	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_d3d12_release_texture          ## -- Begin function d3d12_release_texture
	.p2align	4, 0x90
_d3d12_release_texture:                 ## @d3d12_release_texture
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r14
	pushq	%rbx
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	cmpl	$0, 4(%rdi)
	je	LBB0_7
## %bb.1:
	movq	%rdi, %r14
	cmpq	$0, 16(%rdi)
	je	LBB0_6
## %bb.2:
	movq	8(%r14), %rdi
	movq	24(%r14), %rbx
	callq	_countof
	cmpq	%rax, %rbx
	jg	LBB0_6
## %bb.3:
	cmpq	$0, 24(%r14)
	jle	LBB0_6
## %bb.4:
	movq	8(%r14), %rax
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_5:                                 ## =>This Inner Loop Header: Depth=1
	movq	16(%r14), %rdi
	movq	(%rax,%rbx,8), %rsi
	callq	_d3d12_descriptor_heap_slot_free
	movq	8(%r14), %rax
	movq	$0, (%rax,%rbx,8)
	incq	%rbx
	cmpq	%rbx, 24(%r14)
	jg	LBB0_5
LBB0_6:
	movl	4(%r14), %edi
	callq	_Release
	movl	(%r14), %edi
	popq	%rbx
	popq	%r14
	popq	%rbp
	jmp	_Release                        ## TAILCALL
LBB0_7:
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_d3d12_release_texture          ; -- Begin function d3d12_release_texture
	.p2align	2
_d3d12_release_texture:                 ; @d3d12_release_texture
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.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
	ldr	w8, [x0, #4]
	cbz	w8, LBB0_7
; %bb.1:
	mov	x19, x0
	ldr	x8, [x0, #16]
	cbz	x8, LBB0_6
; %bb.2:
	ldr	x20, [x19, #24]
	ldr	x0, [x19, #8]
	bl	_countof
	cmp	x20, x0
	b.gt	LBB0_6
; %bb.3:
	ldr	x8, [x19, #24]
	cmp	x8, #1
	b.lt	LBB0_6
; %bb.4:
	mov	x20, #0
	ldr	x8, [x19, #8]
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x0, [x19, #16]
	lsl	x21, x20, #3
	ldr	x1, [x8, x21]
	bl	_d3d12_descriptor_heap_slot_free
	ldr	x8, [x19, #8]
	str	xzr, [x8, x21]
	add	x20, x20, #1
	ldr	x9, [x19, #24]
	cmp	x9, x20
	b.gt	LBB0_5
LBB0_6:
	ldr	w0, [x19, #4]
	bl	_Release
	ldr	w0, [x19]
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	b	_Release
LBB0_7:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
	.cfi_endproc
                                        ; -- End function
.subsections_via_symbols
