	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_arb_generate_vshader
_shader_arb_generate_vshader:           ## @shader_arb_generate_vshader
	.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	$152, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r9, -88(%rbp)                  ## 8-byte Spill
	movq	%r8, %r14
	movq	%rcx, %rbx
	movq	%rdx, %r12
	movq	%rsi, %r13
	movq	%rdi, %r15
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	(%rdi), %rax
	movq	32(%rdi), %rcx
	movq	%rcx, -112(%rbp)                ## 8-byte Spill
	movq	(%rax), %rax
	movq	%rax, -192(%rbp)                ## 8-byte Spill
	leaq	-176(%rbp), %rdi
	xorl	%esi, %esi
	movl	$32, %edx
	callq	_memset
	movq	%rbx, -184(%rbp)                ## 8-byte Spill
	movq	%rbx, -152(%rbp)
	leaq	-156(%rbp), %rdi
	callq	_list_init
	movq	%r15, -104(%rbp)                ## 8-byte Spill
	movq	%r15, %rdi
	movq	-88(%rbp), %rsi                 ## 8-byte Reload
	leaq	-176(%rbp), %rdx
	movq	%r14, -136(%rbp)                ## 8-byte Spill
	movq	%r14, %rcx
	callq	_init_output_registers
	leaq	L_.str(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	8(%r13), %rax
	movq	_NV_VERTEX_PROGRAM3@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_3
## %bb.1:
	leaq	L_.str.1(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_NV3@GOTPCREL(%rip), %rax
	jmp	LBB0_2
LBB0_3:
	movq	_NV_VERTEX_PROGRAM2_OPTION@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_5
## %bb.4:
	leaq	L_.str.3(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_NV2@GOTPCREL(%rip), %rax
LBB0_2:
	movq	(%rax), %rax
	movq	%rax, -176(%rbp)
	leaq	L_.str.2(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_6:
	movq	-112(%rbp), %r15                ## 8-byte Reload
	movq	-104(%rbp), %rbx                ## 8-byte Reload
	leaq	8(%rbx), %rax
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
	leaq	L_.str.4(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpq	$0, 24(%rbx)
	je	LBB0_8
## %bb.7:
	leaq	L_.str.5(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_8:
	movq	%r15, %rdi
	movq	-88(%rbp), %rsi                 ## 8-byte Reload
	movq	%r13, %rdx
	callq	_need_helper_const
	testq	%rax, %rax
	je	LBB0_10
## %bb.9:
	movq	_eps@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	leaq	-80(%rbp), %r14
	movq	%r14, %rsi
	callq	_wined3d_ftoa
	leaq	L_.str.6(%rip), %rsi
	movq	%r12, %rdi
	movq	%r14, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_10:
	movq	%r15, %rdi
	movq	-88(%rbp), %rsi                 ## 8-byte Reload
	movq	%r13, %rdx
	callq	_need_rel_addr_const
	testq	%rax, %rax
	je	LBB0_12
## %bb.11:
	movl	(%r15), %edx
	leaq	L_.str.7(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.8(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_12:
	leaq	L_.str.9(%rip), %rsi
	xorl	%eax, %eax
	movq	%rax, -120(%rbp)                ## 8-byte Spill
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.10(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	-160(%rbp), %r8
	leaq	-176(%rbp), %r9
	movq	-104(%rbp), %rdi                ## 8-byte Reload
	movq	-88(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, %rsi
	movq	%r12, %rdx
	movq	%r13, -128(%rbp)                ## 8-byte Spill
	movq	%r13, %rcx
	callq	_shader_generate_arb_declarations
	movq	%rbx, %rdx
	movq	_WINED3D_MAX_CONSTS_I@GOTPCREL(%rip), %r15
	cmpl	$0, (%r15)
	movq	%r12, -96(%rbp)                 ## 8-byte Spill
	movq	-136(%rbp), %rbx                ## 8-byte Reload
	je	LBB0_20
## %bb.13:
	movq	_WINED3D_CONST_NUM_UNUSED@GOTPCREL(%rip), %r12
	movq	_NV2@GOTPCREL(%rip), %r14
	xorl	%r13d, %r13d
	xorl	%eax, %eax
	movq	%rax, -120(%rbp)                ## 8-byte Spill
	jmp	LBB0_14
LBB0_18:                                ##   in Loop: Header=BB0_14 Depth=1
	movq	-136(%rbp), %rbx                ## 8-byte Reload
	movq	8(%rbx), %rax
	movq	-120(%rbp), %rcx                ## 8-byte Reload
	movl	%ecx, (%rax,%r13,4)
	incl	4(%rbx)
	leal	1(%rcx), %eax
	movl	%eax, -140(%rbp)                ## 4-byte Spill
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.12(%rip), %rsi
	movl	%r13d, %edx
                                        ## kill: def $ecx killed $ecx killed $rcx
	xorl	%eax, %eax
	callq	_shader_addline
	movl	-140(%rbp), %eax                ## 4-byte Reload
                                        ## kill: def $eax killed $eax def $rax
	movq	%rax, -120(%rbp)                ## 8-byte Spill
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	.p2align	4, 0x90
LBB0_19:                                ##   in Loop: Header=BB0_14 Depth=1
	incq	%r13
	movl	(%r15), %eax
	cmpq	%rax, %r13
	jae	LBB0_20
LBB0_14:                                ## =>This Inner Loop Header: Depth=1
	movl	(%r12), %eax
	movq	8(%rbx), %rcx
	movl	%eax, (%rcx,%r13,4)
	movl	(%rdx), %eax
	btl	%r13d, %eax
	jae	LBB0_19
## %bb.15:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	-176(%rbp), %rax
	cmpq	(%r14), %rax
	jl	LBB0_19
## %bb.16:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	-104(%rbp), %rdi                ## 8-byte Reload
	movl	%r13d, %esi
	callq	_find_loop_control_values
	testq	%rax, %rax
	je	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_14 Depth=1
	movl	(%rax), %ecx
	movl	4(%rax), %r8d
	movl	8(%rax), %r9d
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.11(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movq	-136(%rbp), %rbx                ## 8-byte Reload
	jmp	LBB0_19
LBB0_20:
	leaq	L_.str.13(%rip), %rsi
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	movq	-120(%rbp), %r14                ## 8-byte Reload
	movl	%r14d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movl	%r14d, (%rbx)
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	8(%rax), %rax
	movq	_NV_VERTEX_PROGRAM@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_21
LBB0_29:
	movq	_TRUE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, -164(%rbp)
	leaq	-176(%rbp), %rcx
	movq	-104(%rbp), %rdi                ## 8-byte Reload
	movq	-96(%rbp), %r12                 ## 8-byte Reload
	movq	%r12, %rsi
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_shader_generate_code
	movl	%eax, %edi
	callq	_FAILED
	movl	$-1, %ebx
	testq	%rax, %rax
	jne	LBB0_33
## %bb.30:
	cmpl	$0, -168(%rbp)
	movq	-128(%rbp), %r15                ## 8-byte Reload
	jne	LBB0_32
## %bb.31:
	leaq	-176(%rbp), %rdi
	movq	-112(%rbp), %rsi                ## 8-byte Reload
	movq	-184(%rbp), %rdx                ## 8-byte Reload
	movq	-88(%rbp), %rcx                 ## 8-byte Reload
	movq	%r15, %r8
	movq	%r12, %r9
	callq	_vshader_add_footer
LBB0_32:
	leaq	L_.str.16(%rip), %rsi
	xorl	%ebx, %ebx
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	-80(%rbp), %rsi
	movl	$1, %edi
	callq	_glGenProgramsARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	-80(%rbp), %esi
	leaq	L_.str.17(%rip), %rdi
	callq	_TRACE
	movq	_GL_VERTEX_PROGRAM_ARB@GOTPCREL(%rip), %r14
	movl	(%r14), %edi
	movl	-80(%rbp), %esi
	callq	_glBindProgramARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	-80(%rbp), %esi
	leaq	L_.str.18(%rip), %rdi
	callq	_TRACE
	movl	(%r14), %esi
	movl	(%r12), %edx
	movq	%r15, %rdi
	callq	_shader_arb_compile
	cmpl	$1, %eax
	sbbl	%ebx, %ebx
	orl	-80(%rbp), %ebx
LBB0_33:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_35
## %bb.34:
	movl	%ebx, %eax
	addq	$152, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_21:
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edi
	movq	_ARB_0001@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_arb_get_helper_value
	leaq	L_.str.14(%rip), %rsi
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	movq	%rax, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_WINED3D_QUIRK_SET_TEXCOORD_W@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	-128(%rbp), %rcx                ## 8-byte Reload
	testl	%eax, (%rcx)
	je	LBB0_29
## %bb.22:
	movq	-192(%rbp), %rax                ## 8-byte Reload
	cmpl	$0, (%rax)
	jne	LBB0_29
## %bb.23:
	movl	(%rbx), %edi
	movq	_ARB_ONE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_arb_get_helper_value
	movq	%rax, %r12
	movq	_MAX_REG_TEXCRD@GOTPCREL(%rip), %r15
	movl	(%r15), %eax
	testl	%eax, %eax
	jle	LBB0_29
## %bb.24:
	movq	_WINED3DSP_WRITEMASK_ALL@GOTPCREL(%rip), %r13
	leaq	L_.str.15(%rip), %r14
	xorl	%ebx, %ebx
	jmp	LBB0_25
	.p2align	4, 0x90
LBB0_28:                                ##   in Loop: Header=BB0_25 Depth=1
	incq	%rbx
	movslq	%eax, %rcx
	cmpq	%rcx, %rbx
	jge	LBB0_29
LBB0_25:                                ## =>This Inner Loop Header: Depth=1
	movq	-104(%rbp), %rcx                ## 8-byte Reload
	movq	16(%rcx), %rcx
	movq	(%rcx,%rbx,8), %rcx
	testq	%rcx, %rcx
	je	LBB0_28
## %bb.26:                              ##   in Loop: Header=BB0_25 Depth=1
	cmpq	(%r13), %rcx
	je	LBB0_28
## %bb.27:                              ##   in Loop: Header=BB0_25 Depth=1
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	movq	%r14, %rsi
	movl	%ebx, %edx
	movq	%r12, %rcx
	xorl	%eax, %eax
	callq	_shader_addline
	movl	(%r15), %eax
	jmp	LBB0_28
LBB0_5:
	movq	_ARB@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -176(%rbp)
	jmp	LBB0_6
LBB0_35:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"!!ARBvp1.0\n"

	.comm	_NV_VERTEX_PROGRAM3,8,3         ## @NV_VERTEX_PROGRAM3
L_.str.1:                               ## @.str.1
	.asciz	"OPTION NV_vertex_program3;\n"

	.comm	_NV3,8,3                        ## @NV3
L_.str.2:                               ## @.str.2
	.asciz	"ADDRESS aL;\n"

	.comm	_NV_VERTEX_PROGRAM2_OPTION,8,3  ## @NV_VERTEX_PROGRAM2_OPTION
L_.str.3:                               ## @.str.3
	.asciz	"OPTION NV_vertex_program2;\n"

	.comm	_NV2,8,3                        ## @NV2
	.comm	_ARB,8,3                        ## @ARB
L_.str.4:                               ## @.str.4
	.asciz	"TEMP TMP_OUT;\n"

L_.str.5:                               ## @.str.5
	.asciz	"TEMP TMP_FOGCOORD;\n"

	.comm	_eps,4,2                        ## @eps
L_.str.6:                               ## @.str.6
	.asciz	"PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n"

L_.str.7:                               ## @.str.7
	.asciz	"PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n"

L_.str.8:                               ## @.str.8
	.asciz	"TEMP A0_SHADOW;\n"

L_.str.9:                               ## @.str.9
	.asciz	"TEMP TA;\n"

L_.str.10:                              ## @.str.10
	.asciz	"TEMP TB;\n"

	.comm	_WINED3D_MAX_CONSTS_I,4,2       ## @WINED3D_MAX_CONSTS_I
	.comm	_WINED3D_CONST_NUM_UNUSED,4,2   ## @WINED3D_CONST_NUM_UNUSED
L_.str.11:                              ## @.str.11
	.asciz	"PARAM I%u = {%u, %u, %u, -1};\n"

L_.str.12:                              ## @.str.12
	.asciz	"PARAM I%u = program.local[%u];\n"

L_.str.13:                              ## @.str.13
	.asciz	"PARAM posFixup = program.local[%u];\n"

	.comm	_NV_VERTEX_PROGRAM,8,3          ## @NV_VERTEX_PROGRAM
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_ARB_0001,4,2                   ## @ARB_0001
L_.str.14:                              ## @.str.14
	.asciz	"MOV result.color.secondary, %s;\n"

	.comm	_WINED3D_QUIRK_SET_TEXCOORD_W,4,2 ## @WINED3D_QUIRK_SET_TEXCOORD_W
	.comm	_ARB_ONE,4,2                    ## @ARB_ONE
	.comm	_MAX_REG_TEXCRD,4,2             ## @MAX_REG_TEXCRD
	.comm	_WINED3DSP_WRITEMASK_ALL,8,3    ## @WINED3DSP_WRITEMASK_ALL
L_.str.15:                              ## @.str.15
	.asciz	"MOV result.texcoord[%u].w, %s\n"

	.comm	_TRUE,4,2                       ## @TRUE
L_.str.16:                              ## @.str.16
	.asciz	"END\n"

L_.str.17:                              ## @.str.17
	.asciz	"Creating a hw vertex shader, prg=%d\n"

	.comm	_GL_VERTEX_PROGRAM_ARB,4,2      ## @GL_VERTEX_PROGRAM_ARB
L_.str.18:                              ## @.str.18
	.asciz	"Created hw vertex shader, prg=%d\n"

	.no_dead_strip	_shader_arb_generate_vshader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_arb_generate_vshader
_shader_arb_generate_vshader:           ; @shader_arb_generate_vshader
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #224
	.cfi_def_cfa_offset 224
	stp	x28, x27, [sp, #128]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #144]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #160]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #176]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #192]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #208]            ; 16-byte Folded Spill
	add	x29, sp, #208
	.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
	mov	x24, x5
	mov	x25, x4
	mov	x22, x3
	mov	x20, x2
	mov	x21, x1
	mov	x23, x0
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	stur	x8, [x29, #-88]
	ldr	x26, [x0, #32]
	ldr	x8, [x0]
	ldr	x8, [x8]
	str	x8, [sp, #48]                   ; 8-byte Folded Spill
	add	x19, sp, #64
	add	x0, sp, #64
	mov	w1, #0
	mov	w2, #32
	bl	_memset
	str	x22, [sp, #40]                  ; 8-byte Folded Spill
	str	x22, [sp, #88]
	add	x0, x19, #20
	bl	_list_init
	add	x2, sp, #64
	mov	x0, x23
	mov	x1, x24
	mov	x3, x25
	bl	_init_output_registers
Lloh3:
	adrp	x1, l_.str@PAGE
Lloh4:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x8, [x21, #8]
Lloh5:
	adrp	x9, _NV_VERTEX_PROGRAM3@GOTPAGE
Lloh6:
	ldr	x9, [x9, _NV_VERTEX_PROGRAM3@GOTPAGEOFF]
Lloh7:
	ldr	x9, [x9]
	ldr	x9, [x8, x9, lsl #3]
	cbz	x9, LBB0_2
; %bb.1:
Lloh8:
	adrp	x1, l_.str.1@PAGE
Lloh9:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh10:
	adrp	x8, _NV3@GOTPAGE
Lloh11:
	ldr	x8, [x8, _NV3@GOTPAGEOFF]
	b	LBB0_4
LBB0_2:
Lloh12:
	adrp	x9, _NV_VERTEX_PROGRAM2_OPTION@GOTPAGE
Lloh13:
	ldr	x9, [x9, _NV_VERTEX_PROGRAM2_OPTION@GOTPAGEOFF]
Lloh14:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_35
; %bb.3:
Lloh15:
	adrp	x1, l_.str.3@PAGE
Lloh16:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh17:
	adrp	x8, _NV2@GOTPAGE
Lloh18:
	ldr	x8, [x8, _NV2@GOTPAGEOFF]
LBB0_4:
	ldr	x8, [x8]
	str	x8, [sp, #64]
Lloh19:
	adrp	x1, l_.str.2@PAGE
Lloh20:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_5:
	add	x24, x23, #8
Lloh21:
	adrp	x1, l_.str.4@PAGE
Lloh22:
	add	x1, x1, l_.str.4@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x8, [x23, #24]
	cbz	x8, LBB0_7
; %bb.6:
Lloh23:
	adrp	x1, l_.str.5@PAGE
Lloh24:
	add	x1, x1, l_.str.5@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_7:
	mov	x0, x26
	mov	x1, x24
	mov	x2, x21
	bl	_need_helper_const
	cbz	x0, LBB0_9
; %bb.8:
Lloh25:
	adrp	x8, _eps@GOTPAGE
Lloh26:
	ldr	x8, [x8, _eps@GOTPAGEOFF]
Lloh27:
	ldr	w0, [x8]
	add	x19, sp, #100
	add	x1, sp, #100
	bl	_wined3d_ftoa
	str	x19, [sp]
Lloh28:
	adrp	x1, l_.str.6@PAGE
Lloh29:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_9:
	mov	x0, x26
	mov	x1, x24
	mov	x2, x21
	bl	_need_rel_addr_const
	cbz	x0, LBB0_11
; %bb.10:
	ldr	w8, [x26]
	str	x8, [sp]
Lloh30:
	adrp	x1, l_.str.7@PAGE
Lloh31:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh32:
	adrp	x1, l_.str.8@PAGE
Lloh33:
	add	x1, x1, l_.str.8@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_11:
	str	x26, [sp, #32]                  ; 8-byte Folded Spill
Lloh34:
	adrp	x1, l_.str.9@PAGE
Lloh35:
	add	x1, x1, l_.str.9@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh36:
	adrp	x1, l_.str.10@PAGE
Lloh37:
	add	x1, x1, l_.str.10@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	add	x8, sp, #64
	add	x4, x8, #16
	add	x5, sp, #64
	mov	x0, x23
	mov	x1, x24
	mov	x2, x20
	str	x21, [sp, #56]                  ; 8-byte Folded Spill
	mov	x3, x21
	bl	_shader_generate_arb_declarations
Lloh38:
	adrp	x22, _WINED3D_MAX_CONSTS_I@GOTPAGE
Lloh39:
	ldr	x22, [x22, _WINED3D_MAX_CONSTS_I@GOTPAGEOFF]
	ldr	w8, [x22]
	cbz	w8, LBB0_19
; %bb.12:
	mov	x26, #0
	mov	w21, #0
Lloh40:
	adrp	x27, _WINED3D_CONST_NUM_UNUSED@GOTPAGE
Lloh41:
	ldr	x27, [x27, _WINED3D_CONST_NUM_UNUSED@GOTPAGEOFF]
Lloh42:
	adrp	x19, _NV2@GOTPAGE
Lloh43:
	ldr	x19, [x19, _NV2@GOTPAGEOFF]
	b	LBB0_15
LBB0_13:                                ;   in Loop: Header=BB0_15 Depth=1
	ldr	x8, [x25, #8]
	str	w21, [x8, x26, lsl #2]
	ldr	w8, [x25, #4]
	add	w8, w8, #1
	str	w8, [x25, #4]
	add	w28, w21, #1
	stp	x26, x21, [sp]
	mov	x0, x20
Lloh44:
	adrp	x1, l_.str.12@PAGE
Lloh45:
	add	x1, x1, l_.str.12@PAGEOFF
	bl	_shader_addline
	mov	x21, x28
LBB0_14:                                ;   in Loop: Header=BB0_15 Depth=1
	add	x26, x26, #1
	ldr	w8, [x22]
	cmp	x26, x8
	b.hs	LBB0_20
LBB0_15:                                ; =>This Inner Loop Header: Depth=1
	ldr	w8, [x27]
	ldr	x9, [x25, #8]
	str	w8, [x9, x26, lsl #2]
	ldr	w8, [x24]
	lsr	w8, w8, w26
	tbz	w8, #0, LBB0_14
; %bb.16:                               ;   in Loop: Header=BB0_15 Depth=1
	ldr	x8, [sp, #64]
	ldr	x9, [x19]
	cmp	x8, x9
	b.lt	LBB0_14
; %bb.17:                               ;   in Loop: Header=BB0_15 Depth=1
	mov	x0, x23
	mov	x1, x26
	bl	_find_loop_control_values
	cbz	x0, LBB0_13
; %bb.18:                               ;   in Loop: Header=BB0_15 Depth=1
	ldp	w8, w9, [x0]
	ldr	w10, [x0, #8]
	stp	x9, x10, [sp, #16]
	stp	x26, x8, [sp]
	mov	x0, x20
Lloh46:
	adrp	x1, l_.str.11@PAGE
Lloh47:
	add	x1, x1, l_.str.11@PAGEOFF
	bl	_shader_addline
	b	LBB0_14
LBB0_19:
	mov	w21, #0
LBB0_20:
	mov	x8, x21
	str	x8, [sp]
Lloh48:
	adrp	x1, l_.str.13@PAGE
Lloh49:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	str	w21, [x25]
	ldr	x27, [sp, #56]                  ; 8-byte Folded Reload
	ldr	x8, [x27, #8]
Lloh50:
	adrp	x9, _NV_VERTEX_PROGRAM@GOTPAGE
Lloh51:
	ldr	x9, [x9, _NV_VERTEX_PROGRAM@GOTPAGEOFF]
Lloh52:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_23
LBB0_21:
Lloh53:
	adrp	x8, _TRUE@GOTPAGE
Lloh54:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
Lloh55:
	ldr	w8, [x8]
	str	w8, [sp, #76]
	add	x3, sp, #64
	mov	x0, x23
	mov	x1, x20
	mov	x2, x24
	mov	x4, #0
	mov	x5, #0
	bl	_shader_generate_code
	bl	_FAILED
	cbz	x0, LBB0_30
; %bb.22:
	mov	w0, #-1
	b	LBB0_33
LBB0_23:
Lloh56:
	adrp	x19, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh57:
	ldr	x19, [x19, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
	ldr	w0, [x19]
Lloh58:
	adrp	x8, _ARB_0001@GOTPAGE
Lloh59:
	ldr	x8, [x8, _ARB_0001@GOTPAGEOFF]
Lloh60:
	ldr	w1, [x8]
	bl	_arb_get_helper_value
	str	x0, [sp]
Lloh61:
	adrp	x1, l_.str.14@PAGE
Lloh62:
	add	x1, x1, l_.str.14@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	w8, [x27]
Lloh63:
	adrp	x9, _WINED3D_QUIRK_SET_TEXCOORD_W@GOTPAGE
Lloh64:
	ldr	x9, [x9, _WINED3D_QUIRK_SET_TEXCOORD_W@GOTPAGEOFF]
Lloh65:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_21
; %bb.24:
	ldr	x8, [sp, #48]                   ; 8-byte Folded Reload
	ldr	w8, [x8]
	cbnz	w8, LBB0_21
; %bb.25:
	ldr	w0, [x19]
Lloh66:
	adrp	x8, _ARB_ONE@GOTPAGE
Lloh67:
	ldr	x8, [x8, _ARB_ONE@GOTPAGEOFF]
Lloh68:
	ldr	w1, [x8]
	bl	_arb_get_helper_value
Lloh69:
	adrp	x19, _MAX_REG_TEXCRD@GOTPAGE
Lloh70:
	ldr	x19, [x19, _MAX_REG_TEXCRD@GOTPAGEOFF]
	ldr	w8, [x19]
	cmp	w8, #1
	b.lt	LBB0_21
; %bb.26:
	mov	x25, x0
	mov	x21, #0
Lloh71:
	adrp	x22, _WINED3DSP_WRITEMASK_ALL@GOTPAGE
Lloh72:
	ldr	x22, [x22, _WINED3DSP_WRITEMASK_ALL@GOTPAGEOFF]
Lloh73:
	adrp	x26, l_.str.15@PAGE
Lloh74:
	add	x26, x26, l_.str.15@PAGEOFF
	b	LBB0_28
LBB0_27:                                ;   in Loop: Header=BB0_28 Depth=1
	add	x21, x21, #1
	cmp	x21, w8, sxtw
	b.ge	LBB0_21
LBB0_28:                                ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x23, #16]
	ldr	x9, [x9, x21, lsl #3]
	ldr	x10, [x22]
	cmp	x9, #0
	ccmp	x9, x10, #4, ne
	b.eq	LBB0_27
; %bb.29:                               ;   in Loop: Header=BB0_28 Depth=1
	stp	x21, x25, [sp]
	mov	x0, x20
	mov	x1, x26
	bl	_shader_addline
	ldr	w8, [x19]
	b	LBB0_27
LBB0_30:
	ldr	w8, [sp, #72]
	cbnz	w8, LBB0_32
; %bb.31:
	add	x0, sp, #64
	ldp	x1, x2, [sp, #32]               ; 16-byte Folded Reload
	mov	x3, x24
	mov	x4, x27
	mov	x5, x20
	bl	_vshader_add_footer
LBB0_32:
Lloh75:
	adrp	x1, l_.str.16@PAGE
Lloh76:
	add	x1, x1, l_.str.16@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	add	x1, sp, #100
	mov	w0, #1
	bl	_glGenProgramsARB
	bl	_GL_EXTCALL
	ldr	w1, [sp, #100]
Lloh77:
	adrp	x0, l_.str.17@PAGE
Lloh78:
	add	x0, x0, l_.str.17@PAGEOFF
	bl	_TRACE
Lloh79:
	adrp	x19, _GL_VERTEX_PROGRAM_ARB@GOTPAGE
Lloh80:
	ldr	x19, [x19, _GL_VERTEX_PROGRAM_ARB@GOTPAGEOFF]
	ldr	w0, [x19]
	ldr	w1, [sp, #100]
	bl	_glBindProgramARB
	bl	_GL_EXTCALL
	ldr	w1, [sp, #100]
Lloh81:
	adrp	x0, l_.str.18@PAGE
Lloh82:
	add	x0, x0, l_.str.18@PAGEOFF
	bl	_TRACE
	ldr	w1, [x19]
	ldr	w2, [x20]
	mov	x0, x27
	bl	_shader_arb_compile
	ldr	w8, [sp, #100]
	cmp	w0, #0
	csinv	w0, w8, wzr, ne
LBB0_33:
	ldur	x8, [x29, #-88]
Lloh83:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh84:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh85:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_36
; %bb.34:
	ldp	x29, x30, [sp, #208]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #192]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #176]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #160]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #144]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #128]            ; 16-byte Folded Reload
	add	sp, sp, #224
	ret
LBB0_35:
Lloh86:
	adrp	x8, _ARB@GOTPAGE
Lloh87:
	ldr	x8, [x8, _ARB@GOTPAGEOFF]
Lloh88:
	ldr	x8, [x8]
	str	x8, [sp, #64]
	b	LBB0_5
LBB0_36:
	bl	___stack_chk_fail
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh17, Lloh18
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh23, Lloh24
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh27
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpLdrGot	Lloh38, Lloh39
	.loh AdrpAdd	Lloh36, Lloh37
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpLdrGot	Lloh42, Lloh43
	.loh AdrpLdrGot	Lloh40, Lloh41
	.loh AdrpAdd	Lloh44, Lloh45
	.loh AdrpAdd	Lloh46, Lloh47
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpAdd	Lloh48, Lloh49
	.loh AdrpLdrGotLdr	Lloh53, Lloh54, Lloh55
	.loh AdrpLdrGotLdr	Lloh63, Lloh64, Lloh65
	.loh AdrpAdd	Lloh61, Lloh62
	.loh AdrpLdrGotLdr	Lloh58, Lloh59, Lloh60
	.loh AdrpLdrGot	Lloh56, Lloh57
	.loh AdrpLdrGot	Lloh69, Lloh70
	.loh AdrpLdrGotLdr	Lloh66, Lloh67, Lloh68
	.loh AdrpAdd	Lloh73, Lloh74
	.loh AdrpLdrGot	Lloh71, Lloh72
	.loh AdrpAdd	Lloh81, Lloh82
	.loh AdrpLdrGot	Lloh79, Lloh80
	.loh AdrpAdd	Lloh77, Lloh78
	.loh AdrpAdd	Lloh75, Lloh76
	.loh AdrpLdrGotLdr	Lloh83, Lloh84, Lloh85
	.loh AdrpLdrGotLdr	Lloh86, Lloh87, Lloh88
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"!!ARBvp1.0\n"

	.comm	_NV_VERTEX_PROGRAM3,8,3         ; @NV_VERTEX_PROGRAM3
l_.str.1:                               ; @.str.1
	.asciz	"OPTION NV_vertex_program3;\n"

	.comm	_NV3,8,3                        ; @NV3
l_.str.2:                               ; @.str.2
	.asciz	"ADDRESS aL;\n"

	.comm	_NV_VERTEX_PROGRAM2_OPTION,8,3  ; @NV_VERTEX_PROGRAM2_OPTION
l_.str.3:                               ; @.str.3
	.asciz	"OPTION NV_vertex_program2;\n"

	.comm	_NV2,8,3                        ; @NV2
	.comm	_ARB,8,3                        ; @ARB
l_.str.4:                               ; @.str.4
	.asciz	"TEMP TMP_OUT;\n"

l_.str.5:                               ; @.str.5
	.asciz	"TEMP TMP_FOGCOORD;\n"

	.comm	_eps,4,2                        ; @eps
l_.str.6:                               ; @.str.6
	.asciz	"PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n"

l_.str.7:                               ; @.str.7
	.asciz	"PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n"

l_.str.8:                               ; @.str.8
	.asciz	"TEMP A0_SHADOW;\n"

l_.str.9:                               ; @.str.9
	.asciz	"TEMP TA;\n"

l_.str.10:                              ; @.str.10
	.asciz	"TEMP TB;\n"

	.comm	_WINED3D_MAX_CONSTS_I,4,2       ; @WINED3D_MAX_CONSTS_I
	.comm	_WINED3D_CONST_NUM_UNUSED,4,2   ; @WINED3D_CONST_NUM_UNUSED
l_.str.11:                              ; @.str.11
	.asciz	"PARAM I%u = {%u, %u, %u, -1};\n"

l_.str.12:                              ; @.str.12
	.asciz	"PARAM I%u = program.local[%u];\n"

l_.str.13:                              ; @.str.13
	.asciz	"PARAM posFixup = program.local[%u];\n"

	.comm	_NV_VERTEX_PROGRAM,8,3          ; @NV_VERTEX_PROGRAM
	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_ARB_0001,4,2                   ; @ARB_0001
l_.str.14:                              ; @.str.14
	.asciz	"MOV result.color.secondary, %s;\n"

	.comm	_WINED3D_QUIRK_SET_TEXCOORD_W,4,2 ; @WINED3D_QUIRK_SET_TEXCOORD_W
	.comm	_ARB_ONE,4,2                    ; @ARB_ONE
	.comm	_MAX_REG_TEXCRD,4,2             ; @MAX_REG_TEXCRD
	.comm	_WINED3DSP_WRITEMASK_ALL,8,3    ; @WINED3DSP_WRITEMASK_ALL
l_.str.15:                              ; @.str.15
	.asciz	"MOV result.texcoord[%u].w, %s\n"

	.comm	_TRUE,4,2                       ; @TRUE
l_.str.16:                              ; @.str.16
	.asciz	"END\n"

l_.str.17:                              ; @.str.17
	.asciz	"Creating a hw vertex shader, prg=%d\n"

	.comm	_GL_VERTEX_PROGRAM_ARB,4,2      ; @GL_VERTEX_PROGRAM_ARB
l_.str.18:                              ; @.str.18
	.asciz	"Created hw vertex shader, prg=%d\n"

	.no_dead_strip	_shader_arb_generate_vshader
.subsections_via_symbols
