	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function shader_glsl_load_constants
LCPI0_0:
	.long	0x3f800000                      ## float 1
LCPI0_1:
	.long	0xbf800000                      ## float -1
LCPI0_2:
	.long	0x437f0000                      ## float 255
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_shader_glsl_load_constants:            ## @shader_glsl_load_constants
	.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	$184, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, -128(%rbp)                ## 8-byte Spill
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	%rsi, -136(%rbp)                ## 8-byte Spill
	movq	16(%rsi), %rax
	movq	(%rax), %r13
	testq	%r13, %r13
	je	LBB0_104
## %bb.1:
	movq	%rdi, -168(%rbp)                ## 8-byte Spill
	movq	-136(%rbp), %rdx                ## 8-byte Reload
	movq	8(%rdx), %r14
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	48(%rax), %rax
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %r15
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %rax
	movq	%rax, -200(%rbp)                ## 8-byte Spill
	movl	(%r13), %ecx
	andl	(%rdx), %ecx
	movl	4(%r13), %ebx
	movq	_WINED3D_SHADER_CONST_VS_F@GOTPCREL(%rip), %rax
	movl	%ecx, -116(%rbp)                ## 4-byte Spill
	testl	%ecx, (%rax)
	je	LBB0_3
## %bb.2:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movl	64(%rax), %edx
	movl	112(%r13), %ecx
	movq	-168(%rbp), %rax                ## 8-byte Reload
	leaq	16(%rax), %r8
	movl	8(%rax), %r9d
	movl	%ebx, (%rsp)
	movq	%r15, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_load_constants_f
LBB0_3:
	movl	%ebx, -140(%rbp)                ## 4-byte Spill
	movq	_WINED3D_SHADER_CONST_VS_I@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_5
## %bb.4:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movl	60(%rax), %edx
	movl	108(%r13), %ecx
	movl	4(%r15), %r8d
	movq	%r15, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_load_constants_i
LBB0_5:
	movq	_WINED3D_SHADER_CONST_VS_B@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_7
## %bb.6:
	movl	104(%r13), %edx
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movl	56(%rax), %ecx
	movl	(%r15), %r8d
	movq	%r15, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_load_constantsB
LBB0_7:
	movq	_WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_11
## %bb.8:
	cmpl	$0, (%r14)
	jle	LBB0_11
## %bb.9:
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_10:                                ## =>This Inner Loop Header: Depth=1
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movl	%ebx, %edx
	movq	%r13, %rcx
	callq	_shader_glsl_clip_plane_uniform
	incl	%ebx
	cmpl	(%r14), %ebx
	jl	LBB0_10
LBB0_11:
	movq	_WINED3D_SHADER_CONST_VS_POINTSIZE@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_13
## %bb.12:
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movq	%r13, %rdx
	callq	_shader_glsl_pointsize_uniform
LBB0_13:
	movq	_WINED3D_SHADER_CONST_POS_FIXUP@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_20
## %bb.14:
	leaq	-64(%rbp), %rdx
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rbx                ## 8-byte Reload
	movq	%rbx, %rsi
	callq	_shader_get_position_fixup
	movq	48(%rbx), %rax
	movq	_WINED3D_SHADER_TYPE_GEOMETRY@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_16
## %bb.15:
	leaq	124(%r13), %rax
	jmp	LBB0_19
LBB0_16:
	movq	_WINED3D_SHADER_TYPE_DOMAIN@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_18
## %bb.17:
	leaq	120(%r13), %rax
	jmp	LBB0_19
LBB0_18:
	leaq	72(%r13), %rax
LBB0_19:
	movl	(%rax), %edi
	leaq	-64(%rbp), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str(%rip), %rdi
	callq	_checkGLcall
LBB0_20:
	movq	_WINED3D_SHADER_CONST_FFP_MODELVIEW@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	movq	%r14, -160(%rbp)                ## 8-byte Spill
	je	LBB0_22
## %bb.21:
	leaq	-192(%rbp), %r14
	movq	-136(%rbp), %rbx                ## 8-byte Reload
	movq	%rbx, %rdi
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	xorl	%edx, %edx
	movq	%r14, %rcx
	callq	_get_modelview_matrix
	movq	80(%r13), %rax
	movl	(%rax), %edi
	movq	_FALSE@GOTPCREL(%rip), %r15
	movl	(%r15), %edx
	movl	$1, %esi
	movq	%r14, %rcx
	callq	_glUniformMatrix4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
	leaq	-112(%rbp), %r12
	movq	%rbx, %rdi
	movq	%r14, %rsi
	movq	%r12, %rdx
	callq	_get_normal_matrix
	movq	96(%r13), %rax
	movl	(%rax), %edi
	movl	(%r15), %edx
	movl	$1, %esi
	movq	%r12, %rcx
	callq	_glUniformMatrix3fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.2(%rip), %rdi
	callq	_checkGLcall
LBB0_22:
	movq	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_29
## %bb.23:
	movq	_MAX_VERTEX_INDEX_BLENDS@GOTPCREL(%rip), %rax
	cmpl	$2, (%rax)
	jl	LBB0_29
## %bb.24:
	movl	$1, %ebx
	leaq	-192(%rbp), %r14
	jmp	LBB0_25
	.p2align	4, 0x90
LBB0_28:                                ##   in Loop: Header=BB0_25 Depth=1
	incq	%rbx
	movq	_MAX_VERTEX_INDEX_BLENDS@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	cmpq	%rax, %rbx
	jge	LBB0_29
LBB0_25:                                ## =>This Inner Loop Header: Depth=1
	movq	80(%r13), %rax
	cmpl	$-1, (%rax,%rbx,4)
	je	LBB0_29
## %bb.26:                              ##   in Loop: Header=BB0_25 Depth=1
	movl	%ebx, %edi
	callq	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX
	testl	%eax, -116(%rbp)                ## 4-byte Folded Reload
	je	LBB0_28
## %bb.27:                              ##   in Loop: Header=BB0_25 Depth=1
	movq	-136(%rbp), %r12                ## 8-byte Reload
	movq	%r12, %rdi
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movl	%ebx, %edx
	movq	%r14, %rcx
	callq	_get_modelview_matrix
	movq	80(%r13), %rax
	movl	(%rax,%rbx,4), %edi
	movq	_FALSE@GOTPCREL(%rip), %r15
	movl	(%r15), %edx
	movl	$1, %esi
	movq	%r14, %rcx
	callq	_glUniformMatrix4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
	movq	%r12, %rdi
	movq	%r14, %rsi
	leaq	-112(%rbp), %r12
	movq	%r12, %rdx
	callq	_get_normal_matrix
	movq	96(%r13), %rax
	movl	(%rax,%rbx,4), %edi
	movl	(%r15), %edx
	movl	$1, %esi
	movq	%r12, %rcx
	callq	_glUniformMatrix3fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.2(%rip), %rdi
	callq	_checkGLcall
	jmp	LBB0_28
LBB0_29:
	movq	_WINED3D_SHADER_CONST_FFP_PROJ@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_31
## %bb.30:
	leaq	-192(%rbp), %rbx
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movq	%rbx, %rdx
	callq	_get_projection_matrix
	movl	88(%r13), %edi
	movq	_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movl	$1, %esi
	movq	%rbx, %rcx
	callq	_glUniformMatrix4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
LBB0_31:
	movq	_WINED3D_SHADER_CONST_FFP_TEXMATRIX@GOTPCREL(%rip), %rax
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %r14
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_35
## %bb.32:
	cmpl	$0, (%r14)
	jle	LBB0_35
## %bb.33:
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_34:                                ## =>This Inner Loop Header: Depth=1
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movl	%ebx, %edx
	movq	%r13, %rcx
	callq	_shader_glsl_ffp_vertex_texmatrix_uniform
	incl	%ebx
	cmpl	(%r14), %ebx
	jl	LBB0_34
LBB0_35:
	movq	_WINED3D_SHADER_CONST_FFP_MATERIAL@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	movq	-160(%rbp), %r14                ## 8-byte Reload
	je	LBB0_37
## %bb.36:
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movq	%r13, %rdx
	callq	_shader_glsl_ffp_vertex_material_uniform
LBB0_37:
	movq	_WINED3D_SHADER_CONST_FFP_LIGHTS@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	movl	-140(%rbp), %esi                ## 4-byte Reload
	je	LBB0_62
## %bb.38:
	movq	_MAX_ACTIVE_LIGHTS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, %eax
	jle	LBB0_39
## %bb.40:
	xorl	%ebx, %ebx
	leaq	LJTI0_0(%rip), %r15
	xorl	%r8d, %r8d
	xorl	%edi, %edi
	xorl	%r12d, %r12d
	jmp	LBB0_41
LBB0_46:                                ##   in Loop: Header=BB0_41 Depth=1
	incl	%r8d
	.p2align	4, 0x90
LBB0_48:                                ##   in Loop: Header=BB0_41 Depth=1
	incq	%rbx
	movslq	%eax, %rcx
	cmpq	%rcx, %rbx
	jge	LBB0_49
LBB0_41:                                ## =>This Inner Loop Header: Depth=1
	movq	-128(%rbp), %rcx                ## 8-byte Reload
	movq	40(%rcx), %rcx
	movq	(%rcx,%rbx,8), %rcx
	testq	%rcx, %rcx
	je	LBB0_48
## %bb.42:                              ##   in Loop: Header=BB0_41 Depth=1
	movl	(%rcx), %esi
	leal	-128(%rsi), %ecx
	cmpl	$3, %ecx
	ja	LBB0_47
## %bb.43:                              ##   in Loop: Header=BB0_41 Depth=1
	movslq	(%r15,%rcx,4), %rcx
	addq	%r15, %rcx
	jmpq	*%rcx
LBB0_45:                                ##   in Loop: Header=BB0_41 Depth=1
	incl	%edi
	jmp	LBB0_48
LBB0_44:                                ##   in Loop: Header=BB0_41 Depth=1
	incl	%r12d
	jmp	LBB0_48
LBB0_47:                                ##   in Loop: Header=BB0_41 Depth=1
	movq	%r12, -152(%rbp)                ## 8-byte Spill
	movq	%rdi, %r12
	leaq	L_.str.3(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	movq	%r8, %r14
	callq	_FIXME
	movq	%r12, %rdi
	movq	-152(%rbp), %r12                ## 8-byte Reload
	movq	%r14, %r8
	movq	_MAX_ACTIVE_LIGHTS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	jmp	LBB0_48
LBB0_39:
	xorl	%r12d, %r12d
	xorl	%edi, %edi
	xorl	%r8d, %r8d
LBB0_49:
	movq	%rdi, %r14
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movq	%r8, %rbx
	movq	%r13, %rdx
	callq	_shader_glsl_ffp_vertex_lightambient_uniform
	movq	%r14, %rdi
	movq	_MAX_ACTIVE_LIGHTS@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	movq	-160(%rbp), %r14                ## 8-byte Reload
	movl	-140(%rbp), %esi                ## 4-byte Reload
	jle	LBB0_62
## %bb.50:
	movq	%rbx, %r8
	addl	%r12d, %edi
	addl	%edi, %r8d
	xorl	%ebx, %ebx
	xorl	%edx, %edx
	jmp	LBB0_51
LBB0_58:                                ##   in Loop: Header=BB0_51 Depth=1
	leal	1(%rdx), %r15d
                                        ## kill: def $r12d killed $r12d killed $r12
	movl	%edi, %eax
	movl	%edi, -152(%rbp)                ## 4-byte Spill
	movl	%r8d, %r14d
LBB0_59:                                ##   in Loop: Header=BB0_51 Depth=1
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
                                        ## kill: def $edx killed $edx killed $rdx
	movq	%r13, %r8
	callq	_shader_glsl_ffp_vertex_light_uniform
	movl	%r15d, %edx
                                        ## kill: def $r12d killed $r12d def $r12
	movl	-152(%rbp), %eax                ## 4-byte Reload
	movl	%eax, %edi
	movl	%r14d, %r8d
	movq	-160(%rbp), %r14                ## 8-byte Reload
LBB0_60:                                ##   in Loop: Header=BB0_51 Depth=1
	movl	-140(%rbp), %esi                ## 4-byte Reload
LBB0_61:                                ##   in Loop: Header=BB0_51 Depth=1
	incq	%rbx
	movq	_MAX_ACTIVE_LIGHTS@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	cmpq	%rax, %rbx
	jge	LBB0_62
LBB0_51:                                ## =>This Inner Loop Header: Depth=1
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	40(%rax), %rax
	movq	(%rax,%rbx,8), %rcx
	testq	%rcx, %rcx
	je	LBB0_61
## %bb.52:                              ##   in Loop: Header=BB0_51 Depth=1
	movl	(%rcx), %esi
	leal	-128(%rsi), %eax
	cmpl	$3, %eax
	ja	LBB0_57
## %bb.53:                              ##   in Loop: Header=BB0_51 Depth=1
	leaq	LJTI0_1(%rip), %rsi
	movslq	(%rsi,%rax,4), %rax
	addq	%rsi, %rax
	jmpq	*%rax
LBB0_54:                                ##   in Loop: Header=BB0_51 Depth=1
	leal	1(%r12), %eax
	movl	%edx, %r15d
	movl	%edi, %edx
	movl	%edi, -152(%rbp)                ## 4-byte Spill
	movl	%r8d, %r14d
	movl	%r12d, %edx
	movl	%eax, %r12d
	jmp	LBB0_59
LBB0_56:                                ##   in Loop: Header=BB0_51 Depth=1
	leal	1(%r8), %r14d
	movl	%edx, %r15d
                                        ## kill: def $r12d killed $r12d killed $r12
	movl	%edi, %eax
	movl	%edi, -152(%rbp)                ## 4-byte Spill
	movl	%r8d, %edx
	jmp	LBB0_59
LBB0_55:                                ##   in Loop: Header=BB0_51 Depth=1
	leal	1(%rdi), %eax
	movl	%eax, -152(%rbp)                ## 4-byte Spill
	movl	%edx, %r15d
                                        ## kill: def $r12d killed $r12d killed $r12
	movl	%r8d, %r14d
	movl	%edi, %edx
	jmp	LBB0_59
LBB0_57:                                ##   in Loop: Header=BB0_51 Depth=1
	movq	%rdi, -208(%rbp)                ## 8-byte Spill
	leaq	L_.str.3(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	movq	%r12, -152(%rbp)                ## 8-byte Spill
	movq	%r14, %r12
	movq	%r8, %r14
	movq	%rdx, %r15
	callq	_FIXME
	movq	%r15, %rdx
	movq	-208(%rbp), %rdi                ## 8-byte Reload
	movq	%r14, %r8
	movq	%r12, %r14
	movq	-152(%rbp), %r12                ## 8-byte Reload
	jmp	LBB0_60
LBB0_62:
	movq	_WINED3D_SHADER_CONST_PS_F@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	movq	-200(%rbp), %rbx                ## 8-byte Reload
	je	LBB0_64
## %bb.63:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movl	32(%rax), %edx
	movl	64(%r13), %ecx
	movq	-168(%rbp), %rax                ## 8-byte Reload
	leaq	12(%rax), %r8
	movl	8(%rax), %r9d
	movl	%esi, (%rsp)
	movq	%rbx, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_load_constants_f
LBB0_64:
	movq	_WINED3D_SHADER_CONST_PS_I@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_66
## %bb.65:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movl	28(%rax), %edx
	movl	60(%r13), %ecx
	movl	4(%rbx), %r8d
	movq	%rbx, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_load_constants_i
LBB0_66:
	movq	_WINED3D_SHADER_CONST_PS_B@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_68
## %bb.67:
	movl	56(%r13), %edx
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movl	24(%rax), %ecx
	movl	(%rbx), %r8d
	movq	%rbx, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_load_constantsB
LBB0_68:
	movq	_WINED3D_SHADER_CONST_PS_BUMP_ENV@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_76
## %bb.69:
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	jle	LBB0_75
## %bb.70:
	xorl	%ebx, %ebx
	movq	_WINED3D_TSS_BUMPENV_MAT00@GOTPCREL(%rip), %r14
	movq	_WINED3D_TSS_BUMPENV_LOFFSET@GOTPCREL(%rip), %r12
	movq	-128(%rbp), %r15                ## 8-byte Reload
	jmp	LBB0_71
	.p2align	4, 0x90
LBB0_74:                                ##   in Loop: Header=BB0_71 Depth=1
	incq	%rbx
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	cmpq	%rax, %rbx
	jge	LBB0_75
LBB0_71:                                ## =>This Inner Loop Header: Depth=1
	movq	8(%r13), %rax
	movl	(%rax,%rbx,4), %edi
	cmpl	$-1, %edi
	je	LBB0_74
## %bb.72:                              ##   in Loop: Header=BB0_71 Depth=1
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	(%rax), %rax
	movq	(%r14), %rcx
	shlq	$2, %rcx
	addq	(%rax,%rbx,8), %rcx
	movl	$1, %esi
	xorl	%edx, %edx
	callq	_glUniformMatrix2fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	16(%r13), %rax
	movl	(%rax,%rbx,4), %edi
	cmpl	$-1, %edi
	je	LBB0_74
## %bb.73:                              ##   in Loop: Header=BB0_71 Depth=1
	movq	(%r15), %rax
	movq	_WINED3D_TSS_BUMPENV_LSCALE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdx
	shlq	$2, %rdx
	addq	(%rax,%rbx,8), %rdx
	movl	$1, %esi
	callq	_glUniform1fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	24(%r13), %rax
	movl	(%rax,%rbx,4), %edi
	movq	(%r15), %rax
	movq	(%r12), %rdx
	shlq	$2, %rdx
	addq	(%rax,%rbx,8), %rdx
	movl	$1, %esi
	callq	_glUniform1fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	jmp	LBB0_74
LBB0_75:
	leaq	L_.str.4(%rip), %rdi
	callq	_checkGLcall
	movq	-160(%rbp), %r14                ## 8-byte Reload
LBB0_76:
	movq	_WINED3D_SHADER_CONST_PS_Y_CORR@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_81
## %bb.77:
	movq	-136(%rbp), %rax                ## 8-byte Reload
	cmpl	$0, 4(%rax)
	je	LBB0_79
## %bb.78:
	xorps	%xmm0, %xmm0
	movss	LCPI0_0(%rip), %xmm1            ## xmm1 = mem[0],zero,zero,zero
	jmp	LBB0_80
LBB0_79:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	16(%rax), %rax
	movq	(%rax), %rax
	movq	(%rax), %rax
	cvtsi2ssq	(%rax), %xmm0
	movss	LCPI0_1(%rip), %xmm1            ## xmm1 = mem[0],zero,zero,zero
LBB0_80:
	movss	%xmm0, -192(%rbp)
	movss	%xmm1, -188(%rbp)
	movq	$0, -184(%rbp)
	leaq	-176(%rbp), %rdx
	movl	$0, -176(%rbp)
	movl	32(%r13), %edi
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
LBB0_81:
	movq	_WINED3D_SHADER_CONST_PS_NP2_FIXUP@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_83
## %bb.82:
	leaq	8(%r13), %rdi
	movq	%r14, %rsi
	movq	-128(%rbp), %rdx                ## 8-byte Reload
	callq	_shader_glsl_load_np2fixup_constants
LBB0_83:
	movq	_WINED3D_SHADER_CONST_FFP_COLOR_KEY@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_85
## %bb.84:
	leaq	8(%r13), %rdi
	movq	%r14, %rsi
	movq	-128(%rbp), %rdx                ## 8-byte Reload
	callq	_shader_glsl_load_color_key_constant
LBB0_85:
	movq	_WINED3D_SHADER_CONST_FFP_PS@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_97
## %bb.86:
	cmpl	$-1, 36(%r13)
	je	LBB0_88
## %bb.87:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	8(%rax), %rax
	movq	_WINED3D_RS_TEXTUREFACTOR@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	(%rax,%rcx,4), %esi
	leaq	-192(%rbp), %rbx
	movq	%rbx, %rdi
	callq	_wined3d_color_from_d3dcolor
	movl	36(%r13), %edi
	movl	$1, %esi
	movq	%rbx, %rdx
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
LBB0_88:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	8(%rax), %rax
	movq	_WINED3D_RS_SPECULARENABLE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	movl	52(%r13), %edi
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rbx
	je	LBB0_90
## %bb.89:
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	xorps	%xmm3, %xmm3
	movaps	%xmm0, %xmm1
	movaps	%xmm0, %xmm2
	jmp	LBB0_91
LBB0_90:
	xorps	%xmm0, %xmm0
	xorps	%xmm1, %xmm1
	xorps	%xmm2, %xmm2
	xorps	%xmm3, %xmm3
LBB0_91:
	callq	_glUniform4f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	(%rbx), %eax
	testl	%eax, %eax
	jle	LBB0_96
## %bb.92:
	xorl	%ebx, %ebx
	movq	_WINED3D_TSS_CONSTANT@GOTPCREL(%rip), %r12
	leaq	-192(%rbp), %r14
	jmp	LBB0_93
	.p2align	4, 0x90
LBB0_95:                                ##   in Loop: Header=BB0_93 Depth=1
	incq	%rbx
	movslq	%eax, %rcx
	cmpq	%rcx, %rbx
	jge	LBB0_96
LBB0_93:                                ## =>This Inner Loop Header: Depth=1
	movq	40(%r13), %rcx
	cmpl	$-1, (%rcx,%rbx,4)
	je	LBB0_95
## %bb.94:                              ##   in Loop: Header=BB0_93 Depth=1
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	(%rax), %rax
	movq	(%rax,%rbx,8), %rax
	movq	(%r12), %rcx
	movl	(%rax,%rcx,4), %esi
	movq	%r14, %rdi
	callq	_wined3d_color_from_d3dcolor
	movq	40(%r13), %rax
	movl	(%rax,%rbx,4), %edi
	movl	$1, %esi
	movq	%r14, %rdx
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	jmp	LBB0_95
LBB0_96:
	leaq	L_.str.5(%rip), %rdi
	callq	_checkGLcall
LBB0_97:
	movq	_WINED3D_SHADER_CONST_PS_FOG@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_99
## %bb.98:
	movq	-136(%rbp), %rdi                ## 8-byte Reload
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movq	%r13, %rdx
	callq	_shader_glsl_load_fog_uniform
LBB0_99:
	movq	_WINED3D_SHADER_CONST_PS_ALPHA_TEST@GOTPCREL(%rip), %rax
	movl	-116(%rbp), %ecx                ## 4-byte Reload
	testl	%ecx, (%rax)
	je	LBB0_101
## %bb.100:
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	8(%rax), %rax
	movq	_WINED3D_RS_ALPHAREF@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	xorps	%xmm0, %xmm0
	cvtsi2ssl	(%rax,%rcx,4), %xmm0
	divss	LCPI0_2(%rip), %xmm0
	movl	48(%r13), %edi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.6(%rip), %rdi
	callq	_checkGLcall
LBB0_101:
	movq	-168(%rbp), %rdx                ## 8-byte Reload
	movl	(%rdx), %eax
	movq	_UINT_MAX@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %eax
	jne	LBB0_103
## %bb.102:
	leaq	L_.str.7(%rip), %rdi
	movq	%rdx, %rbx
	callq	_TRACE
	leaq	4(%rbx), %rdi
	movq	_reset_program_constant_version@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	callq	_wine_rb_for_each_entry
	movl	$1, (%rbx)
	jmp	LBB0_104
LBB0_103:
	leal	1(%rax), %ecx
	movl	%ecx, (%rdx)
	movl	%eax, 4(%r13)
LBB0_104:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_106
## %bb.105:
	addq	$184, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_106:
	callq	___stack_chk_fail
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_45, LBB0_45-LJTI0_0
.set L0_0_set_44, LBB0_44-LJTI0_0
.set L0_0_set_48, LBB0_48-LJTI0_0
.set L0_0_set_46, LBB0_46-LJTI0_0
LJTI0_0:
	.long	L0_0_set_45
	.long	L0_0_set_44
	.long	L0_0_set_48
	.long	L0_0_set_46
.set L0_1_set_54, LBB0_54-LJTI0_1
.set L0_1_set_58, LBB0_58-LJTI0_1
.set L0_1_set_56, LBB0_56-LJTI0_1
.set L0_1_set_55, LBB0_55-LJTI0_1
LJTI0_1:
	.long	L0_1_set_54
	.long	L0_1_set_58
	.long	L0_1_set_56
	.long	L0_1_set_55
	.end_data_region
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_CONST_VS_F,4,2  ## @WINED3D_SHADER_CONST_VS_F
	.comm	_WINED3D_SHADER_CONST_VS_I,4,2  ## @WINED3D_SHADER_CONST_VS_I
	.comm	_WINED3D_SHADER_CONST_VS_B,4,2  ## @WINED3D_SHADER_CONST_VS_B
	.comm	_WINED3D_SHADER_CONST_VS_CLIP_PLANES,4,2 ## @WINED3D_SHADER_CONST_VS_CLIP_PLANES
	.comm	_WINED3D_SHADER_CONST_VS_POINTSIZE,4,2 ## @WINED3D_SHADER_CONST_VS_POINTSIZE
	.comm	_WINED3D_SHADER_CONST_POS_FIXUP,4,2 ## @WINED3D_SHADER_CONST_POS_FIXUP
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,8,3 ## @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,8,3 ## @WINED3D_SHADER_TYPE_DOMAIN
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"glUniform4fv"

	.comm	_WINED3D_SHADER_CONST_FFP_MODELVIEW,4,2 ## @WINED3D_SHADER_CONST_FFP_MODELVIEW
	.comm	_FALSE,4,2                      ## @FALSE
L_.str.1:                               ## @.str.1
	.asciz	"glUniformMatrix4fv"

L_.str.2:                               ## @.str.2
	.asciz	"glUniformMatrix3fv"

	.comm	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND,4,2 ## @WINED3D_SHADER_CONST_FFP_VERTEXBLEND
	.comm	_MAX_VERTEX_INDEX_BLENDS,4,2    ## @MAX_VERTEX_INDEX_BLENDS
	.comm	_WINED3D_SHADER_CONST_FFP_PROJ,4,2 ## @WINED3D_SHADER_CONST_FFP_PROJ
	.comm	_WINED3D_SHADER_CONST_FFP_TEXMATRIX,4,2 ## @WINED3D_SHADER_CONST_FFP_TEXMATRIX
	.comm	_MAX_TEXTURES,4,2               ## @MAX_TEXTURES
	.comm	_WINED3D_SHADER_CONST_FFP_MATERIAL,4,2 ## @WINED3D_SHADER_CONST_FFP_MATERIAL
	.comm	_WINED3D_SHADER_CONST_FFP_LIGHTS,4,2 ## @WINED3D_SHADER_CONST_FFP_LIGHTS
	.comm	_MAX_ACTIVE_LIGHTS,4,2          ## @MAX_ACTIVE_LIGHTS
L_.str.3:                               ## @.str.3
	.asciz	"Unhandled light type %#x.\n"

	.comm	_WINED3D_SHADER_CONST_PS_F,4,2  ## @WINED3D_SHADER_CONST_PS_F
	.comm	_WINED3D_SHADER_CONST_PS_I,4,2  ## @WINED3D_SHADER_CONST_PS_I
	.comm	_WINED3D_SHADER_CONST_PS_B,4,2  ## @WINED3D_SHADER_CONST_PS_B
	.comm	_WINED3D_SHADER_CONST_PS_BUMP_ENV,4,2 ## @WINED3D_SHADER_CONST_PS_BUMP_ENV
	.comm	_WINED3D_TSS_BUMPENV_MAT00,8,3  ## @WINED3D_TSS_BUMPENV_MAT00
	.comm	_WINED3D_TSS_BUMPENV_LSCALE,8,3 ## @WINED3D_TSS_BUMPENV_LSCALE
	.comm	_WINED3D_TSS_BUMPENV_LOFFSET,8,3 ## @WINED3D_TSS_BUMPENV_LOFFSET
L_.str.4:                               ## @.str.4
	.asciz	"bump env uniforms"

	.comm	_WINED3D_SHADER_CONST_PS_Y_CORR,4,2 ## @WINED3D_SHADER_CONST_PS_Y_CORR
	.comm	_WINED3D_SHADER_CONST_PS_NP2_FIXUP,4,2 ## @WINED3D_SHADER_CONST_PS_NP2_FIXUP
	.comm	_WINED3D_SHADER_CONST_FFP_COLOR_KEY,4,2 ## @WINED3D_SHADER_CONST_FFP_COLOR_KEY
	.comm	_WINED3D_SHADER_CONST_FFP_PS,4,2 ## @WINED3D_SHADER_CONST_FFP_PS
	.comm	_WINED3D_RS_TEXTUREFACTOR,8,3   ## @WINED3D_RS_TEXTUREFACTOR
	.comm	_WINED3D_RS_SPECULARENABLE,8,3  ## @WINED3D_RS_SPECULARENABLE
	.comm	_WINED3D_TSS_CONSTANT,8,3       ## @WINED3D_TSS_CONSTANT
L_.str.5:                               ## @.str.5
	.asciz	"fixed function uniforms"

	.comm	_WINED3D_SHADER_CONST_PS_FOG,4,2 ## @WINED3D_SHADER_CONST_PS_FOG
	.comm	_WINED3D_SHADER_CONST_PS_ALPHA_TEST,4,2 ## @WINED3D_SHADER_CONST_PS_ALPHA_TEST
	.comm	_WINED3D_RS_ALPHAREF,8,3        ## @WINED3D_RS_ALPHAREF
L_.str.6:                               ## @.str.6
	.asciz	"alpha test emulation uniform"

	.comm	_UINT_MAX,4,2                   ## @UINT_MAX
L_.str.7:                               ## @.str.7
	.asciz	"Max constant version reached, resetting to 0.\n"

	.comm	_reset_program_constant_version,4,2 ## @reset_program_constant_version
	.no_dead_strip	_shader_glsl_load_constants
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ; -- Begin function shader_glsl_load_constants
lCPI0_0:
	.long	0x00000000                      ; float 0
	.long	0x3f800000                      ; float 1
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	2
_shader_glsl_load_constants:            ; @shader_glsl_load_constants
	.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
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	stur	x8, [x29, #-88]
	ldr	x8, [x1, #16]
	ldr	x20, [x8]
	cbz	x20, LBB0_103
; %bb.1:
	mov	x21, x2
	mov	x25, x1
	mov	x24, x0
Lloh3:
	adrp	x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh4:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
	ldr	x9, [x2, #48]
Lloh5:
	ldr	x8, [x8]
	ldr	x26, [x9, x8, lsl #3]
Lloh6:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh7:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh8:
	ldr	x8, [x8]
	ldr	x8, [x9, x8, lsl #3]
	str	x8, [sp, #8]                    ; 8-byte Folded Spill
	ldr	x23, [x1, #8]
	ldr	w8, [x1]
	ldp	w9, w19, [x20]
	and	w22, w9, w8
Lloh9:
	adrp	x8, _WINED3D_SHADER_CONST_VS_F@GOTPAGE
Lloh10:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_F@GOTPAGEOFF]
Lloh11:
	ldr	w8, [x8]
	tst	w22, w8
	b.eq	LBB0_3
; %bb.2:
	ldr	w2, [x21, #64]
	ldr	w3, [x20, #112]
	add	x4, x24, #16
	ldr	w5, [x24, #8]
	mov	x0, x26
	mov	x1, x23
	mov	x6, x19
	bl	_shader_glsl_load_constants_f
LBB0_3:
Lloh12:
	adrp	x8, _WINED3D_SHADER_CONST_VS_I@GOTPAGE
Lloh13:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_I@GOTPAGEOFF]
Lloh14:
	ldr	w8, [x8]
	tst	w8, w22
	b.eq	LBB0_5
; %bb.4:
	ldr	w2, [x21, #60]
	ldr	w3, [x20, #108]
	ldr	w4, [x26, #4]
	mov	x0, x26
	mov	x1, x23
	bl	_shader_glsl_load_constants_i
LBB0_5:
Lloh15:
	adrp	x8, _WINED3D_SHADER_CONST_VS_B@GOTPAGE
Lloh16:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_B@GOTPAGEOFF]
Lloh17:
	ldr	w8, [x8]
	tst	w8, w22
	b.eq	LBB0_7
; %bb.6:
	ldr	w2, [x20, #104]
	ldr	w3, [x21, #56]
	ldr	w4, [x26]
	mov	x0, x26
	mov	x1, x23
	bl	_shader_glsl_load_constantsB
LBB0_7:
Lloh18:
	adrp	x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGE
Lloh19:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_CLIP_PLANES@GOTPAGEOFF]
Lloh20:
	ldr	w8, [x8]
	tst	w8, w22
	b.eq	LBB0_11
; %bb.8:
	ldr	w8, [x23]
	cmp	w8, #1
	b.lt	LBB0_11
; %bb.9:
	mov	w26, #0
LBB0_10:                                ; =>This Inner Loop Header: Depth=1
	mov	x0, x25
	mov	x1, x21
	mov	x2, x26
	mov	x3, x20
	bl	_shader_glsl_clip_plane_uniform
	add	w26, w26, #1
	ldr	w8, [x23]
	cmp	w26, w8
	b.lt	LBB0_10
LBB0_11:
Lloh21:
	adrp	x8, _WINED3D_SHADER_CONST_VS_POINTSIZE@GOTPAGE
Lloh22:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_VS_POINTSIZE@GOTPAGEOFF]
Lloh23:
	ldr	w8, [x8]
	tst	w8, w22
	b.eq	LBB0_13
; %bb.12:
	mov	x0, x25
	mov	x1, x21
	mov	x2, x20
	bl	_shader_glsl_pointsize_uniform
LBB0_13:
Lloh24:
	adrp	x8, _WINED3D_SHADER_CONST_POS_FIXUP@GOTPAGE
Lloh25:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_POS_FIXUP@GOTPAGEOFF]
Lloh26:
	ldr	w8, [x8]
	tst	w8, w22
	b.eq	LBB0_20
; %bb.14:
	add	x2, sp, #104
	mov	x0, x25
	mov	x1, x21
	bl	_shader_get_position_fixup
	ldr	x8, [x21, #48]
Lloh27:
	adrp	x9, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGE
Lloh28:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_GEOMETRY@GOTPAGEOFF]
Lloh29:
	ldr	x9, [x9]
	ldr	x9, [x8, x9, lsl #3]
	cbz	x9, LBB0_16
; %bb.15:
	add	x8, x20, #124
	b	LBB0_19
LBB0_16:
Lloh30:
	adrp	x9, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGE
Lloh31:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_DOMAIN@GOTPAGEOFF]
Lloh32:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_18
; %bb.17:
	add	x8, x20, #120
	b	LBB0_19
LBB0_18:
	add	x8, x20, #72
LBB0_19:
	ldr	w0, [x8]
	add	x2, sp, #104
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
Lloh33:
	adrp	x0, l_.str@PAGE
Lloh34:
	add	x0, x0, l_.str@PAGEOFF
	bl	_checkGLcall
LBB0_20:
	str	w19, [sp, #4]                   ; 4-byte Folded Spill
Lloh35:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_MODELVIEW@GOTPAGE
Lloh36:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_MODELVIEW@GOTPAGEOFF]
Lloh37:
	ldr	w8, [x8]
Lloh38:
	adrp	x19, _FALSE@GOTPAGE
Lloh39:
	ldr	x19, [x19, _FALSE@GOTPAGEOFF]
	tst	w8, w22
	b.eq	LBB0_22
; %bb.21:
	add	x3, sp, #48
	mov	x0, x25
	mov	x1, x21
	mov	w2, #0
	bl	_get_modelview_matrix
	ldr	x8, [x20, #80]
	ldr	w0, [x8]
	ldr	w2, [x19]
	add	x3, sp, #48
	mov	w1, #1
	bl	_glUniformMatrix4fv
	bl	_GL_EXTCALL
Lloh40:
	adrp	x0, l_.str.1@PAGE
Lloh41:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_checkGLcall
	add	x1, sp, #48
	add	x2, sp, #68
	mov	x0, x25
	bl	_get_normal_matrix
	ldr	x8, [x20, #96]
	ldr	w0, [x8]
	ldr	w2, [x19]
	add	x3, sp, #68
	mov	w1, #1
	bl	_glUniformMatrix3fv
	bl	_GL_EXTCALL
Lloh42:
	adrp	x0, l_.str.2@PAGE
Lloh43:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_checkGLcall
LBB0_22:
Lloh44:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_VERTEXBLEND@GOTPAGE
Lloh45:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_VERTEXBLEND@GOTPAGEOFF]
Lloh46:
	ldr	w8, [x8]
	tst	w8, w22
	str	x23, [sp, #16]                  ; 8-byte Folded Spill
	str	x24, [sp, #32]                  ; 8-byte Folded Spill
	b.eq	LBB0_30
; %bb.23:
	mov	x24, x22
Lloh47:
	adrp	x23, _MAX_VERTEX_INDEX_BLENDS@GOTPAGE
Lloh48:
	ldr	x23, [x23, _MAX_VERTEX_INDEX_BLENDS@GOTPAGEOFF]
	ldr	w8, [x23]
	cmp	w8, #2
	b.lt	LBB0_29
; %bb.24:
	mov	w26, #1
Lloh49:
	adrp	x27, l_.str.1@PAGE
Lloh50:
	add	x27, x27, l_.str.1@PAGEOFF
Lloh51:
	adrp	x28, l_.str.2@PAGE
Lloh52:
	add	x28, x28, l_.str.2@PAGEOFF
	b	LBB0_26
LBB0_25:                                ;   in Loop: Header=BB0_26 Depth=1
	add	x26, x26, #1
	ldrsw	x8, [x23]
	cmp	x26, x8
	b.ge	LBB0_29
LBB0_26:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x20, #80]
	ldr	w8, [x8, x26, lsl #2]
	cmn	w8, #1
	b.eq	LBB0_29
; %bb.27:                               ;   in Loop: Header=BB0_26 Depth=1
	mov	x0, x26
	bl	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX
	tst	w0, w24
	b.eq	LBB0_25
; %bb.28:                               ;   in Loop: Header=BB0_26 Depth=1
	add	x3, sp, #48
	mov	x0, x25
	mov	x1, x21
	mov	x2, x26
	bl	_get_modelview_matrix
	ldr	x8, [x20, #80]
	lsl	x22, x26, #2
	ldr	w0, [x8, x22]
	ldr	w2, [x19]
	add	x3, sp, #48
	mov	w1, #1
	bl	_glUniformMatrix4fv
	bl	_GL_EXTCALL
	mov	x0, x27
	bl	_checkGLcall
	add	x1, sp, #48
	add	x2, sp, #68
	mov	x0, x25
	bl	_get_normal_matrix
	ldr	x8, [x20, #96]
	ldr	w0, [x8, x22]
	ldr	w2, [x19]
	add	x3, sp, #68
	mov	w1, #1
	bl	_glUniformMatrix3fv
	bl	_GL_EXTCALL
	mov	x0, x28
	bl	_checkGLcall
	b	LBB0_25
LBB0_29:
	mov	x22, x24
LBB0_30:
Lloh53:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_PROJ@GOTPAGE
Lloh54:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_PROJ@GOTPAGEOFF]
Lloh55:
	ldr	w8, [x8]
	tst	w8, w22
	b.eq	LBB0_32
; %bb.31:
	add	x2, sp, #48
	mov	x0, x25
	mov	x1, x21
	bl	_get_projection_matrix
	ldr	w0, [x20, #88]
	ldr	w2, [x19]
	add	x3, sp, #48
	mov	w1, #1
	bl	_glUniformMatrix4fv
	bl	_GL_EXTCALL
Lloh56:
	adrp	x0, l_.str.1@PAGE
Lloh57:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_checkGLcall
LBB0_32:
Lloh58:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_TEXMATRIX@GOTPAGE
Lloh59:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_TEXMATRIX@GOTPAGEOFF]
Lloh60:
	ldr	w8, [x8]
	and	w8, w8, w22
Lloh61:
	adrp	x19, _MAX_TEXTURES@GOTPAGE
Lloh62:
	ldr	x19, [x19, _MAX_TEXTURES@GOTPAGEOFF]
	ldr	w9, [x19]
	cmp	w8, #0
	ccmp	w9, #1, #8, ne
	b.lt	LBB0_35
; %bb.33:
	mov	w26, #0
LBB0_34:                                ; =>This Inner Loop Header: Depth=1
	mov	x0, x25
	mov	x1, x21
	mov	x2, x26
	mov	x3, x20
	bl	_shader_glsl_ffp_vertex_texmatrix_uniform
	add	w26, w26, #1
	ldr	w8, [x19]
	cmp	w26, w8
	b.lt	LBB0_34
LBB0_35:
Lloh63:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_MATERIAL@GOTPAGE
Lloh64:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_MATERIAL@GOTPAGEOFF]
Lloh65:
	ldr	w8, [x8]
	tst	w8, w22
	b.eq	LBB0_37
; %bb.36:
	mov	x0, x25
	mov	x1, x21
	mov	x2, x20
	bl	_shader_glsl_ffp_vertex_material_uniform
LBB0_37:
	str	x25, [sp, #40]                  ; 8-byte Folded Spill
Lloh66:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_LIGHTS@GOTPAGE
Lloh67:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_LIGHTS@GOTPAGEOFF]
Lloh68:
	ldr	w8, [x8]
	str	w22, [sp, #28]                  ; 4-byte Folded Spill
	tst	w8, w22
	b.eq	LBB0_61
; %bb.38:
Lloh69:
	adrp	x19, _MAX_ACTIVE_LIGHTS@GOTPAGE
Lloh70:
	ldr	x19, [x19, _MAX_ACTIVE_LIGHTS@GOTPAGEOFF]
	ldr	w8, [x19]
	cmp	w8, #1
	b.lt	LBB0_48
; %bb.39:
	mov	x27, #0
	mov	w23, #0
	mov	w28, #0
	mov	w12, #0
Lloh71:
	adrp	x26, l_.str.3@PAGE
Lloh72:
	add	x26, x26, l_.str.3@PAGEOFF
Lloh73:
	adrp	x25, lJTI0_0@PAGE
Lloh74:
	add	x25, x25, lJTI0_0@PAGEOFF
	b	LBB0_42
LBB0_40:                                ;   in Loop: Header=BB0_42 Depth=1
	add	w23, w23, #1
LBB0_41:                                ;   in Loop: Header=BB0_42 Depth=1
	add	x27, x27, #1
	cmp	x27, w8, sxtw
	b.ge	LBB0_49
LBB0_42:                                ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x21, #40]
	ldr	x9, [x9, x27, lsl #3]
	cbz	x9, LBB0_41
; %bb.43:                               ;   in Loop: Header=BB0_42 Depth=1
	ldr	w1, [x9]
	sub	w9, w1, #128
	cmp	w9, #3
	b.hi	LBB0_47
; %bb.44:                               ;   in Loop: Header=BB0_42 Depth=1
	adr	x10, LBB0_40
	ldrb	w11, [x25, x9]
	add	x10, x10, x11, lsl #2
	br	x10
LBB0_45:                                ;   in Loop: Header=BB0_42 Depth=1
	add	w28, w28, #1
	b	LBB0_41
LBB0_46:                                ;   in Loop: Header=BB0_42 Depth=1
	add	w12, w12, #1
	b	LBB0_41
LBB0_47:                                ;   in Loop: Header=BB0_42 Depth=1
	mov	x0, x26
	mov	x22, x12
	bl	_FIXME
	mov	x12, x22
	ldr	w8, [x19]
	b	LBB0_41
LBB0_48:
	mov	w12, #0
	mov	w28, #0
	mov	w23, #0
LBB0_49:
	ldr	x0, [sp, #40]                   ; 8-byte Folded Reload
	mov	x1, x21
	mov	x2, x20
	mov	x22, x12
	bl	_shader_glsl_ffp_vertex_lightambient_uniform
	ldr	w8, [x19]
	cmp	w8, #1
	b.lt	LBB0_61
; %bb.50:
	mov	x11, x22
	mov	x26, #0
	mov	w25, #0
	add	w22, w28, w22
	add	w13, w22, w23
	b	LBB0_54
LBB0_51:                                ;   in Loop: Header=BB0_54 Depth=1
	add	w27, w25, #1
	mov	x19, x11
	mov	x28, x22
	mov	x23, x13
LBB0_52:                                ;   in Loop: Header=BB0_54 Depth=1
	ldr	x0, [sp, #40]                   ; 8-byte Folded Reload
	mov	x1, x21
	mov	x2, x25
	mov	x4, x20
	bl	_shader_glsl_ffp_vertex_light_uniform
	mov	x25, x27
	mov	x11, x19
	mov	x22, x28
	mov	x13, x23
	mov	x19, x24
LBB0_53:                                ;   in Loop: Header=BB0_54 Depth=1
	add	x26, x26, #1
	ldrsw	x8, [x19]
	cmp	x26, x8
	b.ge	LBB0_61
LBB0_54:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #40]
	ldr	x3, [x8, x26, lsl #3]
	cbz	x3, LBB0_53
; %bb.55:                               ;   in Loop: Header=BB0_54 Depth=1
	ldr	w1, [x3]
	sub	w8, w1, #128
	cmp	w8, #3
	b.hi	LBB0_60
; %bb.56:                               ;   in Loop: Header=BB0_54 Depth=1
	mov	x24, x19
Lloh75:
	adrp	x12, lJTI0_1@PAGE
Lloh76:
	add	x12, x12, lJTI0_1@PAGEOFF
	adr	x9, LBB0_51
	ldrb	w10, [x12, x8]
	add	x9, x9, x10, lsl #2
	br	x9
LBB0_57:                                ;   in Loop: Header=BB0_54 Depth=1
	add	w19, w11, #1
	mov	x27, x25
	mov	x28, x22
	mov	x23, x13
	mov	x25, x11
	b	LBB0_52
LBB0_58:                                ;   in Loop: Header=BB0_54 Depth=1
	add	w23, w13, #1
	mov	x27, x25
	mov	x19, x11
	mov	x28, x22
	mov	x25, x13
	b	LBB0_52
LBB0_59:                                ;   in Loop: Header=BB0_54 Depth=1
	add	w28, w22, #1
	mov	x27, x25
	mov	x19, x11
	mov	x23, x13
	mov	x25, x22
	b	LBB0_52
LBB0_60:                                ;   in Loop: Header=BB0_54 Depth=1
Lloh77:
	adrp	x0, l_.str.3@PAGE
Lloh78:
	add	x0, x0, l_.str.3@PAGEOFF
	mov	x23, x11
	mov	x24, x13
	bl	_FIXME
	mov	x13, x24
	mov	x11, x23
	b	LBB0_53
LBB0_61:
Lloh79:
	adrp	x8, _WINED3D_SHADER_CONST_PS_F@GOTPAGE
Lloh80:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_F@GOTPAGEOFF]
Lloh81:
	ldr	w8, [x8]
	ldr	w26, [sp, #28]                  ; 4-byte Folded Reload
	tst	w8, w26
	ldr	x22, [sp, #32]                  ; 8-byte Folded Reload
	ldp	x19, x27, [sp, #8]              ; 16-byte Folded Reload
	b.eq	LBB0_63
; %bb.62:
	ldr	w2, [x21, #32]
	ldr	w3, [x20, #64]
	add	x4, x22, #12
	ldr	w5, [x22, #8]
	mov	x0, x19
	mov	x1, x27
	ldr	w6, [sp, #4]                    ; 4-byte Folded Reload
	bl	_shader_glsl_load_constants_f
LBB0_63:
Lloh82:
	adrp	x8, _WINED3D_SHADER_CONST_PS_I@GOTPAGE
Lloh83:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_I@GOTPAGEOFF]
Lloh84:
	ldr	w8, [x8]
	tst	w8, w26
Lloh85:
	adrp	x28, _MAX_TEXTURES@GOTPAGE
Lloh86:
	ldr	x28, [x28, _MAX_TEXTURES@GOTPAGEOFF]
	b.eq	LBB0_65
; %bb.64:
	ldr	w2, [x21, #28]
	ldr	w3, [x20, #60]
	ldr	w4, [x19, #4]
	mov	x0, x19
	mov	x1, x27
	bl	_shader_glsl_load_constants_i
LBB0_65:
Lloh87:
	adrp	x8, _WINED3D_SHADER_CONST_PS_B@GOTPAGE
Lloh88:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_B@GOTPAGEOFF]
Lloh89:
	ldr	w8, [x8]
	tst	w8, w26
	b.eq	LBB0_67
; %bb.66:
	ldr	w2, [x20, #56]
	ldr	w3, [x21, #24]
	ldr	w4, [x19]
	mov	x0, x19
	mov	x1, x27
	bl	_shader_glsl_load_constantsB
LBB0_67:
Lloh90:
	adrp	x8, _WINED3D_SHADER_CONST_PS_BUMP_ENV@GOTPAGE
Lloh91:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_BUMP_ENV@GOTPAGEOFF]
Lloh92:
	ldr	w8, [x8]
	tst	w8, w26
	b.eq	LBB0_75
; %bb.68:
	ldr	w8, [x28]
	cmp	w8, #1
	b.lt	LBB0_74
; %bb.69:
	mov	x19, #0
Lloh93:
	adrp	x23, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGE
Lloh94:
	ldr	x23, [x23, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGEOFF]
Lloh95:
	adrp	x24, _WINED3D_TSS_BUMPENV_LSCALE@GOTPAGE
Lloh96:
	ldr	x24, [x24, _WINED3D_TSS_BUMPENV_LSCALE@GOTPAGEOFF]
Lloh97:
	adrp	x25, _WINED3D_TSS_BUMPENV_LOFFSET@GOTPAGE
Lloh98:
	ldr	x25, [x25, _WINED3D_TSS_BUMPENV_LOFFSET@GOTPAGEOFF]
	b	LBB0_71
LBB0_70:                                ;   in Loop: Header=BB0_71 Depth=1
	add	x19, x19, #1
	ldrsw	x8, [x28]
	cmp	x19, x8
	b.ge	LBB0_74
LBB0_71:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x20, #8]
	ldr	w0, [x8, x19, lsl #2]
	cmn	w0, #1
	b.eq	LBB0_70
; %bb.72:                               ;   in Loop: Header=BB0_71 Depth=1
	ldr	x8, [x21]
	ldr	x8, [x8, x19, lsl #3]
	ldr	x9, [x23]
	add	x3, x8, x9, lsl #2
	mov	w1, #1
	mov	w2, #0
	bl	_glUniformMatrix2fv
	bl	_GL_EXTCALL
	ldr	x8, [x20, #16]
	ldr	w0, [x8, x19, lsl #2]
	cmn	w0, #1
	b.eq	LBB0_70
; %bb.73:                               ;   in Loop: Header=BB0_71 Depth=1
	ldr	x8, [x21]
	lsl	x22, x19, #3
	ldr	x8, [x8, x22]
	ldr	x9, [x24]
	add	x2, x8, x9, lsl #2
	mov	w1, #1
	bl	_glUniform1fv
	bl	_GL_EXTCALL
	ldr	x8, [x20, #24]
	ldr	w0, [x8, x19, lsl #2]
	ldr	x8, [x21]
	ldr	x8, [x8, x22]
	ldr	x9, [x25]
	add	x2, x8, x9, lsl #2
	mov	w1, #1
	bl	_glUniform1fv
	bl	_GL_EXTCALL
	b	LBB0_70
LBB0_74:
Lloh99:
	adrp	x0, l_.str.4@PAGE
Lloh100:
	add	x0, x0, l_.str.4@PAGEOFF
	bl	_checkGLcall
	ldr	x22, [sp, #32]                  ; 8-byte Folded Reload
LBB0_75:
Lloh101:
	adrp	x8, _WINED3D_SHADER_CONST_PS_Y_CORR@GOTPAGE
Lloh102:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_Y_CORR@GOTPAGEOFF]
Lloh103:
	ldr	w8, [x8]
	tst	w8, w26
	ldr	x24, [sp, #40]                  ; 8-byte Folded Reload
	b.eq	LBB0_80
; %bb.76:
	ldr	w8, [x24, #4]
	cbz	w8, LBB0_78
; %bb.77:
Lloh104:
	adrp	x8, lCPI0_0@PAGE
Lloh105:
	ldr	d0, [x8, lCPI0_0@PAGEOFF]
	b	LBB0_79
LBB0_78:
	ldr	x8, [x21, #16]
	ldr	x8, [x8]
	ldr	x8, [x8]
	ldr	x8, [x8]
	scvtf	s1, x8
	fmov.2s	v0, #-1.00000000
	mov.s	v0[0], v1[0]
LBB0_79:
	str	d0, [sp, #48]
	str	xzr, [sp, #56]
	add	x8, sp, #48
	add	x2, x8, #16
	str	wzr, [sp, #64]
	ldr	w0, [x20, #32]
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
LBB0_80:
Lloh106:
	adrp	x8, _WINED3D_SHADER_CONST_PS_NP2_FIXUP@GOTPAGE
Lloh107:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_NP2_FIXUP@GOTPAGEOFF]
Lloh108:
	ldr	w8, [x8]
	tst	w8, w26
	b.eq	LBB0_82
; %bb.81:
	add	x0, x20, #8
	mov	x1, x27
	mov	x2, x21
	bl	_shader_glsl_load_np2fixup_constants
LBB0_82:
Lloh109:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_COLOR_KEY@GOTPAGE
Lloh110:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_COLOR_KEY@GOTPAGEOFF]
Lloh111:
	ldr	w8, [x8]
	tst	w8, w26
	b.eq	LBB0_84
; %bb.83:
	add	x0, x20, #8
	mov	x1, x27
	mov	x2, x21
	bl	_shader_glsl_load_color_key_constant
LBB0_84:
Lloh112:
	adrp	x8, _WINED3D_SHADER_CONST_FFP_PS@GOTPAGE
Lloh113:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_FFP_PS@GOTPAGEOFF]
Lloh114:
	ldr	w8, [x8]
	tst	w8, w26
	b.eq	LBB0_96
; %bb.85:
	ldr	w8, [x20, #36]
	cmn	w8, #1
	b.eq	LBB0_87
; %bb.86:
	ldr	x8, [x21, #8]
Lloh115:
	adrp	x9, _WINED3D_RS_TEXTUREFACTOR@GOTPAGE
Lloh116:
	ldr	x9, [x9, _WINED3D_RS_TEXTUREFACTOR@GOTPAGEOFF]
Lloh117:
	ldr	x9, [x9]
	ldr	w1, [x8, x9, lsl #2]
	add	x0, sp, #48
	bl	_wined3d_color_from_d3dcolor
	ldr	w0, [x20, #36]
	add	x2, sp, #48
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
LBB0_87:
	ldr	x8, [x21, #8]
Lloh118:
	adrp	x9, _WINED3D_RS_SPECULARENABLE@GOTPAGE
Lloh119:
	ldr	x9, [x9, _WINED3D_RS_SPECULARENABLE@GOTPAGEOFF]
Lloh120:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	ldr	w0, [x20, #52]
	cbz	w8, LBB0_89
; %bb.88:
	fmov	s0, #1.00000000
	fmov	s1, #1.00000000
	fmov	s2, #1.00000000
	b	LBB0_90
LBB0_89:
	movi	d0, #0000000000000000
	movi	d1, #0000000000000000
	movi	d2, #0000000000000000
LBB0_90:
	movi	d3, #0000000000000000
	bl	_glUniform4f
	bl	_GL_EXTCALL
	ldr	w8, [x28]
	cmp	w8, #1
	b.lt	LBB0_95
; %bb.91:
	mov	x19, #0
Lloh121:
	adrp	x23, _WINED3D_TSS_CONSTANT@GOTPAGE
Lloh122:
	ldr	x23, [x23, _WINED3D_TSS_CONSTANT@GOTPAGEOFF]
	b	LBB0_93
LBB0_92:                                ;   in Loop: Header=BB0_93 Depth=1
	add	x19, x19, #1
	cmp	x19, w8, sxtw
	b.ge	LBB0_95
LBB0_93:                                ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x20, #40]
	ldr	w9, [x9, x19, lsl #2]
	cmn	w9, #1
	b.eq	LBB0_92
; %bb.94:                               ;   in Loop: Header=BB0_93 Depth=1
	ldr	x8, [x21]
	ldr	x8, [x8, x19, lsl #3]
	ldr	x9, [x23]
	ldr	w1, [x8, x9, lsl #2]
	add	x0, sp, #48
	bl	_wined3d_color_from_d3dcolor
	ldr	x8, [x20, #40]
	ldr	w0, [x8, x19, lsl #2]
	add	x2, sp, #48
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	w8, [x28]
	b	LBB0_92
LBB0_95:
Lloh123:
	adrp	x0, l_.str.5@PAGE
Lloh124:
	add	x0, x0, l_.str.5@PAGEOFF
	bl	_checkGLcall
LBB0_96:
Lloh125:
	adrp	x8, _WINED3D_SHADER_CONST_PS_FOG@GOTPAGE
Lloh126:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_FOG@GOTPAGEOFF]
Lloh127:
	ldr	w8, [x8]
	tst	w8, w26
	b.eq	LBB0_98
; %bb.97:
	mov	x0, x24
	mov	x1, x21
	mov	x2, x20
	bl	_shader_glsl_load_fog_uniform
LBB0_98:
Lloh128:
	adrp	x8, _WINED3D_SHADER_CONST_PS_ALPHA_TEST@GOTPAGE
Lloh129:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_ALPHA_TEST@GOTPAGEOFF]
Lloh130:
	ldr	w8, [x8]
	tst	w8, w26
	b.eq	LBB0_100
; %bb.99:
	ldr	x8, [x21, #8]
Lloh131:
	adrp	x9, _WINED3D_RS_ALPHAREF@GOTPAGE
Lloh132:
	ldr	x9, [x9, _WINED3D_RS_ALPHAREF@GOTPAGEOFF]
Lloh133:
	ldr	x9, [x9]
	ldr	s0, [x8, x9, lsl #2]
	scvtf	s0, s0
	mov	w8, #1132396544
	fmov	s1, w8
	fdiv	s0, s0, s1
	ldr	w0, [x20, #48]
	bl	_glUniform1f
	bl	_GL_EXTCALL
Lloh134:
	adrp	x0, l_.str.6@PAGE
Lloh135:
	add	x0, x0, l_.str.6@PAGEOFF
	bl	_checkGLcall
LBB0_100:
	ldr	w8, [x22]
Lloh136:
	adrp	x9, _UINT_MAX@GOTPAGE
Lloh137:
	ldr	x9, [x9, _UINT_MAX@GOTPAGEOFF]
Lloh138:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ne	LBB0_102
; %bb.101:
Lloh139:
	adrp	x0, l_.str.7@PAGE
Lloh140:
	add	x0, x0, l_.str.7@PAGEOFF
	bl	_TRACE
	add	x0, x22, #4
Lloh141:
	adrp	x8, _reset_program_constant_version@GOTPAGE
Lloh142:
	ldr	x8, [x8, _reset_program_constant_version@GOTPAGEOFF]
Lloh143:
	ldr	w1, [x8]
	mov	x2, #0
	bl	_wine_rb_for_each_entry
	mov	w8, #1
	str	w8, [x22]
	b	LBB0_103
LBB0_102:
	add	w9, w8, #1
	str	w9, [x22]
	str	w8, [x20, #4]
LBB0_103:
	ldur	x8, [x29, #-88]
Lloh144:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh145:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh146:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_105
; %bb.104:
	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_105:
	bl	___stack_chk_fail
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpLdrGotLdr	Lloh30, Lloh31, Lloh32
	.loh AdrpAdd	Lloh33, Lloh34
	.loh AdrpLdrGot	Lloh38, Lloh39
	.loh AdrpLdrGotLdr	Lloh35, Lloh36, Lloh37
	.loh AdrpAdd	Lloh42, Lloh43
	.loh AdrpAdd	Lloh40, Lloh41
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGot	Lloh47, Lloh48
	.loh AdrpAdd	Lloh51, Lloh52
	.loh AdrpAdd	Lloh49, Lloh50
	.loh AdrpLdrGotLdr	Lloh53, Lloh54, Lloh55
	.loh AdrpAdd	Lloh56, Lloh57
	.loh AdrpLdrGot	Lloh61, Lloh62
	.loh AdrpLdrGotLdr	Lloh58, Lloh59, Lloh60
	.loh AdrpLdrGotLdr	Lloh63, Lloh64, Lloh65
	.loh AdrpLdrGotLdr	Lloh66, Lloh67, Lloh68
	.loh AdrpLdrGot	Lloh69, Lloh70
	.loh AdrpAdd	Lloh73, Lloh74
	.loh AdrpAdd	Lloh71, Lloh72
	.loh AdrpAdd	Lloh75, Lloh76
	.loh AdrpAdd	Lloh77, Lloh78
	.loh AdrpLdrGotLdr	Lloh79, Lloh80, Lloh81
	.loh AdrpLdrGot	Lloh85, Lloh86
	.loh AdrpLdrGotLdr	Lloh82, Lloh83, Lloh84
	.loh AdrpLdrGotLdr	Lloh87, Lloh88, Lloh89
	.loh AdrpLdrGotLdr	Lloh90, Lloh91, Lloh92
	.loh AdrpLdrGot	Lloh97, Lloh98
	.loh AdrpLdrGot	Lloh95, Lloh96
	.loh AdrpLdrGot	Lloh93, Lloh94
	.loh AdrpAdd	Lloh99, Lloh100
	.loh AdrpLdrGotLdr	Lloh101, Lloh102, Lloh103
	.loh AdrpLdr	Lloh104, Lloh105
	.loh AdrpLdrGotLdr	Lloh106, Lloh107, Lloh108
	.loh AdrpLdrGotLdr	Lloh109, Lloh110, Lloh111
	.loh AdrpLdrGotLdr	Lloh112, Lloh113, Lloh114
	.loh AdrpLdrGotLdr	Lloh115, Lloh116, Lloh117
	.loh AdrpLdrGotLdr	Lloh118, Lloh119, Lloh120
	.loh AdrpLdrGot	Lloh121, Lloh122
	.loh AdrpAdd	Lloh123, Lloh124
	.loh AdrpLdrGotLdr	Lloh125, Lloh126, Lloh127
	.loh AdrpLdrGotLdr	Lloh128, Lloh129, Lloh130
	.loh AdrpAdd	Lloh134, Lloh135
	.loh AdrpLdrGotLdr	Lloh131, Lloh132, Lloh133
	.loh AdrpLdrGotLdr	Lloh136, Lloh137, Lloh138
	.loh AdrpLdrGotLdr	Lloh141, Lloh142, Lloh143
	.loh AdrpAdd	Lloh139, Lloh140
	.loh AdrpLdrGotLdr	Lloh144, Lloh145, Lloh146
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_45-LBB0_40)>>2
	.byte	(LBB0_46-LBB0_40)>>2
	.byte	(LBB0_41-LBB0_40)>>2
	.byte	(LBB0_40-LBB0_40)>>2
lJTI0_1:
	.byte	(LBB0_57-LBB0_51)>>2
	.byte	(LBB0_51-LBB0_51)>>2
	.byte	(LBB0_58-LBB0_51)>>2
	.byte	(LBB0_59-LBB0_51)>>2
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_WINED3D_SHADER_CONST_VS_F,4,2  ; @WINED3D_SHADER_CONST_VS_F
	.comm	_WINED3D_SHADER_CONST_VS_I,4,2  ; @WINED3D_SHADER_CONST_VS_I
	.comm	_WINED3D_SHADER_CONST_VS_B,4,2  ; @WINED3D_SHADER_CONST_VS_B
	.comm	_WINED3D_SHADER_CONST_VS_CLIP_PLANES,4,2 ; @WINED3D_SHADER_CONST_VS_CLIP_PLANES
	.comm	_WINED3D_SHADER_CONST_VS_POINTSIZE,4,2 ; @WINED3D_SHADER_CONST_VS_POINTSIZE
	.comm	_WINED3D_SHADER_CONST_POS_FIXUP,4,2 ; @WINED3D_SHADER_CONST_POS_FIXUP
	.comm	_WINED3D_SHADER_TYPE_GEOMETRY,8,3 ; @WINED3D_SHADER_TYPE_GEOMETRY
	.comm	_WINED3D_SHADER_TYPE_DOMAIN,8,3 ; @WINED3D_SHADER_TYPE_DOMAIN
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"glUniform4fv"

	.comm	_WINED3D_SHADER_CONST_FFP_MODELVIEW,4,2 ; @WINED3D_SHADER_CONST_FFP_MODELVIEW
	.comm	_FALSE,4,2                      ; @FALSE
l_.str.1:                               ; @.str.1
	.asciz	"glUniformMatrix4fv"

l_.str.2:                               ; @.str.2
	.asciz	"glUniformMatrix3fv"

	.comm	_WINED3D_SHADER_CONST_FFP_VERTEXBLEND,4,2 ; @WINED3D_SHADER_CONST_FFP_VERTEXBLEND
	.comm	_MAX_VERTEX_INDEX_BLENDS,4,2    ; @MAX_VERTEX_INDEX_BLENDS
	.comm	_WINED3D_SHADER_CONST_FFP_PROJ,4,2 ; @WINED3D_SHADER_CONST_FFP_PROJ
	.comm	_WINED3D_SHADER_CONST_FFP_TEXMATRIX,4,2 ; @WINED3D_SHADER_CONST_FFP_TEXMATRIX
	.comm	_MAX_TEXTURES,4,2               ; @MAX_TEXTURES
	.comm	_WINED3D_SHADER_CONST_FFP_MATERIAL,4,2 ; @WINED3D_SHADER_CONST_FFP_MATERIAL
	.comm	_WINED3D_SHADER_CONST_FFP_LIGHTS,4,2 ; @WINED3D_SHADER_CONST_FFP_LIGHTS
	.comm	_MAX_ACTIVE_LIGHTS,4,2          ; @MAX_ACTIVE_LIGHTS
l_.str.3:                               ; @.str.3
	.asciz	"Unhandled light type %#x.\n"

	.comm	_WINED3D_SHADER_CONST_PS_F,4,2  ; @WINED3D_SHADER_CONST_PS_F
	.comm	_WINED3D_SHADER_CONST_PS_I,4,2  ; @WINED3D_SHADER_CONST_PS_I
	.comm	_WINED3D_SHADER_CONST_PS_B,4,2  ; @WINED3D_SHADER_CONST_PS_B
	.comm	_WINED3D_SHADER_CONST_PS_BUMP_ENV,4,2 ; @WINED3D_SHADER_CONST_PS_BUMP_ENV
	.comm	_WINED3D_TSS_BUMPENV_MAT00,8,3  ; @WINED3D_TSS_BUMPENV_MAT00
	.comm	_WINED3D_TSS_BUMPENV_LSCALE,8,3 ; @WINED3D_TSS_BUMPENV_LSCALE
	.comm	_WINED3D_TSS_BUMPENV_LOFFSET,8,3 ; @WINED3D_TSS_BUMPENV_LOFFSET
l_.str.4:                               ; @.str.4
	.asciz	"bump env uniforms"

	.comm	_WINED3D_SHADER_CONST_PS_Y_CORR,4,2 ; @WINED3D_SHADER_CONST_PS_Y_CORR
	.comm	_WINED3D_SHADER_CONST_PS_NP2_FIXUP,4,2 ; @WINED3D_SHADER_CONST_PS_NP2_FIXUP
	.comm	_WINED3D_SHADER_CONST_FFP_COLOR_KEY,4,2 ; @WINED3D_SHADER_CONST_FFP_COLOR_KEY
	.comm	_WINED3D_SHADER_CONST_FFP_PS,4,2 ; @WINED3D_SHADER_CONST_FFP_PS
	.comm	_WINED3D_RS_TEXTUREFACTOR,8,3   ; @WINED3D_RS_TEXTUREFACTOR
	.comm	_WINED3D_RS_SPECULARENABLE,8,3  ; @WINED3D_RS_SPECULARENABLE
	.comm	_WINED3D_TSS_CONSTANT,8,3       ; @WINED3D_TSS_CONSTANT
l_.str.5:                               ; @.str.5
	.asciz	"fixed function uniforms"

	.comm	_WINED3D_SHADER_CONST_PS_FOG,4,2 ; @WINED3D_SHADER_CONST_PS_FOG
	.comm	_WINED3D_SHADER_CONST_PS_ALPHA_TEST,4,2 ; @WINED3D_SHADER_CONST_PS_ALPHA_TEST
	.comm	_WINED3D_RS_ALPHAREF,8,3        ; @WINED3D_RS_ALPHAREF
l_.str.6:                               ; @.str.6
	.asciz	"alpha test emulation uniform"

	.comm	_UINT_MAX,4,2                   ; @UINT_MAX
l_.str.7:                               ; @.str.7
	.asciz	"Max constant version reached, resetting to 0.\n"

	.comm	_reset_program_constant_version,4,2 ; @reset_program_constant_version
	.no_dead_strip	_shader_glsl_load_constants
.subsections_via_symbols
