	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_shader_phase
_shader_glsl_generate_shader_phase:     ## @shader_glsl_generate_shader_phase
	.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	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r8, %rbx
	movq	%rcx, -56(%rbp)                 ## 8-byte Spill
	movq	%rdx, -48(%rbp)                 ## 8-byte Spill
	movq	%rsi, %r12
	movq	%rdi, %r13
	movl	16(%rbp), %ecx
	cmpq	$0, 16(%r8)
	leaq	L_.str.2(%rip), %rax
	leaq	L_.str.1(%rip), %r8
	cmoveq	%rax, %r8
	leaq	L_.str(%rip), %rsi
	movq	%r12, %rdi
	movq	%r9, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$0, (%rbx)
	je	LBB0_3
## %bb.1:
	leaq	L_.str.3(%rip), %r14
	xorl	%r15d, %r15d
	.p2align	4, 0x90
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r12, %rdi
	movq	%r14, %rsi
	movl	%r15d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%r15d
	cmpl	(%rbx), %r15d
	jb	LBB0_2
LBB0_3:
	movl	4(%rbx), %r9d
	movl	8(%rbx), %r8d
	movq	%r13, %rdi
	movq	%r12, %rsi
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	callq	_shader_generate_code
	movl	%eax, %ebx
	leaq	L_.str.4(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movl	%ebx, %eax
	addq	$24, %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	"void hs_%s_phase%u(%s)\n{\n"

L_.str.1:                               ## @.str.1
	.asciz	"int phase_instance_id"

L_.str.2:                               ## @.str.2
	.space	1

L_.str.3:                               ## @.str.3
	.asciz	"vec4 R%u;\n"

L_.str.4:                               ## @.str.4
	.asciz	"}\n"

	.no_dead_strip	_shader_glsl_generate_shader_phase
.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_shader_phase
_shader_glsl_generate_shader_phase:     ; @shader_glsl_generate_shader_phase
	.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
                                        ; kill: def $w6 killed $w6 def $x6
	mov	x22, x4
	mov	x20, x3
	mov	x21, x2
	mov	x19, x1
	mov	x23, x0
	ldr	x8, [x4, #16]
Lloh0:
	adrp	x9, l_.str.1@PAGE
Lloh1:
	add	x9, x9, l_.str.1@PAGEOFF
Lloh2:
	adrp	x10, l_.str.2@PAGE
Lloh3:
	add	x10, x10, l_.str.2@PAGEOFF
	cmp	x8, #0
	csel	x8, x10, x9, eq
	stp	x6, x8, [sp, #8]
	str	x5, [sp]
Lloh4:
	adrp	x1, l_.str@PAGE
Lloh5:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	w8, [x22]
	cbz	w8, LBB0_3
; %bb.1:
	mov	w25, #0
Lloh6:
	adrp	x24, l_.str.3@PAGE
Lloh7:
	add	x24, x24, l_.str.3@PAGEOFF
LBB0_2:                                 ; =>This Inner Loop Header: Depth=1
	str	x25, [sp]
	mov	x0, x19
	mov	x1, x24
	bl	_shader_addline
	add	w25, w25, #1
	ldr	w8, [x22]
	cmp	w25, w8
	b.lo	LBB0_2
LBB0_3:
	ldp	w5, w4, [x22, #4]
	mov	x0, x23
	mov	x1, x19
	mov	x2, x21
	mov	x3, x20
	bl	_shader_generate_code
	mov	x20, x0
Lloh8:
	adrp	x1, l_.str.4@PAGE
Lloh9:
	add	x1, x1, l_.str.4@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	mov	x0, x20
	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	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"void hs_%s_phase%u(%s)\n{\n"

l_.str.1:                               ; @.str.1
	.asciz	"int phase_instance_id"

l_.str.2:                               ; @.str.2
	.space	1

l_.str.3:                               ; @.str.3
	.asciz	"vec4 R%u;\n"

l_.str.4:                               ; @.str.4
	.asciz	"}\n"

	.no_dead_strip	_shader_glsl_generate_shader_phase
.subsections_via_symbols
