	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function vmw_binding_emit_dirty_ps
_vmw_binding_emit_dirty_ps:             ## @vmw_binding_emit_dirty_ps
	.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	_SVGA3D_NUM_SHADERTYPE_DX10@GOTPCREL(%rip), %r12
	cmpq	$0, (%r12)
	jle	LBB0_6
## %bb.1:
	movq	%rdi, %r14
	movq	(%rdi), %r15
	xorl	%ebx, %ebx
	movq	_VMW_BINDING_PS_SR_BIT@GOTPCREL(%rip), %r13
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_4:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	(%r13), %edi
	movq	%r15, %rsi
	callq	___clear_bit
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%rbx
	addq	$4, %r15
	cmpq	(%r12), %rbx
	jge	LBB0_6
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movl	(%r13), %edi
	movq	%r15, %rsi
	callq	_test_bit
	testl	%eax, %eax
	je	LBB0_5
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	%r14, %rdi
	movq	%rbx, %rsi
	callq	_vmw_emit_set_sr
	testl	%eax, %eax
	je	LBB0_4
LBB0_6:
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_SVGA3D_NUM_SHADERTYPE_DX10,8,3 ## @SVGA3D_NUM_SHADERTYPE_DX10
	.comm	_VMW_BINDING_PS_SR_BIT,4,2      ## @VMW_BINDING_PS_SR_BIT
	.no_dead_strip	_vmw_binding_emit_dirty_ps
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function vmw_binding_emit_dirty_ps
_vmw_binding_emit_dirty_ps:             ; @vmw_binding_emit_dirty_ps
	.cfi_startproc
; %bb.0:
	stp	x24, x23, [sp, #-64]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 64
	stp	x22, x21, [sp, #16]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.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
Lloh0:
	adrp	x22, _SVGA3D_NUM_SHADERTYPE_DX10@GOTPAGE
Lloh1:
	ldr	x22, [x22, _SVGA3D_NUM_SHADERTYPE_DX10@GOTPAGEOFF]
	ldr	x8, [x22]
	cmp	x8, #1
	b.lt	LBB0_6
; %bb.1:
	mov	x19, x0
	mov	x20, #0
	ldr	x21, [x0]
Lloh2:
	adrp	x23, _VMW_BINDING_PS_SR_BIT@GOTPAGE
Lloh3:
	ldr	x23, [x23, _VMW_BINDING_PS_SR_BIT@GOTPAGEOFF]
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	ldr	w0, [x23]
	mov	x1, x21
	bl	___clear_bit
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x20, x20, #1
	add	x21, x21, #4
	ldr	x8, [x22]
	cmp	x20, x8
	b.ge	LBB0_6
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w0, [x23]
	mov	x1, x21
	bl	_test_bit
	cbz	w0, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x19
	mov	x1, x20
	bl	_vmw_emit_set_sr
	cbz	w0, LBB0_2
LBB0_6:
	mov	w0, #0
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp], #64             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh2, Lloh3
	.cfi_endproc
                                        ; -- End function
	.comm	_SVGA3D_NUM_SHADERTYPE_DX10,8,3 ; @SVGA3D_NUM_SHADERTYPE_DX10
	.comm	_VMW_BINDING_PS_SR_BIT,4,2      ; @VMW_BINDING_PS_SR_BIT
	.no_dead_strip	_vmw_binding_emit_dirty_ps
.subsections_via_symbols
