	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_domain_shader
_shader_glsl_generate_domain_shader:    ## @shader_glsl_generate_domain_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	$56, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rcx, %r12
	movq	%rdx, %r13
	movq	%rsi, %rbx
	movq	%rdi, -88(%rbp)                 ## 8-byte Spill
	leaq	4(%rsi), %r14
	leaq	20(%rdx), %rax
	movq	%rax, -80(%rbp)                 ## 8-byte Spill
	movq	(%rdi), %r15
	leaq	-72(%rbp), %rdi
	xorl	%esi, %esi
	movl	$16, %edx
	callq	_memset
	movq	%r12, -48(%rbp)                 ## 8-byte Spill
	movq	%r12, -64(%rbp)
	movq	%r14, -72(%rbp)
	movq	%rbx, %rdi
	movq	%r15, %rsi
	callq	_shader_glsl_add_version_declaration
	movq	%rbx, %rdi
	movq	%r15, -56(%rbp)                 ## 8-byte Spill
	movq	%r15, %rsi
	movq	%r13, %r15
	movq	-80(%rbp), %r13                 ## 8-byte Reload
	callq	_shader_glsl_enable_extensions
	leaq	L_.str(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-88(%rbp), %rdi                 ## 8-byte Reload
	movq	%rbx, %rsi
	movq	%r15, %rdx
	movq	%r13, %rcx
	leaq	-72(%rbp), %r8
	callq	_shader_generate_glsl_declarations
	leaq	L_.str.1(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movl	$-136, %eax
	addl	16(%r15), %eax
	cmpl	$2, %eax
	ja	LBB0_2
## %bb.1:
	cltq
	leaq	l_reltable.shader_glsl_generate_domain_shader(%rip), %rcx
	movslq	(%rcx,%rax,4), %rsi
	addq	%rcx, %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_2:
	movq	-48(%rbp), %r14                 ## 8-byte Reload
	movl	(%r14), %eax
	cmpl	$134, %eax
	je	LBB0_3
## %bb.4:
	cmpl	$133, %eax
	je	LBB0_7
## %bb.5:
	cmpl	$132, %eax
	jne	LBB0_10
## %bb.6:
	cmpl	$0, 24(%r14)
	leaq	L_.str.6(%rip), %rax
	leaq	L_.str.5(%rip), %rsi
	jmp	LBB0_8
LBB0_3:
	leaq	L_.str.7(%rip), %rsi
	jmp	LBB0_9
LBB0_7:
	cmpl	$0, 24(%r14)
	leaq	L_.str.5(%rip), %rax
	leaq	L_.str.6(%rip), %rsi
LBB0_8:
	cmoveq	%rax, %rsi
LBB0_9:
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_10:
	movl	4(%r14), %eax
	addl	$-128, %eax
	cmpl	$3, %eax
	ja	LBB0_12
## %bb.11:
	cltq
	leaq	l_reltable.shader_glsl_generate_domain_shader.19(%rip), %rcx
	movslq	(%rcx,%rax,4), %rsi
	addq	%rcx, %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_12:
	leaq	L_.str.11(%rip), %rsi
	xorl	%r12d, %r12d
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	8(%r15), %rax
	movl	(%rax), %edx
	leaq	L_.str.12(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	8(%r14), %rax
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %r14
	movq	(%r14), %rcx
	cmpq	%rcx, %rax
	jne	LBB0_15
## %bb.13:
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	movq	(%rcx), %rcx
	movq	_ARB_CLIP_CONTROL@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	cmpl	$0, (%rcx,%rdx,4)
	movq	%rax, %rcx
	jne	LBB0_15
## %bb.14:
	leaq	L_.str.13(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %rax
	movq	(%r14), %rcx
LBB0_15:
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
	movl	16(%rdx), %r9d
	movl	20(%rdx), %edx
	xorl	%r8d, %r8d
	cmpq	%rcx, %rax
	sete	%r8b
	movq	%rbx, %rdi
	movq	%r15, %rsi
	movq	-56(%rbp), %r14                 ## 8-byte Reload
	movq	%r14, %rcx
	callq	_shader_glsl_generate_sm4_output_setup
	movq	_TRUE@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	%rbx, %rdi
	movq	%r15, %rsi
	callq	_shader_glsl_generate_patch_constant_setup
	leaq	L_.str.14(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.15(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	-72(%rbp), %rcx
	movq	%r15, %rdi
	movq	%rbx, %rsi
	movq	%r13, %rdx
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_shader_generate_code
	movl	%eax, %edi
	callq	_FAILED
	testq	%rax, %rax
	jne	LBB0_17
## %bb.16:
	leaq	L_.str.16(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_GL_TESS_EVALUATION_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glCreateShader
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	%eax, %r12d
	leaq	L_.str.17(%rip), %rdi
	movl	%eax, %esi
	callq	_TRACE
	movl	(%rbx), %edx
	movq	%r14, %rdi
	movl	%r12d, %esi
	callq	_shader_glsl_compile
LBB0_17:
	movl	%r12d, %eax
	addq	$56, %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	"#extension GL_ARB_tessellation_shader : enable\n"

L_.str.1:                               ## @.str.1
	.asciz	"layout("

L_.str.2:                               ## @.str.2
	.asciz	"isolines"

L_.str.3:                               ## @.str.3
	.asciz	"quads"

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

L_.str.5:                               ## @.str.5
	.asciz	", ccw"

L_.str.6:                               ## @.str.6
	.asciz	", cw"

L_.str.7:                               ## @.str.7
	.asciz	", point_mode"

L_.str.8:                               ## @.str.8
	.asciz	", fractional_odd_spacing"

L_.str.9:                               ## @.str.9
	.asciz	", fractional_even_spacing"

L_.str.10:                              ## @.str.10
	.asciz	", equal_spacing"

L_.str.11:                              ## @.str.11
	.asciz	") in;\n"

L_.str.12:                              ## @.str.12
	.asciz	"in shader_in_out { vec4 reg[%u]; } shader_in[];\n"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_CLIP_CONTROL,8,3           ## @ARB_CLIP_CONTROL
L_.str.13:                              ## @.str.13
	.asciz	"uniform vec4 pos_fixup;\n"

	.comm	_TRUE,4,2                       ## @TRUE
L_.str.14:                              ## @.str.14
	.asciz	"void main()\n{\n"

L_.str.15:                              ## @.str.15
	.asciz	"setup_patch_constant_input();\n"

L_.str.16:                              ## @.str.16
	.asciz	"}\n"

	.comm	_GL_TESS_EVALUATION_SHADER,4,2  ## @GL_TESS_EVALUATION_SHADER
L_.str.17:                              ## @.str.17
	.asciz	"Compiling shader object %u.\n"

	.no_dead_strip	_shader_glsl_generate_domain_shader
	.section	__TEXT,__const
	.p2align	2                               ## @reltable.shader_glsl_generate_domain_shader
l_reltable.shader_glsl_generate_domain_shader:
	.long	L_.str.4-l_reltable.shader_glsl_generate_domain_shader
	.long	L_.str.3-l_reltable.shader_glsl_generate_domain_shader
	.long	L_.str.2-l_reltable.shader_glsl_generate_domain_shader

	.p2align	2                               ## @reltable.shader_glsl_generate_domain_shader.19
l_reltable.shader_glsl_generate_domain_shader.19:
	.long	L_.str.10-l_reltable.shader_glsl_generate_domain_shader.19
	.long	L_.str.10-l_reltable.shader_glsl_generate_domain_shader.19
	.long	L_.str.8-l_reltable.shader_glsl_generate_domain_shader.19
	.long	L_.str.9-l_reltable.shader_glsl_generate_domain_shader.19

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_generate_domain_shader
_shader_glsl_generate_domain_shader:    ; @shader_glsl_generate_domain_shader
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	x26, x25, [sp, #32]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #48]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #64]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #80]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #96]             ; 16-byte Folded Spill
	add	x29, sp, #96
	.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	x23, x3
	mov	x21, x2
	mov	x19, x1
	mov	x24, x0
	add	x25, x1, #4
	add	x22, x2, #20
	ldr	x20, [x0]
	add	x0, sp, #16
	mov	w1, #0
	mov	w2, #16
	bl	_memset
	stp	x25, x23, [sp, #16]
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_add_version_declaration
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_enable_extensions
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	add	x4, sp, #16
	mov	x0, x24
	mov	x1, x19
	mov	x2, x21
	mov	x3, x22
	bl	_shader_generate_glsl_declarations
Lloh2:
	adrp	x1, l_.str.1@PAGE
Lloh3:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	w8, [x21, #16]
	sub	w8, w8, #136
	cmp	w8, #2
	b.hi	LBB0_2
; %bb.1:
Lloh4:
	adrp	x9, l_switch.table.shader_glsl_generate_domain_shader@PAGE
Lloh5:
	add	x9, x9, l_switch.table.shader_glsl_generate_domain_shader@PAGEOFF
	ldr	x1, [x9, w8, sxtw #3]
	mov	x0, x19
	bl	_shader_addline
LBB0_2:
	ldr	w8, [x23]
	cmp	w8, #134
	b.eq	LBB0_6
; %bb.3:
	cmp	w8, #133
	b.eq	LBB0_7
; %bb.4:
	cmp	w8, #132
	b.ne	LBB0_10
; %bb.5:
	ldr	w8, [x23, #24]
Lloh6:
	adrp	x9, l_.str.5@PAGE
Lloh7:
	add	x9, x9, l_.str.5@PAGEOFF
Lloh8:
	adrp	x10, l_.str.6@PAGE
Lloh9:
	add	x10, x10, l_.str.6@PAGEOFF
	b	LBB0_8
LBB0_6:
Lloh10:
	adrp	x1, l_.str.7@PAGE
Lloh11:
	add	x1, x1, l_.str.7@PAGEOFF
	b	LBB0_9
LBB0_7:
	ldr	w8, [x23, #24]
Lloh12:
	adrp	x9, l_.str.6@PAGE
Lloh13:
	add	x9, x9, l_.str.6@PAGEOFF
Lloh14:
	adrp	x10, l_.str.5@PAGE
Lloh15:
	add	x10, x10, l_.str.5@PAGEOFF
LBB0_8:
	cmp	w8, #0
	csel	x1, x10, x9, eq
LBB0_9:
	mov	x0, x19
	bl	_shader_addline
LBB0_10:
	ldr	w8, [x23, #4]
	sub	w8, w8, #128
	cmp	w8, #3
	b.hi	LBB0_12
; %bb.11:
Lloh16:
	adrp	x9, l_switch.table.shader_glsl_generate_domain_shader.18@PAGE
Lloh17:
	add	x9, x9, l_switch.table.shader_glsl_generate_domain_shader.18@PAGEOFF
	ldr	x1, [x9, w8, sxtw #3]
	mov	x0, x19
	bl	_shader_addline
LBB0_12:
Lloh18:
	adrp	x1, l_.str.11@PAGE
Lloh19:
	add	x1, x1, l_.str.11@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x21, #8]
	ldr	w8, [x8]
	str	x8, [sp]
Lloh20:
	adrp	x1, l_.str.12@PAGE
Lloh21:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x23, #8]
Lloh22:
	adrp	x24, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh23:
	ldr	x24, [x24, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
	ldr	x9, [x24]
	cmp	x8, x9
	b.ne	LBB0_15
; %bb.13:
	ldr	x9, [x20]
Lloh24:
	adrp	x10, _ARB_CLIP_CONTROL@GOTPAGE
Lloh25:
	ldr	x10, [x10, _ARB_CLIP_CONTROL@GOTPAGEOFF]
Lloh26:
	ldr	x10, [x10]
	ldr	w10, [x9, x10, lsl #2]
	mov	x9, x8
	cbnz	w10, LBB0_15
; %bb.14:
Lloh27:
	adrp	x1, l_.str.13@PAGE
Lloh28:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x23, #8]
	ldr	x9, [x24]
LBB0_15:
	cmp	x8, x9
	cset	w4, eq
	ldp	w5, w2, [x23, #16]
	mov	x0, x19
	mov	x1, x21
	mov	x3, x20
	bl	_shader_glsl_generate_sm4_output_setup
Lloh29:
	adrp	x8, _TRUE@GOTPAGE
Lloh30:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
Lloh31:
	ldr	w2, [x8]
	mov	x0, x19
	mov	x1, x21
	bl	_shader_glsl_generate_patch_constant_setup
Lloh32:
	adrp	x1, l_.str.14@PAGE
Lloh33:
	add	x1, x1, l_.str.14@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh34:
	adrp	x1, l_.str.15@PAGE
Lloh35:
	add	x1, x1, l_.str.15@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	add	x3, sp, #16
	mov	x0, x21
	mov	x1, x19
	mov	x2, x22
	mov	x4, #0
	mov	x5, #0
	bl	_shader_generate_code
	bl	_FAILED
	cbz	x0, LBB0_17
; %bb.16:
	mov	w21, #0
	b	LBB0_18
LBB0_17:
Lloh36:
	adrp	x1, l_.str.16@PAGE
Lloh37:
	add	x1, x1, l_.str.16@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh38:
	adrp	x8, _GL_TESS_EVALUATION_SHADER@GOTPAGE
Lloh39:
	ldr	x8, [x8, _GL_TESS_EVALUATION_SHADER@GOTPAGEOFF]
Lloh40:
	ldr	w0, [x8]
	bl	_glCreateShader
	bl	_GL_EXTCALL
	mov	x21, x0
Lloh41:
	adrp	x0, l_.str.17@PAGE
Lloh42:
	add	x0, x0, l_.str.17@PAGEOFF
	mov	x1, x21
	bl	_TRACE
	ldr	w2, [x19]
	mov	x0, x20
	mov	x1, x21
	bl	_shader_glsl_compile
LBB0_18:
	mov	x0, x21
	ldp	x29, x30, [sp, #96]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #80]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #64]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpLdrGot	Lloh22, Lloh23
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpAdd	Lloh27, Lloh28
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpLdrGotLdr	Lloh29, Lloh30, Lloh31
	.loh AdrpAdd	Lloh41, Lloh42
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpAdd	Lloh36, Lloh37
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"#extension GL_ARB_tessellation_shader : enable\n"

l_.str.1:                               ; @.str.1
	.asciz	"layout("

l_.str.2:                               ; @.str.2
	.asciz	"isolines"

l_.str.3:                               ; @.str.3
	.asciz	"quads"

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

l_.str.5:                               ; @.str.5
	.asciz	", ccw"

l_.str.6:                               ; @.str.6
	.asciz	", cw"

l_.str.7:                               ; @.str.7
	.asciz	", point_mode"

l_.str.8:                               ; @.str.8
	.asciz	", fractional_odd_spacing"

l_.str.9:                               ; @.str.9
	.asciz	", fractional_even_spacing"

l_.str.10:                              ; @.str.10
	.asciz	", equal_spacing"

l_.str.11:                              ; @.str.11
	.asciz	") in;\n"

l_.str.12:                              ; @.str.12
	.asciz	"in shader_in_out { vec4 reg[%u]; } shader_in[];\n"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_CLIP_CONTROL,8,3           ; @ARB_CLIP_CONTROL
l_.str.13:                              ; @.str.13
	.asciz	"uniform vec4 pos_fixup;\n"

	.comm	_TRUE,4,2                       ; @TRUE
l_.str.14:                              ; @.str.14
	.asciz	"void main()\n{\n"

l_.str.15:                              ; @.str.15
	.asciz	"setup_patch_constant_input();\n"

l_.str.16:                              ; @.str.16
	.asciz	"}\n"

	.comm	_GL_TESS_EVALUATION_SHADER,4,2  ; @GL_TESS_EVALUATION_SHADER
l_.str.17:                              ; @.str.17
	.asciz	"Compiling shader object %u.\n"

	.no_dead_strip	_shader_glsl_generate_domain_shader
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.shader_glsl_generate_domain_shader
l_switch.table.shader_glsl_generate_domain_shader:
	.quad	l_.str.4
	.quad	l_.str.3
	.quad	l_.str.2

	.p2align	3                               ; @switch.table.shader_glsl_generate_domain_shader.18
l_switch.table.shader_glsl_generate_domain_shader.18:
	.quad	l_.str.10
	.quad	l_.str.10
	.quad	l_.str.8
	.quad	l_.str.9

.subsections_via_symbols
