	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function find_glsl_geometry_shader
_find_glsl_geometry_shader:             ## @find_glsl_geometry_shader
	.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	%rcx, %r14
	movq	%rdx, %r15
	movq	%rsi, %r13
	movq	%rdi, %rbx
	movq	(%rdx), %r12
	testq	%r12, %r12
	jne	LBB0_4
## %bb.1:
	movl	$16, %edi
	callq	_heap_alloc_zero
	movq	%rax, %r12
	movq	%rax, (%r15)
	testq	%rax, %rax
	je	LBB0_2
LBB0_4:
	movq	%rbx, -48(%rbp)                 ## 8-byte Spill
	movq	%r13, -56(%rbp)                 ## 8-byte Spill
	cmpl	$0, (%r12)
	je	LBB0_9
## %bb.5:
	movq	8(%r12), %r13
	addq	$4, %r13
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	$4, %edx
	callq	_memcmp
	testl	%eax, %eax
	je	LBB0_7
## %bb.8:                               ##   in Loop: Header=BB0_6 Depth=1
	incq	%rbx
	movl	(%r12), %eax
	addq	$8, %r13
	cmpq	%rax, %rbx
	jb	LBB0_6
LBB0_9:
	leaq	L_.str.1(%rip), %rdi
	movq	%r15, %rsi
	callq	_TRACE
	cmpl	$0, (%r12)
	je	LBB0_11
## %bb.10:
	movl	4(%r12), %eax
	movq	8(%r12), %rdi
	leal	8(,%rax,8), %esi
	movl	%eax, %ebx
	incl	%ebx
	callq	_heap_realloc
	movq	%rax, %r13
	testq	%r13, %r13
	je	LBB0_13
LBB0_14:
	movq	%r13, 8(%r12)
	movl	%ebx, 4(%r12)
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, %rdi
	callq	_string_buffer_clear
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	movq	%rbx, %rsi
	movq	%r15, %rdx
	movq	%r14, %rcx
	callq	_shader_glsl_generate_geometry_shader
	movl	(%r12), %ecx
	movl	(%r14), %edx
	movl	%edx, 4(%r13,%rcx,8)
	movl	(%r12), %ecx
	leal	1(%rcx), %edx
	movl	%edx, (%r12)
	movl	%eax, (%r13,%rcx,8)
	jmp	LBB0_15
LBB0_7:
	movl	-4(%r13), %eax
	jmp	LBB0_15
LBB0_11:
	movl	$8, %edi
	callq	_heap_alloc
	movq	%rax, %r13
	movl	$1, %ebx
	testq	%r13, %r13
	jne	LBB0_14
LBB0_13:
	leaq	L_.str.2(%rip), %rdi
	jmp	LBB0_3
LBB0_2:
	leaq	L_.str(%rip), %rdi
LBB0_3:
	callq	_ERR
	xorl	%eax, %eax
LBB0_15:
	addq	$24, %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	"Failed to allocate backend data.\n"

L_.str.1:                               ## @.str.1
	.asciz	"No matching GL shader found for shader %p, compiling a new shader.\n"

L_.str.2:                               ## @.str.2
	.asciz	"Failed to allocate GL shaders array.\n"

	.no_dead_strip	_find_glsl_geometry_shader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function find_glsl_geometry_shader
_find_glsl_geometry_shader:             ; @find_glsl_geometry_shader
	.cfi_startproc
; %bb.0:
	stp	x26, x25, [sp, #-80]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
	mov	x19, x3
	mov	x21, x2
	mov	x22, x1
	mov	x23, x0
	ldr	x20, [x2]
	cbnz	x20, LBB0_2
; %bb.1:
	mov	w0, #16
	bl	_heap_alloc_zero
	mov	x20, x0
	str	x0, [x21]
	cbz	x0, LBB0_12
LBB0_2:
	ldr	w8, [x20]
	cbz	w8, LBB0_6
; %bb.3:
	mov	x25, #0
	ldr	x8, [x20, #8]
	add	x24, x8, #4
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x24
	mov	x1, x19
	mov	w2, #4
	bl	_memcmp
	cbz	w0, LBB0_9
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	add	x25, x25, #1
	ldr	w8, [x20]
	add	x24, x24, #8
	cmp	x25, x8
	b.lo	LBB0_4
LBB0_6:
Lloh0:
	adrp	x0, l_.str.1@PAGE
Lloh1:
	add	x0, x0, l_.str.1@PAGEOFF
	mov	x1, x21
	bl	_TRACE
	ldr	w8, [x20]
	cbz	w8, LBB0_10
; %bb.7:
	ldr	w8, [x20, #4]
	add	w25, w8, #1
	ldr	x0, [x20, #8]
	lsl	w1, w25, #3
	bl	_heap_realloc
	mov	x24, x0
	cbz	x24, LBB0_11
LBB0_8:
	str	x24, [x20, #8]
	str	w25, [x20, #4]
	mov	x0, x22
	bl	_string_buffer_clear
	mov	x0, x23
	mov	x1, x22
	mov	x2, x21
	mov	x3, x19
	bl	_shader_glsl_generate_geometry_shader
	ldr	w8, [x20]
	add	x8, x24, x8, lsl #3
	ldr	w9, [x19]
	str	w9, [x8, #4]
	ldr	w8, [x20]
	add	w9, w8, #1
	str	w9, [x20]
	lsl	x8, x8, #3
	str	w0, [x24, x8]
	b	LBB0_14
LBB0_9:
	ldur	w0, [x24, #-4]
	b	LBB0_14
LBB0_10:
	mov	w0, #8
	bl	_heap_alloc
	mov	x24, x0
	mov	w25, #1
	cbnz	x24, LBB0_8
LBB0_11:
Lloh2:
	adrp	x0, l_.str.2@PAGE
Lloh3:
	add	x0, x0, l_.str.2@PAGEOFF
	b	LBB0_13
LBB0_12:
Lloh4:
	adrp	x0, l_.str@PAGE
Lloh5:
	add	x0, x0, l_.str@PAGEOFF
LBB0_13:
	bl	_ERR
	mov	w0, #0
LBB0_14:
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp], #80             ; 16-byte Folded Reload
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh4, Lloh5
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Failed to allocate backend data.\n"

l_.str.1:                               ; @.str.1
	.asciz	"No matching GL shader found for shader %p, compiling a new shader.\n"

l_.str.2:                               ; @.str.2
	.asciz	"Failed to allocate GL shaders array.\n"

	.no_dead_strip	_find_glsl_geometry_shader
.subsections_via_symbols
