	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function append_pres_const_sets_for_shader_input
_append_pres_const_sets_for_shader_input: ## @append_pres_const_sets_for_shader_input
	.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	%rdi, -48(%rbp)                 ## 8-byte Spill
	xorps	%xmm0, %xmm0
	movaps	%xmm0, -80(%rbp)
	movaps	%xmm0, -96(%rbp)
	movq	$0, -64(%rbp)
	movl	(%rsi), %eax
	testl	%eax, %eax
	je	LBB0_5
## %bb.1:
	movq	%rsi, %r12
	xorl	%ebx, %ebx
	movq	_PRES_REGTAB_TEMP@GOTPCREL(%rip), %r13
	xorl	%r15d, %r15d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_4:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%r15
	movl	%eax, %ecx
	addq	$16, %rbx
	cmpq	%rcx, %r15
	jae	LBB0_5
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r12), %r14
	movq	(%r14,%rbx), %rdi
	cmpq	(%r13), %rdi
	je	LBB0_4
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	8(%r14,%rbx), %esi
	callq	_get_reg_offset
	movl	%eax, -72(%rbp)
	movl	$1, -96(%rbp)
	movq	(%r14,%rbx), %rax
	movq	%rax, -88(%rbp)
	movq	_D3DXPC_FORCE_DWORD@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, -76(%rbp)
	movl	$1, -80(%rbp)
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	leaq	-96(%rbp), %rsi
	callq	_append_const_set
	movl	(%r12), %eax
	jmp	LBB0_4
LBB0_5:
	addq	$56, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_PRES_REGTAB_TEMP,8,3           ## @PRES_REGTAB_TEMP
	.comm	_D3DXPC_FORCE_DWORD,4,2         ## @D3DXPC_FORCE_DWORD
	.no_dead_strip	_append_pres_const_sets_for_shader_input
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function append_pres_const_sets_for_shader_input
_append_pres_const_sets_for_shader_input: ; @append_pres_const_sets_for_shader_input
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	x26, x25, [sp, #48]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #64]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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
	str	xzr, [sp, #32]
	movi.2d	v0, #0000000000000000
	stp	q0, q0, [sp]
	ldr	w8, [x1]
	cbz	w8, LBB0_5
; %bb.1:
	mov	x19, x1
	mov	x20, x0
	mov	x21, #0
	mov	x22, #0
Lloh0:
	adrp	x23, _PRES_REGTAB_TEMP@GOTPAGE
Lloh1:
	ldr	x23, [x23, _PRES_REGTAB_TEMP@GOTPAGEOFF]
	mov	w24, #1
Lloh2:
	adrp	x25, _D3DXPC_FORCE_DWORD@GOTPAGE
Lloh3:
	ldr	x25, [x25, _D3DXPC_FORCE_DWORD@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x22, x22, #1
	add	x21, x21, #16
	cmp	x22, w8, uxtw
	b.hs	LBB0_5
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x19, #8]
	ldr	x0, [x9, x21]
	ldr	x10, [x23]
	cmp	x0, x10
	b.eq	LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	add	x26, x9, x21
	ldr	w1, [x26, #8]
	bl	_get_reg_offset
	str	w0, [sp, #24]
	str	w24, [sp]
	ldr	x8, [x26]
	str	x8, [sp, #8]
	ldr	w8, [x25]
	stp	w24, w8, [sp, #16]
	mov	x1, sp
	mov	x0, x20
	bl	_append_const_set
	ldr	w8, [x19]
	b	LBB0_2
LBB0_5:
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_PRES_REGTAB_TEMP,8,3           ; @PRES_REGTAB_TEMP
	.comm	_D3DXPC_FORCE_DWORD,4,2         ; @D3DXPC_FORCE_DWORD
	.no_dead_strip	_append_pres_const_sets_for_shader_input
.subsections_via_symbols
