	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_bitwise_op
_shader_glsl_bitwise_op:                ## @shader_glsl_bitwise_op
	.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	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movl	(%rdi), %esi
	leal	-128(%rsi), %eax
	cmpl	$3, %eax
	jae	LBB0_1
## %bb.3:
	movq	%rdi, %r14
	movq	24(%rdi), %r9
	movq	_FALSE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r13
	cltq
	leaq	l_reltable.shader_glsl_bitwise_op(%rip), %rcx
	movq	%rcx, -104(%rbp)                ## 8-byte Spill
	movslq	(%rcx,%rax,4), %r10
	movl	4(%rdi), %r11d
	testq	%r11, %r11
	je	LBB0_4
## %bb.5:
	movq	8(%r14), %rax
	movq	16(%r14), %r8
	movq	24(%rax), %rcx
	movq	(%rcx), %rcx
	movq	_TRUE@GOTPCREL(%rip), %rdx
	movq	(%rdx), %r15
	cmpl	$1, %r11d
	jne	LBB0_7
## %bb.6:
	xorl	%edx, %edx
LBB0_13:
	testb	$1, %r11b
	je	LBB0_16
## %bb.14:
	shlq	$4, %rdx
	movq	8(%r8,%rdx), %rsi
	cmpq	(%rsi), %rcx
	jne	LBB0_16
## %bb.15:
	movq	8(%rax), %rcx
	cmpq	(%r8,%rdx), %rcx
	cmoveq	%r15, %r13
	jmp	LBB0_16
LBB0_1:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_34
## %bb.2:
	leaq	L_.str.2(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	addq	$120, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_ERR                            ## TAILCALL
LBB0_4:
	movq	8(%r14), %rax
LBB0_16:
	movq	(%r9), %r15
	addq	%r10, -104(%rbp)                ## 8-byte Folded Spill
	movups	(%rax), %xmm0
	movups	16(%rax), %xmm1
	movaps	%xmm1, -144(%rbp)
	movaps	%xmm0, -160(%rbp)
	xorl	%ebx, %ebx
	movq	%r13, -120(%rbp)                ## 8-byte Spill
	movq	%r15, -112(%rbp)                ## 8-byte Spill
	.p2align	4, 0x90
LBB0_17:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_23 Depth 2
                                        ##     Child Loop BB0_26 Depth 2
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rcx
	movl	(%rcx), %edx
	movl	%ebx, %ecx
	shll	%cl, %edx
	andl	(%rax), %edx
	movl	%edx, -160(%rbp)
	testq	%r13, %r13
	je	LBB0_20
## %bb.18:                              ##   in Loop: Header=BB0_17 Depth=1
	leaq	-160(%rbp), %rdi
	leaq	-90(%rbp), %rsi
	callq	_shader_glsl_get_write_mask
	testl	%eax, %eax
	je	LBB0_20
## %bb.19:                              ##   in Loop: Header=BB0_17 Depth=1
	movl	%eax, %r12d
	movq	-144(%rbp), %rax
	movq	_WINED3D_DATA_INT@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	leaq	L_.str.5(%rip), %rcx
	leaq	L_.str.4(%rip), %rax
	cmoveq	%rax, %rcx
	movq	%r15, %rdi
	leaq	L_.str.3(%rip), %rsi
	leaq	-90(%rbp), %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_21
	.p2align	4, 0x90
LBB0_20:                                ##   in Loop: Header=BB0_17 Depth=1
	movq	-144(%rbp), %rcx
	movq	%r15, %rdi
	movq	%r14, %rsi
	leaq	-160(%rbp), %rdx
	callq	_shader_glsl_append_dst_ext
	movl	%eax, %r12d
	testl	%eax, %eax
	je	LBB0_28
LBB0_21:                                ##   in Loop: Header=BB0_17 Depth=1
	movl	%ebx, -84(%rbp)                 ## 4-byte Spill
	cmpl	$0, 4(%r14)
	je	LBB0_24
## %bb.22:                              ##   in Loop: Header=BB0_17 Depth=1
	leaq	-80(%rbp), %r13
	xorl	%ebx, %ebx
	xorl	%r15d, %r15d
	.p2align	4, 0x90
LBB0_23:                                ##   Parent Loop BB0_17 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	16(%r14), %rsi
	addq	%rbx, %rsi
	movq	%r14, %rdi
	movl	%r12d, %edx
	movq	%r13, %rcx
	callq	_shader_glsl_add_src_param
	incq	%r15
	movl	4(%r14), %eax
	addq	$16, %rbx
	addq	$8, %r13
	cmpq	%rax, %r15
	jb	LBB0_23
LBB0_24:                                ##   in Loop: Header=BB0_17 Depth=1
	movq	-112(%rbp), %r15                ## 8-byte Reload
	movq	%r15, %rdi
	leaq	L_.str.6(%rip), %rsi
	movq	-104(%rbp), %rdx                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	movl	4(%r14), %eax
	cmpl	$2, %eax
	leaq	L_.str.7(%rip), %r13
	je	LBB0_27
## %bb.25:                              ##   in Loop: Header=BB0_17 Depth=1
	xorl	%r12d, %r12d
	movl	$-1, %ebx
	.p2align	4, 0x90
LBB0_26:                                ##   Parent Loop BB0_17 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	addl	%ebx, %eax
	movq	-80(%rbp,%rax,8), %rdx
	movq	%r15, %rdi
	movq	%r13, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%r12d
	movl	4(%r14), %eax
	leal	-2(%rax), %ecx
	decl	%ebx
	cmpl	%ecx, %r12d
	jb	LBB0_26
LBB0_27:                                ##   in Loop: Header=BB0_17 Depth=1
	movq	-80(%rbp), %rcx
	movq	-72(%rbp), %rdx
	movq	%r15, %rdi
	leaq	L_.str.8(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-120(%rbp), %r13                ## 8-byte Reload
	movl	-84(%rbp), %ebx                 ## 4-byte Reload
LBB0_28:                                ##   in Loop: Header=BB0_17 Depth=1
	incl	%ebx
	cmpl	$4, %ebx
	je	LBB0_30
## %bb.29:                              ##   in Loop: Header=BB0_17 Depth=1
	movq	8(%r14), %rax
	jmp	LBB0_17
LBB0_30:
	testq	%r13, %r13
	je	LBB0_32
## %bb.31:
	movq	8(%r14), %rdx
	movq	_WINED3D_DATA_FLOAT@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	movq	%r15, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_append_dst_ext
	movq	8(%r14), %rdi
	leaq	-90(%rbp), %rbx
	movq	%rbx, %rsi
	callq	_shader_glsl_get_write_mask
	leaq	L_.str.9(%rip), %rsi
	movq	%r15, %rdi
	movq	%rbx, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_32:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_34
## %bb.33:
	addq	$120, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_7:
	movl	%r11d, %esi
	andl	$-2, %esi
	leaq	24(%r8), %rdi
	xorl	%edx, %edx
	jmp	LBB0_8
	.p2align	4, 0x90
LBB0_12:                                ##   in Loop: Header=BB0_8 Depth=1
	addq	$2, %rdx
	addq	$32, %rdi
	cmpq	%rdx, %rsi
	je	LBB0_13
LBB0_8:                                 ## =>This Inner Loop Header: Depth=1
	movq	-16(%rdi), %rbx
	cmpq	(%rbx), %rcx
	jne	LBB0_10
## %bb.9:                               ##   in Loop: Header=BB0_8 Depth=1
	movq	8(%rax), %rbx
	cmpq	-24(%rdi), %rbx
	cmoveq	%r15, %r13
LBB0_10:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	(%rdi), %rbx
	cmpq	(%rbx), %rcx
	jne	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	8(%rax), %rbx
	cmpq	-8(%rdi), %rbx
	cmoveq	%r15, %r13
	jmp	LBB0_12
LBB0_34:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.comm	_FALSE,8,3                      ## @FALSE
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"bitfieldInsert"

L_.str.1:                               ## @.str.1
	.asciz	"bitfieldExtract"

L_.str.2:                               ## @.str.2
	.asciz	"Unhandled opcode %#x.\n"

	.comm	_TRUE,8,3                       ## @TRUE
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ## @WINED3DSP_WRITEMASK_0
L_.str.3:                               ## @.str.3
	.asciz	"tmp0%s = %sBitsToFloat("

	.comm	_WINED3D_DATA_INT,8,3           ## @WINED3D_DATA_INT
L_.str.4:                               ## @.str.4
	.asciz	"int"

L_.str.5:                               ## @.str.5
	.asciz	"uint"

L_.str.6:                               ## @.str.6
	.asciz	"%s("

L_.str.7:                               ## @.str.7
	.asciz	"%s, "

L_.str.8:                               ## @.str.8
	.asciz	"%s & 0x1f, %s & 0x1f));\n"

	.comm	_WINED3D_DATA_FLOAT,8,3         ## @WINED3D_DATA_FLOAT
L_.str.9:                               ## @.str.9
	.asciz	"tmp0%s);\n"

	.no_dead_strip	_shader_glsl_bitwise_op
	.section	__TEXT,__const
	.p2align	2                               ## @reltable.shader_glsl_bitwise_op
l_reltable.shader_glsl_bitwise_op:
	.long	L_.str.1-l_reltable.shader_glsl_bitwise_op
	.long	L_.str.1-l_reltable.shader_glsl_bitwise_op
	.long	L_.str-l_reltable.shader_glsl_bitwise_op

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_bitwise_op
_shader_glsl_bitwise_op:                ; @shader_glsl_bitwise_op
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #208
	.cfi_def_cfa_offset 208
	stp	x28, x27, [sp, #112]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #128]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #144]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #160]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #176]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #192]            ; 16-byte Folded Spill
	add	x29, sp, #192
	.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
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	stur	x8, [x29, #-88]
	ldr	w1, [x0]
	sub	w8, w1, #128
	cmp	w8, #3
	b.hs	LBB0_6
; %bb.1:
	mov	x20, x0
	ldr	x9, [x0, #24]
	ldr	x19, [x9]
Lloh3:
	adrp	x9, _FALSE@GOTPAGE
Lloh4:
	ldr	x9, [x9, _FALSE@GOTPAGEOFF]
Lloh5:
	ldr	x28, [x9]
Lloh6:
	adrp	x9, l_switch.table.shader_glsl_bitwise_op@PAGE
Lloh7:
	add	x9, x9, l_switch.table.shader_glsl_bitwise_op@PAGEOFF
	ldr	x8, [x9, w8, sxtw #3]
	str	x8, [sp, #16]                   ; 8-byte Folded Spill
	ldr	w9, [x0, #4]
	cbz	w9, LBB0_8
; %bb.2:
	ldp	x8, x12, [x20, #8]
	ldr	x10, [x8, #24]
	ldr	x10, [x10]
Lloh8:
	adrp	x11, _TRUE@GOTPAGE
Lloh9:
	ldr	x11, [x11, _TRUE@GOTPAGEOFF]
Lloh10:
	ldr	x11, [x11]
	add	x12, x12, #8
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x12, x12, #16
	subs	x9, x9, #1
	b.eq	LBB0_9
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x13, [x12]
	ldr	x13, [x13]
	cmp	x10, x13
	b.ne	LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x13, [x8, #8]
	ldur	x14, [x12, #-8]
	cmp	x13, x14
	csel	x28, x11, x28, eq
	b	LBB0_3
LBB0_6:
	ldur	x8, [x29, #-88]
Lloh11:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh12:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh13:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_27
; %bb.7:
Lloh14:
	adrp	x0, l_.str.2@PAGE
Lloh15:
	add	x0, x0, l_.str.2@PAGEOFF
	ldp	x29, x30, [sp, #192]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #176]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #160]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #144]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #128]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #112]            ; 16-byte Folded Reload
	add	sp, sp, #208
	b	_ERR
LBB0_8:
	ldr	x8, [x20, #8]
LBB0_9:
	mov	w25, #0
	ldp	q0, q1, [x8]
	stp	q0, q1, [sp, #32]
	add	x23, sp, #72
Lloh16:
	adrp	x24, l_.str.7@PAGE
Lloh17:
	add	x24, x24, l_.str.7@PAGEOFF
LBB0_10:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_16 Depth 2
                                        ;     Child Loop BB0_19 Depth 2
	ldr	w8, [x8]
Lloh18:
	adrp	x9, _WINED3DSP_WRITEMASK_0@GOTPAGE
Lloh19:
	ldr	x9, [x9, _WINED3DSP_WRITEMASK_0@GOTPAGEOFF]
Lloh20:
	ldr	w9, [x9]
	lsl	w9, w9, w25
	and	w8, w9, w8
	str	w8, [sp, #32]
	cbz	x28, LBB0_13
; %bb.11:                               ;   in Loop: Header=BB0_10 Depth=1
	add	x0, sp, #32
	add	x1, sp, #26
	bl	_shader_glsl_get_write_mask
	cbz	w0, LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x26, x0
	ldr	x8, [sp, #48]
Lloh21:
	adrp	x9, _WINED3D_DATA_INT@GOTPAGE
Lloh22:
	ldr	x9, [x9, _WINED3D_DATA_INT@GOTPAGEOFF]
Lloh23:
	ldr	x9, [x9]
	cmp	x8, x9
Lloh24:
	adrp	x8, l_.str.5@PAGE
Lloh25:
	add	x8, x8, l_.str.5@PAGEOFF
Lloh26:
	adrp	x9, l_.str.4@PAGE
Lloh27:
	add	x9, x9, l_.str.4@PAGEOFF
	csel	x8, x9, x8, eq
	str	x8, [sp]
	add	x2, sp, #26
	mov	x0, x19
Lloh28:
	adrp	x1, l_.str.3@PAGE
Lloh29:
	add	x1, x1, l_.str.3@PAGEOFF
	bl	_shader_addline
	b	LBB0_14
LBB0_13:                                ;   in Loop: Header=BB0_10 Depth=1
	ldr	x3, [sp, #48]
	add	x2, sp, #32
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_append_dst_ext
	mov	x26, x0
	cbz	w0, LBB0_21
LBB0_14:                                ;   in Loop: Header=BB0_10 Depth=1
	ldr	w8, [x20, #4]
	cbz	w8, LBB0_17
; %bb.15:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x22, #0
	mov	x21, #0
	add	x27, sp, #72
LBB0_16:                                ;   Parent Loop BB0_10 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x8, [x20, #16]
	add	x1, x8, x22
	mov	x0, x20
	mov	x2, x26
	mov	x3, x27
	bl	_shader_glsl_add_src_param
	add	x21, x21, #1
	ldr	w8, [x20, #4]
	add	x22, x22, #16
	add	x27, x27, #8
	cmp	x21, x8
	b.lo	LBB0_16
LBB0_17:                                ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x19
Lloh30:
	adrp	x1, l_.str.6@PAGE
Lloh31:
	add	x1, x1, l_.str.6@PAGEOFF
	ldr	x2, [sp, #16]                   ; 8-byte Folded Reload
	bl	_shader_addline
	ldr	w8, [x20, #4]
	cmp	w8, #2
	b.eq	LBB0_20
; %bb.18:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	w21, #0
	mov	w22, #-1
LBB0_19:                                ;   Parent Loop BB0_10 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	add	w8, w8, w22
	ldr	x2, [x23, w8, uxtw #3]
	mov	x0, x19
	mov	x1, x24
	bl	_shader_addline
	add	w21, w21, #1
	ldr	w8, [x20, #4]
	sub	w9, w8, #2
	sub	w22, w22, #1
	cmp	w21, w9
	b.lo	LBB0_19
LBB0_20:                                ;   in Loop: Header=BB0_10 Depth=1
	ldp	x8, x2, [sp, #72]
	str	x8, [sp]
	mov	x0, x19
Lloh32:
	adrp	x1, l_.str.8@PAGE
Lloh33:
	add	x1, x1, l_.str.8@PAGEOFF
	bl	_shader_addline
LBB0_21:                                ;   in Loop: Header=BB0_10 Depth=1
	add	w25, w25, #1
	cmp	w25, #4
	b.eq	LBB0_23
; %bb.22:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x8, [x20, #8]
	b	LBB0_10
LBB0_23:
	cbz	x28, LBB0_25
; %bb.24:
	ldr	x2, [x20, #8]
Lloh34:
	adrp	x8, _WINED3D_DATA_FLOAT@GOTPAGE
Lloh35:
	ldr	x8, [x8, _WINED3D_DATA_FLOAT@GOTPAGEOFF]
Lloh36:
	ldr	x3, [x8]
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_append_dst_ext
	ldr	x0, [x20, #8]
	add	x1, sp, #26
	bl	_shader_glsl_get_write_mask
Lloh37:
	adrp	x1, l_.str.9@PAGE
Lloh38:
	add	x1, x1, l_.str.9@PAGEOFF
	add	x2, sp, #26
	mov	x0, x19
	bl	_shader_addline
LBB0_25:
	ldur	x8, [x29, #-88]
Lloh39:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh40:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh41:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_27
; %bb.26:
	ldp	x29, x30, [sp, #192]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #176]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #160]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #144]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #128]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #112]            ; 16-byte Folded Reload
	add	sp, sp, #208
	ret
LBB0_27:
	bl	___stack_chk_fail
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpAdd	Lloh26, Lloh27
	.loh AdrpAdd	Lloh24, Lloh25
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh37, Lloh38
	.loh AdrpLdrGotLdr	Lloh34, Lloh35, Lloh36
	.loh AdrpLdrGotLdr	Lloh39, Lloh40, Lloh41
	.cfi_endproc
                                        ; -- End function
	.comm	_FALSE,8,3                      ; @FALSE
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"bitfieldInsert"

l_.str.1:                               ; @.str.1
	.asciz	"bitfieldExtract"

l_.str.2:                               ; @.str.2
	.asciz	"Unhandled opcode %#x.\n"

	.comm	_TRUE,8,3                       ; @TRUE
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ; @WINED3DSP_WRITEMASK_0
l_.str.3:                               ; @.str.3
	.asciz	"tmp0%s = %sBitsToFloat("

	.comm	_WINED3D_DATA_INT,8,3           ; @WINED3D_DATA_INT
l_.str.4:                               ; @.str.4
	.asciz	"int"

l_.str.5:                               ; @.str.5
	.asciz	"uint"

l_.str.6:                               ; @.str.6
	.asciz	"%s("

l_.str.7:                               ; @.str.7
	.asciz	"%s, "

l_.str.8:                               ; @.str.8
	.asciz	"%s & 0x1f, %s & 0x1f));\n"

	.comm	_WINED3D_DATA_FLOAT,8,3         ; @WINED3D_DATA_FLOAT
l_.str.9:                               ; @.str.9
	.asciz	"tmp0%s);\n"

	.no_dead_strip	_shader_glsl_bitwise_op
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.shader_glsl_bitwise_op
l_switch.table.shader_glsl_bitwise_op:
	.quad	l_.str.1
	.quad	l_.str.1
	.quad	l_.str

.subsections_via_symbols
