	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_mov
_shader_glsl_mov:                       ## @shader_glsl_mov
	.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	%r12
	pushq	%rbx
	subq	$16, %rsp
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	16(%rdi), %rax
	movq	8(%rax), %r12
	movq	16(%rax), %r14
	movq	%r12, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst
	movl	%eax, %r15d
	movq	24(%rbx), %rsi
	leaq	-40(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	16(%rbx), %rax
	movq	(%rax), %rax
	cmpl	$1, (%rax)
	jne	LBB0_8
## %bb.1:
	movq	8(%rax), %rax
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_8
## %bb.2:
	movq	8(%rbx), %rax
	movq	(%rax), %rax
	movq	_WINED3DSPR_ADDR@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_8
## %bb.3:
	movl	%r15d, %edi
	callq	_shader_glsl_get_write_mask_size
	movl	-40(%rbp), %ecx
	cmpl	$2, %eax
	jb	LBB0_6
## %bb.4:
	leaq	L_.str(%rip), %rsi
	movq	%r12, %rdi
	movl	%eax, %edx
	jmp	LBB0_5
LBB0_8:
	movq	(%rbx), %rax
	movq	_WINED3DSIH_MOVA@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_17
## %bb.9:
	movl	%r15d, %edi
	callq	_shader_glsl_get_write_mask_size
	movl	%eax, %r15d
	movq	%r14, %rdi
	callq	_shader_glsl_get_version
	cmpl	$129, %eax
	jg	LBB0_11
## %bb.10:
	movq	(%r14), %rax
	movq	_EXT_GPU_SHADER4@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_14
LBB0_11:
	movl	-40(%rbp), %ecx
	cmpl	$2, %r15d
	jb	LBB0_13
## %bb.12:
	leaq	L_.str.2(%rip), %rsi
	movq	%r12, %rdi
	movl	%r15d, %edx
	jmp	LBB0_5
LBB0_17:
	movl	-40(%rbp), %edx
	leaq	L_.str.6(%rip), %rsi
	movq	%r12, %rdi
	jmp	LBB0_18
LBB0_13:
	leaq	L_.str.3(%rip), %rsi
	jmp	LBB0_7
LBB0_14:
	movl	-40(%rbp), %ecx
	cmpl	$2, %r15d
	jb	LBB0_16
## %bb.15:
	leaq	L_.str.4(%rip), %rsi
	movq	%r12, %rdi
	movl	%r15d, %edx
	movl	%r15d, %r8d
	movl	%ecx, %r9d
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_19
LBB0_6:
	leaq	L_.str.1(%rip), %rsi
LBB0_7:
	movq	%r12, %rdi
	movl	%ecx, %edx
LBB0_18:
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_19
LBB0_16:
	leaq	L_.str.5(%rip), %rsi
	movq	%r12, %rdi
	movl	%ecx, %edx
LBB0_5:
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_19:
	addq	$16, %rsp
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3DSPR_ADDR,8,3            ## @WINED3DSPR_ADDR
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"ivec%d(floor(%s)));\n"

L_.str.1:                               ## @.str.1
	.asciz	"int(floor(%s)));\n"

	.comm	_WINED3DSIH_MOVA,8,3            ## @WINED3DSIH_MOVA
	.comm	_EXT_GPU_SHADER4,8,3            ## @EXT_GPU_SHADER4
L_.str.2:                               ## @.str.2
	.asciz	"ivec%d(round(%s)));\n"

L_.str.3:                               ## @.str.3
	.asciz	"int(round(%s)));\n"

L_.str.4:                               ## @.str.4
	.asciz	"ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n"

L_.str.5:                               ## @.str.5
	.asciz	"int(floor(abs(%s) + 0.5) * sign(%s)));\n"

L_.str.6:                               ## @.str.6
	.asciz	"%s);\n"

	.no_dead_strip	_shader_glsl_mov
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_mov
_shader_glsl_mov:                       ; @shader_glsl_mov
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
	mov	x22, x0
	ldr	x8, [x0, #16]
	ldp	x19, x20, [x8, #8]
	mov	x0, x19
	mov	x1, x22
	bl	_shader_glsl_append_dst
	mov	x21, x0
	ldr	x1, [x22, #24]
	add	x3, sp, #24
	mov	x0, x22
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x22, #16]
	ldr	x8, [x8]
	ldr	w9, [x8]
	cmp	w9, #1
	b.ne	LBB0_5
; %bb.1:
	ldr	x8, [x8, #8]
Lloh0:
	adrp	x9, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_5
; %bb.2:
	ldr	x8, [x22, #8]
	ldr	x8, [x8]
Lloh3:
	adrp	x9, _WINED3DSPR_ADDR@GOTPAGE
Lloh4:
	ldr	x9, [x9, _WINED3DSPR_ADDR@GOTPAGEOFF]
Lloh5:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_5
; %bb.3:
	mov	x0, x21
	bl	_shader_glsl_get_write_mask_size
	ldr	w2, [sp, #24]
	cmp	w0, #2
	b.lo	LBB0_15
; %bb.4:
	mov	x8, x0
	str	x2, [sp]
Lloh6:
	adrp	x1, l_.str@PAGE
Lloh7:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	mov	x2, x8
	b	LBB0_18
LBB0_5:
	ldr	x8, [x22]
Lloh8:
	adrp	x9, _WINED3DSIH_MOVA@GOTPAGE
Lloh9:
	ldr	x9, [x9, _WINED3DSIH_MOVA@GOTPAGEOFF]
Lloh10:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_10
; %bb.6:
	mov	x0, x21
	bl	_shader_glsl_get_write_mask_size
	mov	x21, x0
	mov	x0, x20
	bl	_shader_glsl_get_version
	cmp	w0, #129
	b.gt	LBB0_8
; %bb.7:
	ldr	x8, [x20]
Lloh11:
	adrp	x9, _EXT_GPU_SHADER4@GOTPAGE
Lloh12:
	ldr	x9, [x9, _EXT_GPU_SHADER4@GOTPAGEOFF]
Lloh13:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_12
LBB0_8:
	ldr	w2, [sp, #24]
	cmp	w21, #2
	b.lo	LBB0_11
; %bb.9:
	str	x2, [sp]
Lloh14:
	adrp	x1, l_.str.2@PAGE
Lloh15:
	add	x1, x1, l_.str.2@PAGEOFF
	b	LBB0_14
LBB0_10:
	ldr	w2, [sp, #24]
Lloh16:
	adrp	x1, l_.str.6@PAGE
Lloh17:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x19
	b	LBB0_18
LBB0_11:
Lloh18:
	adrp	x1, l_.str.3@PAGE
Lloh19:
	add	x1, x1, l_.str.3@PAGEOFF
	b	LBB0_17
LBB0_12:
	ldr	w2, [sp, #24]
	cmp	w21, #2
	b.lo	LBB0_16
; %bb.13:
	stp	x21, x2, [sp, #8]
	str	x2, [sp]
Lloh20:
	adrp	x1, l_.str.4@PAGE
Lloh21:
	add	x1, x1, l_.str.4@PAGEOFF
LBB0_14:
	mov	x0, x19
	mov	x2, x21
	b	LBB0_18
LBB0_15:
Lloh22:
	adrp	x1, l_.str.1@PAGE
Lloh23:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_17
LBB0_16:
	mov	x8, x2
	str	x8, [sp]
Lloh24:
	adrp	x1, l_.str.5@PAGE
Lloh25:
	add	x1, x1, l_.str.5@PAGEOFF
LBB0_17:
	mov	x0, x19
                                        ; kill: def $w2 killed $w2 killed $x2
LBB0_18:
	bl	_shader_addline
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpAdd	Lloh22, Lloh23
	.loh AdrpAdd	Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_WINED3DSPR_ADDR,8,3            ; @WINED3DSPR_ADDR
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"ivec%d(floor(%s)));\n"

l_.str.1:                               ; @.str.1
	.asciz	"int(floor(%s)));\n"

	.comm	_WINED3DSIH_MOVA,8,3            ; @WINED3DSIH_MOVA
	.comm	_EXT_GPU_SHADER4,8,3            ; @EXT_GPU_SHADER4
l_.str.2:                               ; @.str.2
	.asciz	"ivec%d(round(%s)));\n"

l_.str.3:                               ; @.str.3
	.asciz	"int(round(%s)));\n"

l_.str.4:                               ; @.str.4
	.asciz	"ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n"

l_.str.5:                               ; @.str.5
	.asciz	"int(floor(abs(%s) + 0.5) * sign(%s)));\n"

l_.str.6:                               ; @.str.6
	.asciz	"%s);\n"

	.no_dead_strip	_shader_glsl_mov
.subsections_via_symbols
