	x0, l_.str.2@PAGE
Lloh40:
	add	x0, x0, l_.str.2@PAGEOFF
	ldur	w1, [x29, #-104]                ; 4-byte Folded Reload
	bl	_WARN
	b	LBB0_8
LBB0_26:
	ldp	x29, x30, [sp, #256]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #240]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #224]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #208]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #192]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #176]            ; 16-byte Folded Reload
	add	sp, sp, #272
	ret
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh27
	.loh AdrpAdd	Lloh23, Lloh24
	.loh AdrpLdrGotLdr	Lloh28, Lloh29, Lloh30
	.loh AdrpAdd	Lloh31, Lloh32
	.loh AdrpLdrGotLdr	Lloh33, Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpAdd	Lloh39, Lloh40
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"%p Element %p (%u of %u).\n"

l_.str.1:                               ; @.str.1
	.asciz	"offset %u input_slot %u usage_idx %d.\n"

	.comm	_WINED3D_OUTPUT_SLOT_UNUSED,4,2 ; @WINED3D_OUTPUT_SLOT_UNUSED
	.comm	_FALSE,8,3                      ; @FALSE
	.comm	_WINED3D_OUTPUT_SLOT_SEMANTIC,4,2 ; @WINED3D_OUTPUT_SLOT_SEMANTIC
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_TRUE,8,3                       ; @TRUE
l_.str.2:                               ; @.str.2
	.asciz	"Skipping unsupported fixed function element of format %s and usage %s.\n"

l_.str.3:                               ; @.str.3
	.asciz	"Load %s array %u [usage %s, usage_idx %u, input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n"

l_.str.4:                               ; @.str.4
	.asciz	"shader"

l_.str.5:                               ; @.str.5
	.asciz	"fixed function"

	.comm	_WINED3DSTREAMSOURCE_INSTANCEDATA,4,2 ; @WINED3DSTREAMSOURCE_INSTANCEDATA
	.comm	_WINED3D_INPUT_PER_INSTANCE_DATA,8,3 ; @WINED3D_INPUT_PER_INSTANCE_DATA
l_.str.6:                               ; @.str.6
	.asciz	"Instance step rate 0 not implemented.\n"

	.comm	_ARB_VERTEX_ARRAY_BGRA,8,3      ; @ARB_VERTEX_ARRAY_BGRA
	.comm	_WINED3DFMT_B8G8R8A8_UNORM,8,3  ; @WINED3DFMT_B8G8R8A8_UNORM
.subsections_via_symbols
