	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_declare_shader_outputs
_shader_glsl_declare_shader_outputs:    ## @shader_glsl_declare_shader_outputs
	.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
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r8, -48(%rbp)                  ## 8-byte Spill
	movq	%rcx, %r12
	movl	%edx, %r14d
	movq	%rsi, %r15
	movq	%rdi, %rbx
	callq	_shader_glsl_use_interface_blocks
	testq	%rax, %rax
	je	LBB0_9
## %bb.1:
	testq	%r12, %r12
	je	LBB0_8
## %bb.2:
	leaq	L_.str(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	testl	%r14d, %r14d
	je	LBB0_7
## %bb.3:
	leaq	L_.str.2(%rip), %r13
	xorl	%r12d, %r12d
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	%r15, %rdi
	movq	%r13, %rsi
	movl	%r12d, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%r12d
	cmpl	%r12d, %r14d
	je	LBB0_7
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movq	%rbx, %rdi
	callq	_needs_interpolation_qualifiers_for_shader_outputs
	leaq	L_.str.1(%rip), %rdx
	testq	%rax, %rax
	je	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	movl	%r12d, %esi
	callq	_wined3d_extract_interpolation_mode
	movl	%eax, %edi
	callq	_shader_glsl_interpolation_qualifiers
	movq	%rax, %rdx
	jmp	LBB0_6
LBB0_7:
	leaq	L_.str.3(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
LBB0_9:
	movq	_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	L_.str.5(%rip), %rcx
	movq	%rbx, %rdi
	movq	%r15, %rsi
	movl	%r14d, %r8d
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_declare_out_varying            ## TAILCALL
LBB0_8:
	leaq	L_.str.4(%rip), %rsi
	movq	%r15, %rdi
	movl	%r14d, %edx
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"out shader_in_out {\n"

L_.str.1:                               ## @.str.1
	.space	1

L_.str.2:                               ## @.str.2
	.asciz	"%s vec4 reg%u;\n"

L_.str.3:                               ## @.str.3
	.asciz	"} shader_out;\n"

L_.str.4:                               ## @.str.4
	.asciz	"out shader_in_out { vec4 reg[%u]; } shader_out;\n"

	.comm	_FALSE,4,2                      ## @FALSE
L_.str.5:                               ## @.str.5
	.asciz	"vec4 ps_link[%u];\n"

	.no_dead_strip	_shader_glsl_declare_shader_outputs
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_declare_shader_outputs
_shader_glsl_declare_shader_outputs:    ; @shader_glsl_declare_shader_outputs
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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	x22, x4
	mov	x23, x3
	mov	x20, x2
	mov	x19, x1
	mov	x21, x0
	bl	_shader_glsl_use_interface_blocks
	cbz	x0, LBB0_9
; %bb.1:
	cbz	x23, LBB0_10
; %bb.2:
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	cbz	w20, LBB0_8
; %bb.3:
	mov	w23, #0
Lloh2:
	adrp	x25, l_.str.1@PAGE
Lloh3:
	add	x25, x25, l_.str.1@PAGEOFF
Lloh4:
	adrp	x24, l_.str.2@PAGE
Lloh5:
	add	x24, x24, l_.str.2@PAGEOFF
	b	LBB0_6
LBB0_4:                                 ;   in Loop: Header=BB0_6 Depth=1
	mov	x0, x22
	mov	x1, x23
	bl	_wined3d_extract_interpolation_mode
	bl	_shader_glsl_interpolation_qualifiers
LBB0_5:                                 ;   in Loop: Header=BB0_6 Depth=1
	stp	x0, x23, [sp]
	mov	x0, x19
	mov	x1, x24
	bl	_shader_addline
	add	w23, w23, #1
	cmp	w20, w23
	b.eq	LBB0_8
LBB0_6:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x21
	bl	_needs_interpolation_qualifiers_for_shader_outputs
	cbnz	x0, LBB0_4
; %bb.7:                                ;   in Loop: Header=BB0_6 Depth=1
	mov	x0, x25
	b	LBB0_5
LBB0_8:
Lloh6:
	adrp	x1, l_.str.3@PAGE
Lloh7:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x19
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #96
	b	_shader_addline
LBB0_9:
Lloh8:
	adrp	x8, _FALSE@GOTPAGE
Lloh9:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh10:
	adrp	x3, l_.str.5@PAGE
Lloh11:
	add	x3, x3, l_.str.5@PAGEOFF
Lloh12:
	ldr	w2, [x8]
	mov	x0, x21
	mov	x1, x19
	mov	x4, x20
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #96
	b	_declare_out_varying
LBB0_10:
	str	x20, [sp]
Lloh13:
	adrp	x1, l_.str.4@PAGE
Lloh14:
	add	x1, x1, l_.str.4@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh12
	.loh AdrpAdd	Lloh13, Lloh14
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"out shader_in_out {\n"

l_.str.1:                               ; @.str.1
	.space	1

l_.str.2:                               ; @.str.2
	.asciz	"%s vec4 reg%u;\n"

l_.str.3:                               ; @.str.3
	.asciz	"} shader_out;\n"

l_.str.4:                               ; @.str.4
	.asciz	"out shader_in_out { vec4 reg[%u]; } shader_out;\n"

	.comm	_FALSE,4,2                      ; @FALSE
l_.str.5:                               ; @.str.5
	.asciz	"vec4 ps_link[%u];\n"

	.no_dead_strip	_shader_glsl_declare_shader_outputs
.subsections_via_symbols
