	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal16,16byte_literals
	.p2align	4                               ## -- Begin function d3d_execute_buffer_execute
LCPI0_0:
	.long	1                               ## 0x1
	.long	1                               ## 0x1
	.long	0                               ## 0x0
	.long	0                               ## 0x0
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_d3d_execute_buffer_execute
	.p2align	4, 0x90
_d3d_execute_buffer_execute:            ## @d3d_execute_buffer_execute
	.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	$152, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movslq	12(%rdi), %r14
	addq	48(%rdi), %r14
	xorps	%xmm0, %xmm0
	movups	%xmm0, -116(%rbp)
	movaps	%xmm0, -128(%rbp)
	movq	(%rdx), %rax
	cmpq	%rsi, %rax
	je	LBB0_2
## %bb.1:
	leaq	L_.str(%rip), %rdi
	movq	%rdx, %rsi
	movq	%rax, %rdx
	xorl	%eax, %eax
	callq	_WARN
	movq	_DDERR_INVALIDPARAMS@GOTPCREL(%rip), %rax
LBB0_109:
	movl	(%rax), %ebx
LBB0_110:
	movl	%ebx, %eax
	addq	$152, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_2:
	movq	%rsi, %r15
	movq	%rdi, %rbx
	movq	_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%rdx, %rdi
	callq	_viewport_activate
	leaq	L_.str.1(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movq	_ddraw@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_TRACE_ON
	testq	%rax, %rax
	je	LBB0_4
## %bb.3:
	leaq	12(%rbx), %rdi
	callq	__dump_executedata
LBB0_4:
	movq	%rbx, -64(%rbp)                 ## 8-byte Spill
	leaq	12(%r15), %rcx
	leaq	24(%r15), %rax
	movq	%rax, -96(%rbp)                 ## 8-byte Spill
	movq	%r15, -48(%rbp)                 ## 8-byte Spill
	movq	%rcx, %r15
	movq	%rcx, -80(%rbp)                 ## 8-byte Spill
	jmp	LBB0_7
LBB0_46:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	movq	40(%r15), %rdi
	callq	_wined3d_buffer_get_resource
	movl	%eax, %edi
	xorl	%esi, %esi
	callq	_wined3d_resource_unmap
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
	movl	16(%rbx), %edi
	movq	32(%r15), %rdx
	xorl	%esi, %esi
	xorl	%ecx, %ecx
	movl	$4, %r8d
	callq	_wined3d_device_set_stream_source
	movl	16(%rbx), %r12d
	movl	20(%rbx), %edi
	movq	_D3DFVF_TLVERTEX@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_ddraw_find_decl
	movl	%r12d, %edi
	movl	%eax, %esi
	callq	_wined3d_device_set_vertex_declaration
	movl	16(%rbx), %edi
	movq	40(%r15), %rsi
	movq	_WINED3DFMT_R16_UINT@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	xorl	%ecx, %ecx
	callq	_wined3d_device_set_index_buffer
	movl	16(%rbx), %edi
	movq	-88(%rbp), %rsi                 ## 8-byte Reload
                                        ## kill: def $esi killed $esi killed $rsi
	movq	-144(%rbp), %rdx                ## 8-byte Reload
                                        ## kill: def $edx killed $edx killed $rdx
	callq	_wined3d_device_draw_indexed_primitive
	movq	-136(%rbp), %rax                ## 8-byte Reload
	movl	%eax, (%r15)
	movq	-80(%rbp), %r15                 ## 8-byte Reload
	.p2align	4, 0x90
LBB0_7:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_96 Depth 2
                                        ##     Child Loop BB0_51 Depth 2
                                        ##     Child Loop BB0_12 Depth 2
                                        ##     Child Loop BB0_77 Depth 2
                                        ##     Child Loop BB0_106 Depth 2
                                        ##     Child Loop BB0_6 Depth 2
                                        ##     Child Loop BB0_69 Depth 2
                                        ##     Child Loop BB0_73 Depth 2
                                        ##     Child Loop BB0_58 Depth 2
                                        ##     Child Loop BB0_88 Depth 2
                                        ##     Child Loop BB0_27 Depth 2
	movq	%r14, %r12
	movl	(%r14), %r13d
	movl	4(%r14), %ebx
	addq	$12, %r14
	movl	8(%r12), %esi
	leal	-131(%rsi), %eax
	cmpl	$13, %eax
	ja	LBB0_107
## %bb.8:                               ##   in Loop: Header=BB0_7 Depth=1
	leaq	LJTI0_0(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	movq	%rbx, -72(%rbp)                 ## 8-byte Spill
	jmpq	*%rax
LBB0_15:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	movl	(%rax), %ebx
	leaq	L_.str.2(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	je	LBB0_7
## %bb.16:                              ##   in Loop: Header=BB0_7 Depth=1
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	16(%rax), %edi
	movq	_WINED3D_PT_TRIANGLELIST@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	callq	_wined3d_device_set_primitive_type
	movl	$3, %ecx
	movb	$1, %al
	movl	%eax, -52(%rbp)                 ## 4-byte Spill
	jmp	LBB0_17
LBB0_107:                               ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.36(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	xorl	%eax, %eax
	callq	_ERR
	jmp	LBB0_49
LBB0_87:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.28(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	jne	LBB0_88
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_89:                                ##   in Loop: Header=BB0_88 Depth=2
	movl	(%r14), %esi
	leaq	L_.str.29(%rip), %rdi
	xorl	%eax, %eax
	callq	_WARN
	movq	%rbx, %r15
LBB0_94:                                ##   in Loop: Header=BB0_88 Depth=2
	movq	-72(%rbp), %rbx                 ## 8-byte Reload
	addq	%rbx, %r14
	decl	%r13d
	je	LBB0_7
LBB0_88:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	(%r14), %esi
	decl	%esi
	movq	_DDRAW_HANDLE_SURFACE@GOTPCREL(%rip), %r12
	movl	(%r12), %edx
	movq	%r15, %rdi
	callq	_ddraw_get_object
	movq	%r15, %rbx
	testq	%rax, %rax
	je	LBB0_89
## %bb.90:                              ##   in Loop: Header=BB0_88 Depth=2
	movq	%rax, %r15
	movl	4(%r14), %esi
	decl	%esi
	movl	(%r12), %edx
	movq	%rbx, %r12
	movq	%rbx, %rdi
	callq	_ddraw_get_object
	testq	%rax, %rax
	je	LBB0_91
## %bb.92:                              ##   in Loop: Header=BB0_88 Depth=2
	movq	%r15, %rdi
	movq	%rax, %rsi
	callq	_IDirect3DTexture2_Load
	jmp	LBB0_93
	.p2align	4, 0x90
LBB0_91:                                ##   in Loop: Header=BB0_88 Depth=2
	movl	4(%r14), %esi
	leaq	L_.str.30(%rip), %rdi
	xorl	%eax, %eax
	callq	_WARN
LBB0_93:                                ##   in Loop: Header=BB0_88 Depth=2
	movq	%r12, %r15
	jmp	LBB0_94
LBB0_57:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.17(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	jne	LBB0_58
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_66:                                ##   in Loop: Header=BB0_58 Depth=2
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	movq	%rax, %rdx
	callq	_IDirect3DDevice3_SetTransform
LBB0_67:                                ##   in Loop: Header=BB0_58 Depth=2
	addq	%rbx, %r14
	decl	%r13d
	je	LBB0_7
LBB0_58:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%r14), %rax
	movl	(%rax), %esi
	decl	%esi
	movq	_DDRAW_HANDLE_MATRIX@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	%r15, %rdi
	callq	_ddraw_get_object
	testq	%rax, %rax
	je	LBB0_59
## %bb.60:                              ##   in Loop: Header=BB0_58 Depth=2
	movl	16(%r14), %esi
	movq	_D3DTRANSFORMSTATE_WORLD@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %esi
	jne	LBB0_62
## %bb.61:                              ##   in Loop: Header=BB0_58 Depth=2
	movq	(%r14), %rcx
	movl	(%rcx), %ecx
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
	movl	%ecx, (%rdx)
LBB0_62:                                ##   in Loop: Header=BB0_58 Depth=2
	movq	_D3DTRANSFORMSTATE_VIEW@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %esi
	jne	LBB0_64
## %bb.63:                              ##   in Loop: Header=BB0_58 Depth=2
	movq	(%r14), %rcx
	movl	(%rcx), %ecx
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
	movl	%ecx, 4(%rdx)
LBB0_64:                                ##   in Loop: Header=BB0_58 Depth=2
	movq	_D3DTRANSFORMSTATE_PROJECTION@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %esi
	jne	LBB0_66
## %bb.65:                              ##   in Loop: Header=BB0_58 Depth=2
	movq	(%r14), %rcx
	movl	(%rcx), %ecx
	movq	-48(%rbp), %rdx                 ## 8-byte Reload
	movl	%ecx, 8(%rdx)
	jmp	LBB0_66
	.p2align	4, 0x90
LBB0_59:                                ##   in Loop: Header=BB0_58 Depth=2
	movq	(%r14), %rax
	movl	(%rax), %esi
	leaq	L_.str.18(%rip), %rdi
	xorl	%eax, %eax
	callq	_ERR
	jmp	LBB0_67
LBB0_72:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.21(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	jne	LBB0_73
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_75:                                ##   in Loop: Header=BB0_73 Depth=2
	addq	%rbx, %r14
	decl	%r13d
	je	LBB0_7
LBB0_73:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	8(%r14), %esi
	movq	(%r14), %rax
	movl	(%rax), %edx
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	callq	_IDirect3DDevice3_SetRenderState
	movl	%eax, %edi
	callq	_FAILED
	testl	%eax, %eax
	je	LBB0_75
## %bb.74:                              ##   in Loop: Header=BB0_73 Depth=2
	leaq	L_.str.22(%rip), %rdi
	xorl	%eax, %eax
	callq	_WARN
	jmp	LBB0_75
LBB0_68:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.19(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	jne	LBB0_69
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_71:                                ##   in Loop: Header=BB0_69 Depth=2
	addq	%rbx, %r14
	decl	%r13d
	je	LBB0_7
LBB0_69:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	12(%r14), %esi
	movq	(%r14), %rax
	movl	(%rax), %edx
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	callq	_IDirect3DDevice3_SetLightState
	movl	%eax, %edi
	callq	_FAILED
	testl	%eax, %eax
	je	LBB0_71
## %bb.70:                              ##   in Loop: Header=BB0_69 Depth=2
	leaq	L_.str.20(%rip), %rdi
	xorl	%eax, %eax
	callq	_WARN
	jmp	LBB0_71
LBB0_102:                               ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.34(%rip), %rdi
	jmp	LBB0_48
LBB0_103:                               ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.35(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	je	LBB0_7
## %bb.104:                             ##   in Loop: Header=BB0_7 Depth=1
	leal	-1(%r13), %ecx
	movl	%r13d, %eax
	andl	$7, %eax
	cmpl	$7, %ecx
	jb	LBB0_5
## %bb.105:                             ##   in Loop: Header=BB0_7 Depth=1
	andl	$-8, %r13d
	movq	-64(%rbp), %rdx                 ## 8-byte Reload
	.p2align	4, 0x90
LBB0_106:                               ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	(%r14), %ecx
	movl	%ecx, 16(%rdx)
	movl	(%r14,%rbx), %ecx
	addq	%rbx, %r14
	movl	%ecx, 16(%rdx)
	movl	(%rbx,%r14), %ecx
	addq	%rbx, %r14
	movl	%ecx, 16(%rdx)
	movl	(%rbx,%r14), %ecx
	addq	%rbx, %r14
	movl	%ecx, 16(%rdx)
	movl	(%rbx,%r14), %ecx
	addq	%rbx, %r14
	movl	%ecx, 16(%rdx)
	movl	(%rbx,%r14), %ecx
	addq	%rbx, %r14
	movl	%ecx, 16(%rdx)
	movl	(%rbx,%r14), %ecx
	addq	%rbx, %r14
	movl	%ecx, 16(%rdx)
	movl	(%rbx,%r14), %ecx
	addq	%rbx, %r14
	movl	%ecx, 16(%rdx)
	addq	%rbx, %r14
	addl	$-8, %r13d
	jne	LBB0_106
LBB0_5:                                 ##   in Loop: Header=BB0_7 Depth=1
	testl	%eax, %eax
	je	LBB0_7
	.p2align	4, 0x90
LBB0_6:                                 ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	(%r14), %ecx
	movq	-64(%rbp), %rdx                 ## 8-byte Reload
	movl	%ecx, 16(%rdx)
	addq	%rbx, %r14
	decl	%eax
	jne	LBB0_6
	jmp	LBB0_7
LBB0_76:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.23(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	jne	LBB0_77
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_111:                               ##   in Loop: Header=BB0_77 Depth=2
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	16(%rax), %edi
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	movq	24(%r15), %rdx
	movl	8(%r15), %ecx
	xorl	%esi, %esi
	movl	$4, %r8d
	callq	_wined3d_device_set_stream_source
	cmpl	$128, %r12d
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	16(%rax), %eax
	movl	%eax, -52(%rbp)                 ## 4-byte Spill
	movq	_D3DFVF_LVERTEX@GOTPCREL(%rip), %rax
	cmoveq	_D3DFVF_VERTEX@GOTPCREL(%rip), %rax
	movq	-48(%rbp), %rcx                 ## 8-byte Reload
	movl	20(%rcx), %edi
	movl	(%rax), %esi
	movq	_FALSE@GOTPCREL(%rip), %r12
	cmoveq	_TRUE@GOTPCREL(%rip), %r12
	callq	_ddraw_find_decl
	movl	-52(%rbp), %edi                 ## 4-byte Reload
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
	movl	%eax, %esi
	callq	_wined3d_device_set_vertex_declaration
	movl	16(%rbx), %edi
	movq	_WINED3D_RS_LIGHTING@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	(%r12), %edx
	callq	_wined3d_device_set_render_state
	movl	16(%rbx), %edi
	movl	4(%r14), %esi
	movl	8(%r14), %edx
	movl	12(%r14), %ecx
	movq	32(%r15), %r8
	movq	-72(%rbp), %rbx                 ## 8-byte Reload
	movq	-80(%rbp), %r15                 ## 8-byte Reload
	movq	_D3DFVF_TLVERTEX@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	xorl	%r9d, %r9d
	pushq	%rax
	pushq	$0
	callq	_wined3d_device_process_vertices
	addq	$16, %rsp
LBB0_86:                                ##   in Loop: Header=BB0_77 Depth=2
	addq	%rbx, %r14
	decl	%r13d
	je	LBB0_7
LBB0_77:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	(%r14), %r8d
	movl	4(%r14), %esi
	movq	_D3DPROCESSVERTICES_OPMASK@GOTPCREL(%rip), %rax
	movl	(%rax), %r12d
	andl	%r8d, %r12d
	movl	8(%r14), %edx
	movl	12(%r14), %ecx
	leaq	L_.str.24(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movq	_D3DPROCESSVERTICES_UPDATEEXTENTS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, (%r14)
	je	LBB0_80
## %bb.78:                              ##   in Loop: Header=BB0_77 Depth=2
	movl	_d3d_execute_buffer_execute.once(%rip), %eax
	leal	1(%rax), %ecx
	movl	%ecx, _d3d_execute_buffer_execute.once(%rip)
	testl	%eax, %eax
	jne	LBB0_80
## %bb.79:                              ##   in Loop: Header=BB0_77 Depth=2
	leaq	L_.str.25(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
LBB0_80:                                ##   in Loop: Header=BB0_77 Depth=2
	movq	_D3DPROCESSVERTICES_NOCOLOR@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, (%r14)
	je	LBB0_82
## %bb.81:                              ##   in Loop: Header=BB0_77 Depth=2
	leaq	L_.str.26(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
LBB0_82:                                ##   in Loop: Header=BB0_77 Depth=2
	leal	-128(%r12), %eax
	cmpl	$2, %eax
	jb	LBB0_111
## %bb.83:                              ##   in Loop: Header=BB0_77 Depth=2
	cmpl	$130, %r12d
	jne	LBB0_85
## %bb.84:                              ##   in Loop: Header=BB0_77 Depth=2
	movl	4(%r14), %eax
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	addl	8(%r15), %eax
	leal	(,%rax,4), %ecx
	movl	%ecx, -128(%rbp)
	addl	12(%r14), %eax
	shll	$2, %eax
	movl	%eax, -124(%rbp)
	movaps	LCPI0_0(%rip), %xmm0            ## xmm0 = [1,1,0,0]
	movups	%xmm0, -120(%rbp)
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	16(%rax), %eax
	movl	%eax, -52(%rbp)                 ## 4-byte Spill
	movq	32(%r15), %rdi
	callq	_wined3d_buffer_get_resource
	movl	%eax, %r12d
	movl	8(%r14), %ebx
	shll	$2, %ebx
	movq	24(%r15), %rdi
	movq	-80(%rbp), %r15                 ## 8-byte Reload
	callq	_wined3d_buffer_get_resource
                                        ## kill: def $eax killed $eax def $rax
	subq	$8, %rsp
	movl	-52(%rbp), %edi                 ## 4-byte Reload
	movl	%r12d, %esi
	xorl	%edx, %edx
	movl	%ebx, %ecx
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	leaq	-128(%rbp), %rbx
	pushq	%rbx
	movq	-72(%rbp), %rbx                 ## 8-byte Reload
	pushq	$0
	pushq	%rax
	callq	_wined3d_device_copy_sub_resource_region
	addq	$32, %rsp
	jmp	LBB0_86
	.p2align	4, 0x90
LBB0_85:                                ##   in Loop: Header=BB0_77 Depth=2
	leaq	L_.str.27(%rip), %rdi
	movl	%r12d, %esi
	xorl	%eax, %eax
	callq	_FIXME
	jmp	LBB0_86
LBB0_9:                                 ##   in Loop: Header=BB0_7 Depth=1
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
	movl	16(%rbx), %edi
	movq	_WINED3D_PT_POINTLIST@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	callq	_wined3d_device_set_primitive_type
	movl	16(%rbx), %edi
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	movq	32(%rax), %rdx
	xorl	%esi, %esi
	xorl	%ecx, %ecx
	movl	$4, %r8d
	callq	_wined3d_device_set_stream_source
	movl	16(%rbx), %r15d
	movl	20(%rbx), %edi
	movq	_D3DFVF_TLVERTEX@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_ddraw_find_decl
	movl	%r15d, %edi
	movl	%eax, %esi
	callq	_wined3d_device_set_vertex_declaration
	testl	%r13d, %r13d
	je	LBB0_10
## %bb.11:                              ##   in Loop: Header=BB0_7 Depth=1
	xorl	%ebx, %ebx
	movq	-48(%rbp), %r15                 ## 8-byte Reload
	.p2align	4, 0x90
LBB0_12:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	16(%r15), %edi
	movl	12(%r12,%rbx,8), %edx
	movl	16(%r12,%rbx,8), %esi
	callq	_wined3d_device_draw_primitive
	incq	%rbx
	cmpq	%rbx, %r13
	jne	LBB0_12
	jmp	LBB0_13
LBB0_50:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.14(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	jne	LBB0_51
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_54:                                ##   in Loop: Header=BB0_51 Depth=2
	movl	8(%r14), %esi
	movl	(%r14), %r9d
	movl	4(%r14), %ecx
	subq	$8, %rsp
	leaq	L_.str.15(%rip), %rdi
	movq	%r12, %rdx
	movq	%rbx, %r8
	xorl	%eax, %eax
	pushq	%r15
	callq	_ERR
	addq	$16, %rsp
LBB0_56:                                ##   in Loop: Header=BB0_51 Depth=2
	movq	-80(%rbp), %r15                 ## 8-byte Reload
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	addq	%rax, %r14
	decl	%r13d
	je	LBB0_7
LBB0_51:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	8(%r14), %esi
	decl	%esi
	movq	_DDRAW_HANDLE_MATRIX@GOTPCREL(%rip), %rax
	movq	%r15, %rbx
	movq	%rax, %r15
	movl	(%rax), %edx
	movq	%rbx, %rdi
	callq	_ddraw_get_object
	movq	%rax, %r12
	movl	4(%r14), %esi
	decl	%esi
	movl	(%r15), %edx
	movq	%rbx, %rdi
	callq	_ddraw_get_object
	movq	%rbx, %rdi
	movq	%rax, %rbx
	movl	(%r14), %esi
	decl	%esi
	movl	(%r15), %edx
	callq	_ddraw_get_object
	movq	%rax, %r15
	testq	%r12, %r12
	je	LBB0_54
## %bb.52:                              ##   in Loop: Header=BB0_51 Depth=2
	testq	%rbx, %rbx
	je	LBB0_54
## %bb.53:                              ##   in Loop: Header=BB0_51 Depth=2
	testq	%r15, %r15
	je	LBB0_54
## %bb.55:                              ##   in Loop: Header=BB0_51 Depth=2
	leaq	L_.str.16(%rip), %rdi
	movq	%r12, %rsi
	movq	%rbx, %rdx
	movq	%r15, %rcx
	xorl	%eax, %eax
	callq	_TRACE
	movq	%r12, %rdi
	movq	%r15, %rsi
	movq	%rbx, %rdx
	callq	_multiply_matrix
	jmp	LBB0_56
LBB0_47:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.13(%rip), %rdi
LBB0_48:                                ##   in Loop: Header=BB0_7 Depth=1
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_WARN
LBB0_49:                                ##   in Loop: Header=BB0_7 Depth=1
	imull	%r13d, %ebx
	addq	%rbx, %r14
	jmp	LBB0_7
LBB0_14:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	16(%rax), %edi
	movq	_WINED3D_PT_LINELIST@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	$0, -52(%rbp)                   ## 4-byte Folded Spill
	xorl	%edx, %edx
	callq	_wined3d_device_set_primitive_type
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	movl	(%rax), %ebx
	leaq	L_.str.2(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	movl	$2, %ecx
	testl	%r13d, %r13d
	je	LBB0_7
LBB0_17:                                ##   in Loop: Header=BB0_7 Depth=1
	movl	%r13d, %r15d
	imull	%ecx, %r15d
	movq	-64(%rbp), %r12                 ## 8-byte Reload
	movl	4(%r12), %edi
	movl	%edi, %eax
	subl	%r15d, %eax
	movl	%ecx, -100(%rbp)                ## 4-byte Spill
	jae	LBB0_22
## %bb.18:                              ##   in Loop: Header=BB0_7 Depth=1
	addl	%edi, %edi
	movl	%r15d, %esi
	callq	_max
                                        ## kill: def $eax killed $eax def $rax
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
	leal	(,%rax,4), %eax
	movq	_WINED3DUSAGE_WRITEONLY@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	movq	_WINED3DUSAGE_DYNAMIC@GOTPCREL(%rip), %rdx
	orl	(%rdx), %ecx
	movq	_WINED3DUSAGE_STATICDECL@GOTPCREL(%rip), %rdx
	orl	(%rdx), %ecx
	movl	%eax, -168(%rbp)
	movl	%ecx, -164(%rbp)
	movq	_WINED3D_BIND_INDEX_BUFFER@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_WINED3D_RESOURCE_ACCESS_MAP_R@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	movq	_WINED3D_RESOURCE_ACCESS_GPU@GOTPCREL(%rip), %rdx
	orl	(%rdx), %ecx
	movq	_WINED3D_RESOURCE_ACCESS_MAP_W@GOTPCREL(%rip), %rdx
	orl	(%rdx), %ecx
	movl	%eax, -148(%rbp)
	movl	%ecx, -160(%rbp)
	movq	$0, -156(%rbp)
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	16(%rax), %edi
	leaq	-168(%rbp), %rsi
	xorl	%edx, %edx
	xorl	%ecx, %ecx
	movq	_ddraw_null_wined3d_parent_ops@GOTPCREL(%rip), %r8
	leaq	-176(%rbp), %r9
	callq	_wined3d_buffer_create
	movl	%eax, %ebx
	movl	%eax, %edi
	callq	_FAILED
	testl	%eax, %eax
	jne	LBB0_110
## %bb.19:                              ##   in Loop: Header=BB0_7 Depth=1
	movq	-88(%rbp), %rax                 ## 8-byte Reload
	movl	%eax, 4(%r12)
	movq	40(%r12), %rdi
	testq	%rdi, %rdi
	je	LBB0_21
## %bb.20:                              ##   in Loop: Header=BB0_7 Depth=1
	callq	_wined3d_buffer_decref
LBB0_21:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	-176(%rbp), %rdi
	movq	%rdi, 40(%r12)
	xorl	%ebx, %ebx
	jmp	LBB0_23
LBB0_95:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.32(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	testl	%r13d, %r13d
	jne	LBB0_96
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_100:                               ##   in Loop: Header=BB0_96 Depth=2
	testl	%eax, %eax
	je	LBB0_101
LBB0_98:                                ##   in Loop: Header=BB0_96 Depth=2
	movl	8(%r14), %esi
	leaq	L_.str.33(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movl	8(%r14), %eax
	testq	%rax, %rax
	jne	LBB0_99
LBB0_101:                               ##   in Loop: Header=BB0_96 Depth=2
	addq	%rbx, %r14
	decl	%r13d
	je	LBB0_7
LBB0_96:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	(%r14), %ecx
	movl	12(%r14), %eax
	movq	-64(%rbp), %rdx                 ## 8-byte Reload
	andl	16(%rdx), %ecx
	cmpl	4(%r14), %ecx
	jne	LBB0_100
## %bb.97:                              ##   in Loop: Header=BB0_96 Depth=2
	testl	%eax, %eax
	jne	LBB0_101
	jmp	LBB0_98
LBB0_22:                                ##   in Loop: Header=BB0_7 Depth=1
	cmpl	%ebx, %eax
	movq	40(%r12), %rdi
	movl	$0, %eax
	cmovbl	%eax, %ebx
LBB0_23:                                ##   in Loop: Header=BB0_7 Depth=1
	leal	(,%rbx,4), %eax
	movl	%eax, -128(%rbp)
	leal	(%rbx,%r15), %r12d
	leal	(,%r12,4), %eax
	movl	%eax, -124(%rbp)
	callq	_wined3d_buffer_get_resource
	movq	_WINED3D_MAP_NOOVERWRITE@GOTPCREL(%rip), %rcx
	movq	%rbx, -88(%rbp)                 ## 8-byte Spill
	testl	%ebx, %ebx
	jne	LBB0_25
## %bb.24:                              ##   in Loop: Header=BB0_7 Depth=1
	movq	_WINED3D_MAP_DISCARD@GOTPCREL(%rip), %rcx
LBB0_25:                                ##   in Loop: Header=BB0_7 Depth=1
	movl	(%rcx), %r8d
	movq	_WINED3D_MAP_WRITE@GOTPCREL(%rip), %rcx
	orl	(%rcx), %r8d
	movl	%eax, %edi
	xorl	%esi, %esi
	leaq	-184(%rbp), %rdx
	leaq	-128(%rbp), %rcx
	callq	_wined3d_resource_map
	movl	%eax, %ebx
	movl	%eax, %edi
	callq	_FAILED
	testl	%eax, %eax
	jne	LBB0_110
## %bb.26:                              ##   in Loop: Header=BB0_7 Depth=1
	movq	%r12, -136(%rbp)                ## 8-byte Spill
	movq	%r15, -144(%rbp)                ## 8-byte Spill
	xorl	%ebx, %ebx
	movl	$2, %r12d
	movq	-184(%rbp), %r15
	jmp	LBB0_27
	.p2align	4, 0x90
LBB0_45:                                ##   in Loop: Header=BB0_27 Depth=2
	movl	8(%r14), %eax
	leal	1(%rbx), %ecx
	movl	%eax, (%r15,%rcx,4)
	movl	4(%r14), %eax
	movl	%ebx, %ecx
	movl	%eax, (%r15,%rcx,4)
	addq	-72(%rbp), %r14                 ## 8-byte Folded Reload
	addl	-100(%rbp), %ebx                ## 4-byte Folded Reload
	addq	$3, %r12
	decq	%r13
	je	LBB0_46
LBB0_27:                                ##   Parent Loop BB0_7 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	4(%r14), %esi
	movl	8(%r14), %edx
	movl	12(%r14), %ecx
	leaq	L_.str.3(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	leaq	L_.str.4(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movq	_ddraw@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_TRACE_ON
	testq	%rax, %rax
	je	LBB0_43
## %bb.28:                              ##   in Loop: Header=BB0_27 Depth=2
	movl	(%r14), %esi
	movq	_D3DTRIFLAG_EDGEENABLE1@GOTPCREL(%rip), %rax
	testl	%esi, (%rax)
	je	LBB0_30
## %bb.29:                              ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.5(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movl	(%r14), %esi
LBB0_30:                                ##   in Loop: Header=BB0_27 Depth=2
	movq	_D3DTRIFLAG_EDGEENABLE2@GOTPCREL(%rip), %rax
	testl	%esi, (%rax)
	je	LBB0_32
## %bb.31:                              ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.6(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movl	(%r14), %esi
LBB0_32:                                ##   in Loop: Header=BB0_27 Depth=2
	movq	_D3DTRIFLAG_EDGEENABLE1@GOTPCREL(%rip), %rax
	testl	%esi, (%rax)
	je	LBB0_34
## %bb.33:                              ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.7(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movl	(%r14), %esi
LBB0_34:                                ##   in Loop: Header=BB0_27 Depth=2
	movq	_D3DTRIFLAG_EVEN@GOTPCREL(%rip), %rax
	cmpl	(%rax), %esi
	jne	LBB0_36
## %bb.35:                              ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.8(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movl	(%r14), %esi
LBB0_36:                                ##   in Loop: Header=BB0_27 Depth=2
	movq	_D3DTRIFLAG_ODD@GOTPCREL(%rip), %rax
	cmpl	(%rax), %esi
	jne	LBB0_38
## %bb.37:                              ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.9(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movl	(%r14), %esi
LBB0_38:                                ##   in Loop: Header=BB0_27 Depth=2
	movq	_D3DTRIFLAG_START@GOTPCREL(%rip), %rax
	cmpl	(%rax), %esi
	jne	LBB0_40
## %bb.39:                              ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.10(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
	movl	(%r14), %esi
LBB0_40:                                ##   in Loop: Header=BB0_27 Depth=2
	leal	-1(%rsi), %eax
	cmpl	$28, %eax
	ja	LBB0_42
## %bb.41:                              ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.11(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	xorl	%eax, %eax
	callq	_TRACE
LBB0_42:                                ##   in Loop: Header=BB0_27 Depth=2
	leaq	L_.str.12(%rip), %rdi
	xorl	%eax, %eax
	callq	_TRACE
LBB0_43:                                ##   in Loop: Header=BB0_27 Depth=2
	cmpb	$0, -52(%rbp)                   ## 1-byte Folded Reload
	je	LBB0_45
## %bb.44:                              ##   in Loop: Header=BB0_27 Depth=2
	movl	12(%r14), %eax
	movl	%r12d, %ecx
	movl	%eax, (%r15,%rcx,4)
	jmp	LBB0_45
LBB0_10:                                ##   in Loop: Header=BB0_7 Depth=1
	xorl	%r13d, %r13d
LBB0_13:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	-80(%rbp), %r15                 ## 8-byte Reload
	leaq	(%r14,%r13,8), %r14
	jmp	LBB0_7
LBB0_99:                                ##   in Loop: Header=BB0_7 Depth=1
	addq	%rax, %r12
	movq	%r12, %r14
	jmp	LBB0_7
LBB0_108:
	leaq	L_.str.31(%rip), %rdi
	movl	%r13d, %esi
	xorl	%eax, %eax
	callq	_TRACE
	movq	_D3D_OK@GOTPCREL(%rip), %rax
	jmp	LBB0_109
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_15, LBB0_15-LJTI0_0
.set L0_0_set_87, LBB0_87-LJTI0_0
.set L0_0_set_57, LBB0_57-LJTI0_0
.set L0_0_set_72, LBB0_72-LJTI0_0
.set L0_0_set_68, LBB0_68-LJTI0_0
.set L0_0_set_102, LBB0_102-LJTI0_0
.set L0_0_set_103, LBB0_103-LJTI0_0
.set L0_0_set_76, LBB0_76-LJTI0_0
.set L0_0_set_9, LBB0_9-LJTI0_0
.set L0_0_set_50, LBB0_50-LJTI0_0
.set L0_0_set_47, LBB0_47-LJTI0_0
.set L0_0_set_14, LBB0_14-LJTI0_0
.set L0_0_set_108, LBB0_108-LJTI0_0
.set L0_0_set_95, LBB0_95-LJTI0_0
LJTI0_0:
	.long	L0_0_set_15
	.long	L0_0_set_87
	.long	L0_0_set_57
	.long	L0_0_set_72
	.long	L0_0_set_68
	.long	L0_0_set_102
	.long	L0_0_set_103
	.long	L0_0_set_76
	.long	L0_0_set_9
	.long	L0_0_set_50
	.long	L0_0_set_47
	.long	L0_0_set_14
	.long	L0_0_set_108
	.long	L0_0_set_95
	.end_data_region
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Viewport %p active device is %p.\n"

	.comm	_DDERR_INVALIDPARAMS,4,2        ## @DDERR_INVALIDPARAMS
	.comm	_FALSE,4,2                      ## @FALSE
L_.str.1:                               ## @.str.1
	.asciz	"ExecuteData :\n"

	.comm	_ddraw,4,2                      ## @ddraw
	.comm	_WINED3D_PT_POINTLIST,4,2       ## @WINED3D_PT_POINTLIST
	.comm	_D3DFVF_TLVERTEX,4,2            ## @D3DFVF_TLVERTEX
	.comm	_WINED3D_PT_LINELIST,4,2        ## @WINED3D_PT_LINELIST
L_.str.2:                               ## @.str.2
	.asciz	"TRIANGLE         (%d)\n"

	.comm	_WINED3D_PT_TRIANGLELIST,4,2    ## @WINED3D_PT_TRIANGLELIST
	.comm	_WINED3DUSAGE_DYNAMIC,4,2       ## @WINED3DUSAGE_DYNAMIC
	.comm	_WINED3DUSAGE_WRITEONLY,4,2     ## @WINED3DUSAGE_WRITEONLY
	.comm	_WINED3DUSAGE_STATICDECL,4,2    ## @WINED3DUSAGE_STATICDECL
	.comm	_WINED3D_BIND_INDEX_BUFFER,4,2  ## @WINED3D_BIND_INDEX_BUFFER
	.comm	_WINED3D_RESOURCE_ACCESS_GPU,4,2 ## @WINED3D_RESOURCE_ACCESS_GPU
	.comm	_WINED3D_RESOURCE_ACCESS_MAP_R,4,2 ## @WINED3D_RESOURCE_ACCESS_MAP_R
	.comm	_WINED3D_RESOURCE_ACCESS_MAP_W,4,2 ## @WINED3D_RESOURCE_ACCESS_MAP_W
	.comm	_ddraw_null_wined3d_parent_ops,4,2 ## @ddraw_null_wined3d_parent_ops
	.comm	_WINED3D_MAP_WRITE,4,2          ## @WINED3D_MAP_WRITE
	.comm	_WINED3D_MAP_NOOVERWRITE,4,2    ## @WINED3D_MAP_NOOVERWRITE
	.comm	_WINED3D_MAP_DISCARD,4,2        ## @WINED3D_MAP_DISCARD
L_.str.3:                               ## @.str.3
	.asciz	"  v1: %d  v2: %d  v3: %d\n"

L_.str.4:                               ## @.str.4
	.asciz	"  Flags : "

	.comm	_D3DTRIFLAG_EDGEENABLE1,4,2     ## @D3DTRIFLAG_EDGEENABLE1
L_.str.5:                               ## @.str.5
	.asciz	"EDGEENABLE1 "

	.comm	_D3DTRIFLAG_EDGEENABLE2,4,2     ## @D3DTRIFLAG_EDGEENABLE2
L_.str.6:                               ## @.str.6
	.asciz	"EDGEENABLE2 "

L_.str.7:                               ## @.str.7
	.asciz	"EDGEENABLE3 "

	.comm	_D3DTRIFLAG_EVEN,4,2            ## @D3DTRIFLAG_EVEN
L_.str.8:                               ## @.str.8
	.asciz	"EVEN "

	.comm	_D3DTRIFLAG_ODD,4,2             ## @D3DTRIFLAG_ODD
L_.str.9:                               ## @.str.9
	.asciz	"ODD "

	.comm	_D3DTRIFLAG_START,4,2           ## @D3DTRIFLAG_START
L_.str.10:                              ## @.str.10
	.asciz	"START "

L_.str.11:                              ## @.str.11
	.asciz	"STARTFLAT(%u) "

L_.str.12:                              ## @.str.12
	.asciz	"\n"

	.comm	_WINED3DFMT_R16_UINT,4,2        ## @WINED3DFMT_R16_UINT
L_.str.13:                              ## @.str.13
	.asciz	"MATRIXLOAD-s     (%u)\n"

L_.str.14:                              ## @.str.14
	.asciz	"MATRIXMULTIPLY   (%d)\n"

	.comm	_DDRAW_HANDLE_MATRIX,4,2        ## @DDRAW_HANDLE_MATRIX
L_.str.15:                              ## @.str.15
	.asciz	"Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n"

L_.str.16:                              ## @.str.16
	.asciz	"dst %p, src1 %p, src2 %p.\n"

L_.str.17:                              ## @.str.17
	.asciz	"STATETRANSFORM   (%d)\n"

L_.str.18:                              ## @.str.18
	.asciz	"Invalid matrix handle %#x.\n"

	.comm	_D3DTRANSFORMSTATE_WORLD,4,2    ## @D3DTRANSFORMSTATE_WORLD
	.comm	_D3DTRANSFORMSTATE_VIEW,4,2     ## @D3DTRANSFORMSTATE_VIEW
	.comm	_D3DTRANSFORMSTATE_PROJECTION,4,2 ## @D3DTRANSFORMSTATE_PROJECTION
L_.str.19:                              ## @.str.19
	.asciz	"STATELIGHT       (%d)\n"

L_.str.20:                              ## @.str.20
	.asciz	"Failed to set light state.\n"

L_.str.21:                              ## @.str.21
	.asciz	"STATERENDER      (%d)\n"

L_.str.22:                              ## @.str.22
	.asciz	"Failed to set render state.\n"

L_.str.23:                              ## @.str.23
	.asciz	"PROCESSVERTICES  (%d)\n"

	.comm	_D3DPROCESSVERTICES_OPMASK,4,2  ## @D3DPROCESSVERTICES_OPMASK
L_.str.24:                              ## @.str.24
	.asciz	"  start %u, dest %u, count %u, flags %#x.\n"

	.comm	_D3DPROCESSVERTICES_UPDATEEXTENTS,4,2 ## @D3DPROCESSVERTICES_UPDATEEXTENTS
.zerofill __DATA,__bss,_d3d_execute_buffer_execute.once,4,2 ## @d3d_execute_buffer_execute.once
L_.str.25:                              ## @.str.25
	.asciz	"D3DPROCESSVERTICES_UPDATEEXTENTS not implemented.\n"

	.comm	_D3DPROCESSVERTICES_NOCOLOR,4,2 ## @D3DPROCESSVERTICES_NOCOLOR
L_.str.26:                              ## @.str.26
	.asciz	"D3DPROCESSVERTICES_NOCOLOR not implemented.\n"

	.comm	_D3DFVF_VERTEX,4,2              ## @D3DFVF_VERTEX
	.comm	_WINED3D_RS_LIGHTING,4,2        ## @WINED3D_RS_LIGHTING
	.comm	_TRUE,4,2                       ## @TRUE
	.comm	_D3DFVF_LVERTEX,4,2             ## @D3DFVF_LVERTEX
L_.str.27:                              ## @.str.27
	.asciz	"Unhandled vertex processing op %#x.\n"

L_.str.28:                              ## @.str.28
	.asciz	"TEXTURELOAD    (%u)\n"

	.comm	_DDRAW_HANDLE_SURFACE,4,2       ## @DDRAW_HANDLE_SURFACE
L_.str.29:                              ## @.str.29
	.asciz	"Invalid destination texture handle %#x.\n"

L_.str.30:                              ## @.str.30
	.asciz	"Invalid source texture handle %#x.\n"

L_.str.31:                              ## @.str.31
	.asciz	"EXIT             (%u)\n"

L_.str.32:                              ## @.str.32
	.asciz	"BRANCHFORWARD    (%d)\n"

L_.str.33:                              ## @.str.33
	.asciz	" Branch to %d\n"

L_.str.34:                              ## @.str.34
	.asciz	"SPAN-s           (%u)\n"

L_.str.35:                              ## @.str.35
	.asciz	"SETSTATUS        (%d)\n"

L_.str.36:                              ## @.str.36
	.asciz	"Unhandled OpCode %#x.\n"

	.comm	_D3D_OK,4,2                     ## @D3D_OK
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal16,16byte_literals
	.p2align	4                               ; -- Begin function d3d_execute_buffer_execute
lCPI0_0:
	.long	1                               ; 0x1
	.long	1                               ; 0x1
	.long	0                               ; 0x0
	.long	0                               ; 0x0
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_d3d_execute_buffer_execute
	.p2align	2
_d3d_execute_buffer_execute:            ; @d3d_execute_buffer_execute
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #272
	.cfi_def_cfa_offset 272
	stp	x28, x27, [sp, #176]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #192]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #208]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #224]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #240]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #256]            ; 16-byte Folded Spill
	add	x29, sp, #256
	.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
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	x21, x0
	ldrsw	x8, [x21, #12]!
	ldur	x9, [x21, #36]
	stp	xzr, xzr, [sp, #128]
	str	wzr, [sp, #152]
	str	xzr, [sp, #144]
	ldr	x10, [x2]
	cmp	x10, x1
	b.eq	LBB0_4
; %bb.1:
	stp	x2, x10, [sp]
Lloh0:
	adrp	x0, l_.str@PAGE
Lloh1:
	add	x0, x0, l_.str@PAGEOFF
	bl	_WARN
Lloh2:
	adrp	x8, _DDERR_INVALIDPARAMS@GOTPAGE
Lloh3:
	ldr	x8, [x8, _DDERR_INVALIDPARAMS@GOTPAGEOFF]
LBB0_2:
	ldr	w25, [x8]
LBB0_3:
	mov	x0, x25
	ldp	x29, x30, [sp, #256]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #240]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #224]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #208]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #192]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #176]            ; 16-byte Folded Reload
	add	sp, sp, #272
	ret
LBB0_4:
	mov	x19, x1
	mov	x22, x0
	add	x26, x9, x8
Lloh4:
	adrp	x8, _FALSE@GOTPAGE
Lloh5:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh6:
	ldr	w1, [x8]
	mov	x0, x2
	bl	_viewport_activate
Lloh7:
	adrp	x0, l_.str.1@PAGE
Lloh8:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_TRACE
Lloh9:
	adrp	x8, _ddraw@GOTPAGE
Lloh10:
	ldr	x8, [x8, _ddraw@GOTPAGEOFF]
Lloh11:
	ldr	w0, [x8]
	bl	_TRACE_ON
	cbz	x0, LBB0_6
; %bb.5:
	mov	x0, x21
	bl	__dump_executedata
LBB0_6:
	add	x21, x19, #12
	add	x24, x19, #24
Lloh12:
	adrp	x8, lCPI0_0@PAGE
Lloh13:
	ldr	q0, [x8, lCPI0_0@PAGEOFF]
	str	q0, [sp, #64]                   ; 16-byte Folded Spill
	stp	x22, x24, [sp, #80]             ; 16-byte Folded Spill
	b	LBB0_8
LBB0_7:                                 ;   in Loop: Header=BB0_8 Depth=1
	ldr	x22, [sp, #80]                  ; 8-byte Folded Reload
	ldr	x0, [x22, #40]
	bl	_wined3d_buffer_get_resource
	mov	w1, #0
	bl	_wined3d_resource_unmap
	ldr	w0, [x19, #16]
	ldr	x2, [x22, #32]
	mov	w1, #0
	mov	w3, #0
	mov	w4, #4
	bl	_wined3d_device_set_stream_source
	ldp	w25, w0, [x19, #16]
Lloh14:
	adrp	x8, _D3DFVF_TLVERTEX@GOTPAGE
Lloh15:
	ldr	x8, [x8, _D3DFVF_TLVERTEX@GOTPAGEOFF]
Lloh16:
	ldr	w1, [x8]
	bl	_ddraw_find_decl
	mov	x1, x0
	mov	x0, x25
	bl	_wined3d_device_set_vertex_declaration
	ldr	w0, [x19, #16]
	ldr	x1, [x22, #40]
Lloh17:
	adrp	x8, _WINED3DFMT_R16_UINT@GOTPAGE
Lloh18:
	ldr	x8, [x8, _WINED3DFMT_R16_UINT@GOTPAGEOFF]
Lloh19:
	ldr	w2, [x8]
	mov	w3, #0
	bl	_wined3d_device_set_index_buffer
	ldr	w0, [x19, #16]
	ldp	w2, w1, [sp, #56]               ; 8-byte Folded Reload
	bl	_wined3d_device_draw_indexed_primitive
	ldr	w8, [sp, #52]                   ; 4-byte Folded Reload
	str	w8, [x22]
	ldr	x24, [sp, #88]                  ; 8-byte Folded Reload
LBB0_8:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_78 Depth 2
                                        ;     Child Loop BB0_63 Depth 2
                                        ;     Child Loop BB0_58 Depth 2
                                        ;     Child Loop BB0_47 Depth 2
                                        ;     Child Loop BB0_43 Depth 2
                                        ;     Child Loop BB0_39 Depth 2
                                        ;     Child Loop BB0_35 Depth 2
                                        ;     Child Loop BB0_25 Depth 2
                                        ;     Child Loop BB0_16 Depth 2
                                        ;     Child Loop BB0_88 Depth 2
	mov	x20, x26
	ldp	w28, w27, [x26], #12
	ldr	w1, [x20, #8]
	sub	w8, w1, #131
	cmp	w8, #13
	b.hi	LBB0_12
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=1
Lloh20:
	adrp	x11, lJTI0_0@PAGE
Lloh21:
	add	x11, x11, lJTI0_0@PAGEOFF
	adr	x9, LBB0_10
	ldrh	w10, [x11, x8, lsl #1]
	add	x9, x9, x10, lsl #2
	br	x9
LBB0_10:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	w20, [x22]
	mov	x8, x28
	str	x8, [sp]
Lloh22:
	adrp	x0, l_.str.2@PAGE
Lloh23:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_TRACE
	cbz	w28, LBB0_8
; %bb.11:                               ;   in Loop: Header=BB0_8 Depth=1
	ldr	w0, [x19, #16]
Lloh24:
	adrp	x8, _WINED3D_PT_TRIANGLELIST@GOTPAGE
Lloh25:
	ldr	x8, [x8, _WINED3D_PT_TRIANGLELIST@GOTPAGEOFF]
Lloh26:
	ldr	w1, [x8]
	mov	w2, #0
	bl	_wined3d_device_set_primitive_type
	mov	w23, #3
	mov	w22, #1
	b	LBB0_70
LBB0_12:                                ;   in Loop: Header=BB0_8 Depth=1
Lloh27:
	adrp	x0, l_.str.36@PAGE
Lloh28:
	add	x0, x0, l_.str.36@PAGEOFF
	bl	_ERR
	b	LBB0_67
LBB0_13:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh29:
	adrp	x0, l_.str.28@PAGE
Lloh30:
	add	x0, x0, l_.str.28@PAGEOFF
	bl	_TRACE
	cbnz	w28, LBB0_16
	b	LBB0_8
LBB0_14:                                ;   in Loop: Header=BB0_16 Depth=2
	mov	x1, x0
	mov	x0, x23
	bl	_IDirect3DTexture2_Load
LBB0_15:                                ;   in Loop: Header=BB0_16 Depth=2
	add	x26, x26, x27
	subs	w28, w28, #1
	b.eq	LBB0_8
LBB0_16:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w8, [x26]
	sub	w1, w8, #1
Lloh31:
	adrp	x20, _DDRAW_HANDLE_SURFACE@GOTPAGE
Lloh32:
	ldr	x20, [x20, _DDRAW_HANDLE_SURFACE@GOTPAGEOFF]
	ldr	w2, [x20]
	mov	x0, x21
	bl	_ddraw_get_object
	cbz	x0, LBB0_19
; %bb.17:                               ;   in Loop: Header=BB0_16 Depth=2
	mov	x23, x0
	ldr	w8, [x26, #4]
	sub	w1, w8, #1
	ldr	w2, [x20]
	mov	x0, x21
	bl	_ddraw_get_object
	cbnz	x0, LBB0_14
; %bb.18:                               ;   in Loop: Header=BB0_16 Depth=2
	ldr	w8, [x26, #4]
	str	x8, [sp]
Lloh33:
	adrp	x0, l_.str.30@PAGE
Lloh34:
	add	x0, x0, l_.str.30@PAGEOFF
	b	LBB0_20
LBB0_19:                                ;   in Loop: Header=BB0_16 Depth=2
	ldr	w8, [x26]
	str	x8, [sp]
Lloh35:
	adrp	x0, l_.str.29@PAGE
Lloh36:
	add	x0, x0, l_.str.29@PAGEOFF
LBB0_20:                                ;   in Loop: Header=BB0_16 Depth=2
	bl	_WARN
	b	LBB0_15
LBB0_21:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh37:
	adrp	x0, l_.str.17@PAGE
Lloh38:
	add	x0, x0, l_.str.17@PAGEOFF
	bl	_TRACE
	cbz	w28, LBB0_8
; %bb.22:                               ;   in Loop: Header=BB0_8 Depth=1
	add	x20, x20, #28
Lloh39:
	adrp	x23, l_.str.18@PAGE
Lloh40:
	add	x23, x23, l_.str.18@PAGEOFF
Lloh41:
	adrp	x25, _D3DTRANSFORMSTATE_WORLD@GOTPAGE
Lloh42:
	ldr	x25, [x25, _D3DTRANSFORMSTATE_WORLD@GOTPAGEOFF]
Lloh43:
	adrp	x26, _D3DTRANSFORMSTATE_VIEW@GOTPAGE
Lloh44:
	ldr	x26, [x26, _D3DTRANSFORMSTATE_VIEW@GOTPAGEOFF]
	b	LBB0_25
LBB0_23:                                ;   in Loop: Header=BB0_25 Depth=2
	mov	x0, x24
	bl	_IDirect3DDevice3_SetTransform
LBB0_24:                                ;   in Loop: Header=BB0_25 Depth=2
	add	x20, x20, x27
	subs	w28, w28, #1
	b.eq	LBB0_83
LBB0_25:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldur	x8, [x20, #-16]
	ldr	w8, [x8]
	sub	w1, w8, #1
Lloh45:
	adrp	x8, _DDRAW_HANDLE_MATRIX@GOTPAGE
Lloh46:
	ldr	x8, [x8, _DDRAW_HANDLE_MATRIX@GOTPAGEOFF]
Lloh47:
	ldr	w2, [x8]
	mov	x0, x21
	bl	_ddraw_get_object
	cbz	x0, LBB0_32
; %bb.26:                               ;   in Loop: Header=BB0_25 Depth=2
	mov	x2, x0
	ldr	w1, [x20]
	ldr	w8, [x25]
	cmp	w1, w8
	b.ne	LBB0_28
; %bb.27:                               ;   in Loop: Header=BB0_25 Depth=2
	ldur	x8, [x20, #-16]
	ldr	w8, [x8]
	str	w8, [x19]
LBB0_28:                                ;   in Loop: Header=BB0_25 Depth=2
	ldr	w8, [x26]
	cmp	w1, w8
	b.ne	LBB0_30
; %bb.29:                               ;   in Loop: Header=BB0_25 Depth=2
	ldur	x8, [x20, #-16]
	ldr	w8, [x8]
	str	w8, [x19, #4]
LBB0_30:                                ;   in Loop: Header=BB0_25 Depth=2
Lloh48:
	adrp	x8, _D3DTRANSFORMSTATE_PROJECTION@GOTPAGE
Lloh49:
	ldr	x8, [x8, _D3DTRANSFORMSTATE_PROJECTION@GOTPAGEOFF]
Lloh50:
	ldr	w8, [x8]
	cmp	w1, w8
	b.ne	LBB0_23
; %bb.31:                               ;   in Loop: Header=BB0_25 Depth=2
	ldur	x8, [x20, #-16]
	ldr	w8, [x8]
	str	w8, [x19, #8]
	b	LBB0_23
LBB0_32:                                ;   in Loop: Header=BB0_25 Depth=2
	ldur	x8, [x20, #-16]
	ldr	w1, [x8]
	mov	x0, x23
	bl	_ERR
	b	LBB0_24
LBB0_33:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh51:
	adrp	x0, l_.str.21@PAGE
Lloh52:
	add	x0, x0, l_.str.21@PAGEOFF
	bl	_TRACE
	cbnz	w28, LBB0_35
	b	LBB0_8
LBB0_34:                                ;   in Loop: Header=BB0_35 Depth=2
	add	x26, x26, x27
	subs	w28, w28, #1
	b.eq	LBB0_8
LBB0_35:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w1, [x26, #8]
	ldr	x8, [x26]
	ldr	w2, [x8]
	mov	x0, x24
	bl	_IDirect3DDevice3_SetRenderState
	bl	_FAILED
	cbz	w0, LBB0_34
; %bb.36:                               ;   in Loop: Header=BB0_35 Depth=2
Lloh53:
	adrp	x0, l_.str.22@PAGE
Lloh54:
	add	x0, x0, l_.str.22@PAGEOFF
	bl	_WARN
	b	LBB0_34
LBB0_37:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh55:
	adrp	x0, l_.str.19@PAGE
Lloh56:
	add	x0, x0, l_.str.19@PAGEOFF
	bl	_TRACE
	cbnz	w28, LBB0_39
	b	LBB0_8
LBB0_38:                                ;   in Loop: Header=BB0_39 Depth=2
	add	x26, x26, x27
	subs	w28, w28, #1
	b.eq	LBB0_8
LBB0_39:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w1, [x26, #12]
	ldr	x8, [x26]
	ldr	w2, [x8]
	mov	x0, x24
	bl	_IDirect3DDevice3_SetLightState
	bl	_FAILED
	cbz	w0, LBB0_38
; %bb.40:                               ;   in Loop: Header=BB0_39 Depth=2
Lloh57:
	adrp	x0, l_.str.20@PAGE
Lloh58:
	add	x0, x0, l_.str.20@PAGEOFF
	bl	_WARN
	b	LBB0_38
LBB0_41:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh59:
	adrp	x0, l_.str.34@PAGE
Lloh60:
	add	x0, x0, l_.str.34@PAGEOFF
	b	LBB0_66
LBB0_42:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh61:
	adrp	x0, l_.str.35@PAGE
Lloh62:
	add	x0, x0, l_.str.35@PAGEOFF
	bl	_TRACE
	cbz	w28, LBB0_8
LBB0_43:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w8, [x26]
	str	w8, [x22, #16]
	add	x26, x26, x27
	subs	w28, w28, #1
	b.ne	LBB0_43
	b	LBB0_8
LBB0_44:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh63:
	adrp	x0, l_.str.23@PAGE
Lloh64:
	add	x0, x0, l_.str.23@PAGEOFF
	bl	_TRACE
	cbnz	w28, LBB0_47
	b	LBB0_8
LBB0_45:                                ;   in Loop: Header=BB0_47 Depth=2
	ldr	w0, [x19, #16]
	ldr	x22, [sp, #80]                  ; 8-byte Folded Reload
	ldr	x2, [x22, #24]
	ldr	w3, [x22, #8]
	mov	w1, #0
	mov	w4, #4
	bl	_wined3d_device_set_stream_source
	ldp	w23, w0, [x19, #16]
	cmp	w20, #128
Lloh65:
	adrp	x8, _D3DFVF_VERTEX@GOTPAGE
Lloh66:
	ldr	x8, [x8, _D3DFVF_VERTEX@GOTPAGEOFF]
Lloh67:
	adrp	x9, _D3DFVF_LVERTEX@GOTPAGE
Lloh68:
	ldr	x9, [x9, _D3DFVF_LVERTEX@GOTPAGEOFF]
	csel	x8, x8, x9, eq
	ldr	w1, [x8]
Lloh69:
	adrp	x8, _FALSE@GOTPAGE
Lloh70:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh71:
	adrp	x9, _TRUE@GOTPAGE
Lloh72:
	ldr	x9, [x9, _TRUE@GOTPAGEOFF]
	csel	x20, x9, x8, eq
	bl	_ddraw_find_decl
	mov	x1, x0
	mov	x0, x23
	bl	_wined3d_device_set_vertex_declaration
	ldr	w0, [x19, #16]
Lloh73:
	adrp	x8, _WINED3D_RS_LIGHTING@GOTPAGE
Lloh74:
	ldr	x8, [x8, _WINED3D_RS_LIGHTING@GOTPAGEOFF]
Lloh75:
	ldr	w1, [x8]
	ldr	w2, [x20]
	bl	_wined3d_device_set_render_state
	ldr	w0, [x19, #16]
	ldp	w1, w2, [x26, #4]
	ldr	w3, [x26, #12]
	ldr	x4, [x22, #32]
Lloh76:
	adrp	x8, _D3DFVF_TLVERTEX@GOTPAGE
Lloh77:
	ldr	x8, [x8, _D3DFVF_TLVERTEX@GOTPAGEOFF]
Lloh78:
	ldr	w7, [x8]
	mov	x5, #0
	mov	w6, #0
	bl	_wined3d_device_process_vertices
LBB0_46:                                ;   in Loop: Header=BB0_47 Depth=2
	add	x26, x26, x27
	subs	w28, w28, #1
	b.eq	LBB0_8
LBB0_47:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
Lloh79:
	adrp	x8, _D3DPROCESSVERTICES_OPMASK@GOTPAGE
Lloh80:
	ldr	x8, [x8, _D3DPROCESSVERTICES_OPMASK@GOTPAGEOFF]
Lloh81:
	ldr	w20, [x8]
	ldp	w22, w8, [x26]
	ldp	w9, w10, [x26, #8]
	stp	x10, x22, [sp, #16]
	stp	x8, x9, [sp]
Lloh82:
	adrp	x0, l_.str.24@PAGE
Lloh83:
	add	x0, x0, l_.str.24@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26]
Lloh84:
	adrp	x9, _D3DPROCESSVERTICES_UPDATEEXTENTS@GOTPAGE
Lloh85:
	ldr	x9, [x9, _D3DPROCESSVERTICES_UPDATEEXTENTS@GOTPAGEOFF]
Lloh86:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_50
; %bb.48:                               ;   in Loop: Header=BB0_47 Depth=2
	adrp	x10, _d3d_execute_buffer_execute.once@PAGE
	ldr	w8, [x10, _d3d_execute_buffer_execute.once@PAGEOFF]
	add	w9, w8, #1
	str	w9, [x10, _d3d_execute_buffer_execute.once@PAGEOFF]
	cbnz	w8, LBB0_50
; %bb.49:                               ;   in Loop: Header=BB0_47 Depth=2
Lloh87:
	adrp	x0, l_.str.25@PAGE
Lloh88:
	add	x0, x0, l_.str.25@PAGEOFF
	bl	_FIXME
LBB0_50:                                ;   in Loop: Header=BB0_47 Depth=2
	ldr	w8, [x26]
Lloh89:
	adrp	x9, _D3DPROCESSVERTICES_NOCOLOR@GOTPAGE
Lloh90:
	ldr	x9, [x9, _D3DPROCESSVERTICES_NOCOLOR@GOTPAGEOFF]
Lloh91:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_52
; %bb.51:                               ;   in Loop: Header=BB0_47 Depth=2
Lloh92:
	adrp	x0, l_.str.26@PAGE
Lloh93:
	add	x0, x0, l_.str.26@PAGEOFF
	bl	_FIXME
LBB0_52:                                ;   in Loop: Header=BB0_47 Depth=2
	and	w20, w20, w22
	sub	w8, w20, #128
	cmp	w8, #2
	b.lo	LBB0_45
; %bb.53:                               ;   in Loop: Header=BB0_47 Depth=2
	cmp	w20, #130
	b.ne	LBB0_55
; %bb.54:                               ;   in Loop: Header=BB0_47 Depth=2
	ldr	x22, [sp, #80]                  ; 8-byte Folded Reload
	ldr	w8, [x22, #8]
	ldr	w9, [x26, #4]
	add	w8, w9, w8
	lsl	w9, w8, #2
	str	w9, [sp, #128]
	ldr	w9, [x26, #12]
	add	w8, w9, w8
	lsl	w8, w8, #2
	str	w8, [sp, #132]
	ldr	q0, [sp, #64]                   ; 16-byte Folded Reload
	stur	q0, [sp, #136]
	ldr	w23, [x19, #16]
	ldr	x0, [x22, #32]
	bl	_wined3d_buffer_get_resource
	mov	x24, x0
	ldr	w8, [x26, #8]
	lsl	w25, w8, #2
	ldr	x0, [x22, #24]
	bl	_wined3d_buffer_get_resource
	mov	x6, x0
	add	x8, sp, #128
	str	x8, [sp]
	mov	x0, x23
	mov	x1, x24
	mov	w2, #0
	mov	x3, x25
	ldr	x24, [sp, #88]                  ; 8-byte Folded Reload
	mov	w4, #0
	mov	w5, #0
	mov	w7, #0
	bl	_wined3d_device_copy_sub_resource_region
	b	LBB0_46
LBB0_55:                                ;   in Loop: Header=BB0_47 Depth=2
	str	x20, [sp]
Lloh94:
	adrp	x0, l_.str.27@PAGE
Lloh95:
	add	x0, x0, l_.str.27@PAGEOFF
	bl	_FIXME
	ldr	x22, [sp, #80]                  ; 8-byte Folded Reload
	b	LBB0_46
LBB0_56:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	w0, [x19, #16]
Lloh96:
	adrp	x8, _WINED3D_PT_POINTLIST@GOTPAGE
Lloh97:
	ldr	x8, [x8, _WINED3D_PT_POINTLIST@GOTPAGEOFF]
Lloh98:
	ldr	w1, [x8]
	mov	w2, #0
	bl	_wined3d_device_set_primitive_type
	ldr	w0, [x19, #16]
	ldr	x2, [x22, #32]
	mov	w1, #0
	mov	w3, #0
	mov	w4, #4
	bl	_wined3d_device_set_stream_source
	ldp	w23, w0, [x19, #16]
Lloh99:
	adrp	x8, _D3DFVF_TLVERTEX@GOTPAGE
Lloh100:
	ldr	x8, [x8, _D3DFVF_TLVERTEX@GOTPAGEOFF]
Lloh101:
	ldr	w1, [x8]
	bl	_ddraw_find_decl
	mov	x1, x0
	mov	x0, x23
	bl	_wined3d_device_set_vertex_declaration
	cbz	w28, LBB0_106
; %bb.57:                               ;   in Loop: Header=BB0_8 Depth=1
	add	x20, x20, #16
	mov	x22, x28
LBB0_58:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w0, [x19, #16]
	ldp	w2, w1, [x20, #-4]
	bl	_wined3d_device_draw_primitive
	add	x20, x20, #8
	subs	x22, x22, #1
	b.ne	LBB0_58
; %bb.59:                               ;   in Loop: Header=BB0_8 Depth=1
	ldr	x22, [sp, #80]                  ; 8-byte Folded Reload
	add	x26, x26, x28, lsl #3
	b	LBB0_8
LBB0_60:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh102:
	adrp	x0, l_.str.14@PAGE
Lloh103:
	add	x0, x0, l_.str.14@PAGEOFF
	bl	_TRACE
	cbnz	w28, LBB0_63
	b	LBB0_8
LBB0_61:                                ;   in Loop: Header=BB0_63 Depth=2
	stp	x24, x25, [sp, #8]
	str	x23, [sp]
Lloh104:
	adrp	x0, l_.str.16@PAGE
Lloh105:
	add	x0, x0, l_.str.16@PAGEOFF
	bl	_TRACE
	mov	x0, x23
	mov	x1, x25
	mov	x2, x24
	bl	_multiply_matrix
LBB0_62:                                ;   in Loop: Header=BB0_63 Depth=2
	ldr	x24, [sp, #88]                  ; 8-byte Folded Reload
	add	x26, x26, x27
	subs	w28, w28, #1
	b.eq	LBB0_8
LBB0_63:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w8, [x26, #8]
	sub	w1, w8, #1
Lloh106:
	adrp	x20, _DDRAW_HANDLE_MATRIX@GOTPAGE
Lloh107:
	ldr	x20, [x20, _DDRAW_HANDLE_MATRIX@GOTPAGEOFF]
	ldr	w2, [x20]
	mov	x0, x21
	bl	_ddraw_get_object
	mov	x23, x0
	ldr	w8, [x26, #4]
	sub	w1, w8, #1
	ldr	w2, [x20]
	mov	x0, x21
	bl	_ddraw_get_object
	mov	x24, x0
	ldr	w8, [x26]
	sub	w1, w8, #1
	ldr	w2, [x20]
	mov	x0, x21
	bl	_ddraw_get_object
	mov	x25, x0
	cmp	x23, #0
	ccmp	x24, #0, #4, ne
	ccmp	x0, #0, #4, ne
	b.ne	LBB0_61
; %bb.64:                               ;   in Loop: Header=BB0_63 Depth=2
	ldp	w8, w1, [x26, #4]
	ldr	w9, [x26]
	stp	x9, x25, [sp, #24]
	stp	x8, x24, [sp, #8]
	str	x23, [sp]
Lloh108:
	adrp	x0, l_.str.15@PAGE
Lloh109:
	add	x0, x0, l_.str.15@PAGEOFF
	bl	_ERR
	b	LBB0_62
LBB0_65:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh110:
	adrp	x0, l_.str.13@PAGE
Lloh111:
	add	x0, x0, l_.str.13@PAGEOFF
LBB0_66:                                ;   in Loop: Header=BB0_8 Depth=1
	bl	_WARN
LBB0_67:                                ;   in Loop: Header=BB0_8 Depth=1
	mul	w8, w27, w28
	add	x26, x26, x8
	b	LBB0_8
LBB0_68:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	w0, [x19, #16]
Lloh112:
	adrp	x8, _WINED3D_PT_LINELIST@GOTPAGE
Lloh113:
	ldr	x8, [x8, _WINED3D_PT_LINELIST@GOTPAGEOFF]
Lloh114:
	ldr	w1, [x8]
	mov	w2, #0
	bl	_wined3d_device_set_primitive_type
	ldr	w20, [x22]
	mov	x8, x28
	str	x8, [sp]
Lloh115:
	adrp	x0, l_.str.2@PAGE
Lloh116:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_TRACE
	cbz	w28, LBB0_8
; %bb.69:                               ;   in Loop: Header=BB0_8 Depth=1
	mov	w22, #0
	mov	w23, #2
LBB0_70:                                ;   in Loop: Header=BB0_8 Depth=1
	mul	w24, w23, w28
	ldr	x10, [sp, #80]                  ; 8-byte Folded Reload
	ldr	w9, [x10, #4]
	subs	w8, w9, w24
	b.hs	LBB0_84
; %bb.71:                               ;   in Loop: Header=BB0_8 Depth=1
	lsl	w0, w9, #1
	mov	x20, x24
	mov	x1, x24
	bl	_max
	mov	x24, x0
Lloh117:
	adrp	x8, _WINED3DUSAGE_DYNAMIC@GOTPAGE
Lloh118:
	ldr	x8, [x8, _WINED3DUSAGE_DYNAMIC@GOTPAGEOFF]
Lloh119:
	ldr	w8, [x8]
Lloh120:
	adrp	x9, _WINED3DUSAGE_WRITEONLY@GOTPAGE
Lloh121:
	ldr	x9, [x9, _WINED3DUSAGE_WRITEONLY@GOTPAGEOFF]
Lloh122:
	ldr	w9, [x9]
	orr	w8, w9, w8
Lloh123:
	adrp	x9, _WINED3DUSAGE_STATICDECL@GOTPAGE
Lloh124:
	ldr	x9, [x9, _WINED3DUSAGE_STATICDECL@GOTPAGEOFF]
Lloh125:
	ldr	w9, [x9]
	orr	w8, w8, w9
	lsl	w9, w0, #2
	stp	w9, w8, [sp, #96]
Lloh126:
	adrp	x8, _WINED3D_RESOURCE_ACCESS_GPU@GOTPAGE
Lloh127:
	ldr	x8, [x8, _WINED3D_RESOURCE_ACCESS_GPU@GOTPAGEOFF]
Lloh128:
	ldr	w8, [x8]
Lloh129:
	adrp	x9, _WINED3D_RESOURCE_ACCESS_MAP_R@GOTPAGE
Lloh130:
	ldr	x9, [x9, _WINED3D_RESOURCE_ACCESS_MAP_R@GOTPAGEOFF]
Lloh131:
	ldr	w9, [x9]
	orr	w8, w9, w8
Lloh132:
	adrp	x9, _WINED3D_RESOURCE_ACCESS_MAP_W@GOTPAGE
Lloh133:
	ldr	x9, [x9, _WINED3D_RESOURCE_ACCESS_MAP_W@GOTPAGEOFF]
Lloh134:
	ldr	w9, [x9]
	orr	w8, w8, w9
Lloh135:
	adrp	x9, _WINED3D_BIND_INDEX_BUFFER@GOTPAGE
Lloh136:
	ldr	x9, [x9, _WINED3D_BIND_INDEX_BUFFER@GOTPAGEOFF]
Lloh137:
	ldr	w9, [x9]
	stp	wzr, w9, [sp, #112]
	stp	w8, wzr, [sp, #104]
	ldr	w0, [x19, #16]
	add	x1, sp, #96
	add	x5, sp, #120
	mov	x2, #0
	mov	x3, #0
Lloh138:
	adrp	x4, _ddraw_null_wined3d_parent_ops@GOTPAGE
Lloh139:
	ldr	x4, [x4, _ddraw_null_wined3d_parent_ops@GOTPAGEOFF]
	bl	_wined3d_buffer_create
	mov	x25, x0
	bl	_FAILED
	cbnz	w0, LBB0_3
; %bb.72:                               ;   in Loop: Header=BB0_8 Depth=1
	ldr	x8, [sp, #80]                   ; 8-byte Folded Reload
	str	w24, [x8, #4]
	ldr	x0, [x8, #40]
	cbz	x0, LBB0_74
; %bb.73:                               ;   in Loop: Header=BB0_8 Depth=1
	bl	_wined3d_buffer_decref
LBB0_74:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	w25, #0
	ldr	x0, [sp, #120]
	ldr	x8, [sp, #80]                   ; 8-byte Folded Reload
	str	x0, [x8, #40]
	mov	x24, x20
	b	LBB0_85
LBB0_75:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x8, x28
	str	x8, [sp]
Lloh140:
	adrp	x0, l_.str.32@PAGE
Lloh141:
	add	x0, x0, l_.str.32@PAGEOFF
	bl	_TRACE
	cbnz	w28, LBB0_78
	b	LBB0_8
LBB0_76:                                ;   in Loop: Header=BB0_78 Depth=2
	cbz	w8, LBB0_81
LBB0_77:                                ;   in Loop: Header=BB0_78 Depth=2
	add	x26, x26, x27
	subs	w28, w28, #1
	b.eq	LBB0_8
LBB0_78:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w8, [x22, #16]
	ldp	w9, w10, [x26]
	and	w9, w9, w8
	ldr	w8, [x26, #12]
	cmp	w9, w10
	b.eq	LBB0_76
; %bb.79:                               ;   in Loop: Header=BB0_78 Depth=2
	cbz	w8, LBB0_77
; %bb.80:                               ;   in Loop: Header=BB0_78 Depth=2
	ldr	w8, [x26, #8]
	str	x8, [sp]
Lloh142:
	adrp	x0, l_.str.33@PAGE
Lloh143:
	add	x0, x0, l_.str.33@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26, #8]
	cbz	w8, LBB0_77
	b	LBB0_107
LBB0_81:                                ;   in Loop: Header=BB0_78 Depth=2
	ldr	w8, [x26, #8]
	str	x8, [sp]
Lloh144:
	adrp	x0, l_.str.33@PAGE
Lloh145:
	add	x0, x0, l_.str.33@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26, #8]
	cbz	w8, LBB0_77
; %bb.82:                               ;   in Loop: Header=BB0_8 Depth=1
	add	x26, x20, x8
	b	LBB0_8
LBB0_83:                                ;   in Loop: Header=BB0_8 Depth=1
	sub	x26, x20, #16
	b	LBB0_8
LBB0_84:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	x0, [x10, #40]
	cmp	w8, w20
	csel	w25, wzr, w20, lo
LBB0_85:                                ;   in Loop: Header=BB0_8 Depth=1
	lsl	w8, w25, #2
	add	w20, w25, w24
	lsl	w9, w20, #2
	stp	w8, w9, [sp, #128]
	bl	_wined3d_buffer_get_resource
Lloh146:
	adrp	x8, _WINED3D_MAP_WRITE@GOTPAGE
Lloh147:
	ldr	x8, [x8, _WINED3D_MAP_WRITE@GOTPAGEOFF]
Lloh148:
	ldr	w8, [x8]
	str	w25, [sp, #60]                  ; 4-byte Folded Spill
	cmp	w25, #0
Lloh149:
	adrp	x9, _WINED3D_MAP_NOOVERWRITE@GOTPAGE
Lloh150:
	ldr	x9, [x9, _WINED3D_MAP_NOOVERWRITE@GOTPAGEOFF]
Lloh151:
	adrp	x10, _WINED3D_MAP_DISCARD@GOTPAGE
Lloh152:
	ldr	x10, [x10, _WINED3D_MAP_DISCARD@GOTPAGEOFF]
	csel	x9, x10, x9, eq
	ldr	w9, [x9]
	orr	w4, w9, w8
	sub	x2, x29, #96
	add	x3, sp, #128
	mov	w1, #0
	bl	_wined3d_resource_map
	mov	x25, x0
	bl	_FAILED
	cbnz	w0, LBB0_3
; %bb.86:                               ;   in Loop: Header=BB0_8 Depth=1
	stp	w20, w24, [sp, #52]             ; 8-byte Folded Spill
	mov	w25, #0
	ldur	x24, [x29, #-96]
	mov	w20, #2
	b	LBB0_88
LBB0_87:                                ;   in Loop: Header=BB0_88 Depth=2
	ldr	w8, [x26, #8]
	add	w9, w25, #1
	str	w8, [x24, w9, uxtw #2]
	ldr	w8, [x26, #4]
	str	w8, [x24, w25, uxtw #2]
	add	x26, x26, x27
	add	w25, w25, w23
	add	x20, x20, #3
	subs	x28, x28, #1
	b.eq	LBB0_7
LBB0_88:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldp	w8, w9, [x26, #4]
	ldr	w10, [x26, #12]
	stp	x9, x10, [sp, #8]
	str	x8, [sp]
Lloh153:
	adrp	x0, l_.str.3@PAGE
Lloh154:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_TRACE
Lloh155:
	adrp	x0, l_.str.4@PAGE
Lloh156:
	add	x0, x0, l_.str.4@PAGEOFF
	bl	_TRACE
Lloh157:
	adrp	x8, _ddraw@GOTPAGE
Lloh158:
	ldr	x8, [x8, _ddraw@GOTPAGEOFF]
Lloh159:
	ldr	w0, [x8]
	bl	_TRACE_ON
	cbz	x0, LBB0_104
; %bb.89:                               ;   in Loop: Header=BB0_88 Depth=2
	ldr	w8, [x26]
Lloh160:
	adrp	x9, _D3DTRIFLAG_EDGEENABLE1@GOTPAGE
Lloh161:
	ldr	x9, [x9, _D3DTRIFLAG_EDGEENABLE1@GOTPAGEOFF]
Lloh162:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_91
; %bb.90:                               ;   in Loop: Header=BB0_88 Depth=2
Lloh163:
	adrp	x0, l_.str.5@PAGE
Lloh164:
	add	x0, x0, l_.str.5@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26]
LBB0_91:                                ;   in Loop: Header=BB0_88 Depth=2
Lloh165:
	adrp	x9, _D3DTRIFLAG_EDGEENABLE2@GOTPAGE
Lloh166:
	ldr	x9, [x9, _D3DTRIFLAG_EDGEENABLE2@GOTPAGEOFF]
Lloh167:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_93
; %bb.92:                               ;   in Loop: Header=BB0_88 Depth=2
Lloh168:
	adrp	x0, l_.str.6@PAGE
Lloh169:
	add	x0, x0, l_.str.6@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26]
LBB0_93:                                ;   in Loop: Header=BB0_88 Depth=2
Lloh170:
	adrp	x9, _D3DTRIFLAG_EDGEENABLE1@GOTPAGE
Lloh171:
	ldr	x9, [x9, _D3DTRIFLAG_EDGEENABLE1@GOTPAGEOFF]
Lloh172:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_95
; %bb.94:                               ;   in Loop: Header=BB0_88 Depth=2
Lloh173:
	adrp	x0, l_.str.7@PAGE
Lloh174:
	add	x0, x0, l_.str.7@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26]
LBB0_95:                                ;   in Loop: Header=BB0_88 Depth=2
Lloh175:
	adrp	x9, _D3DTRIFLAG_EVEN@GOTPAGE
Lloh176:
	ldr	x9, [x9, _D3DTRIFLAG_EVEN@GOTPAGEOFF]
Lloh177:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ne	LBB0_97
; %bb.96:                               ;   in Loop: Header=BB0_88 Depth=2
Lloh178:
	adrp	x0, l_.str.8@PAGE
Lloh179:
	add	x0, x0, l_.str.8@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26]
LBB0_97:                                ;   in Loop: Header=BB0_88 Depth=2
Lloh180:
	adrp	x9, _D3DTRIFLAG_ODD@GOTPAGE
Lloh181:
	ldr	x9, [x9, _D3DTRIFLAG_ODD@GOTPAGEOFF]
Lloh182:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ne	LBB0_99
; %bb.98:                               ;   in Loop: Header=BB0_88 Depth=2
Lloh183:
	adrp	x0, l_.str.9@PAGE
Lloh184:
	add	x0, x0, l_.str.9@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26]
LBB0_99:                                ;   in Loop: Header=BB0_88 Depth=2
Lloh185:
	adrp	x9, _D3DTRIFLAG_START@GOTPAGE
Lloh186:
	ldr	x9, [x9, _D3DTRIFLAG_START@GOTPAGEOFF]
Lloh187:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ne	LBB0_101
; %bb.100:                              ;   in Loop: Header=BB0_88 Depth=2
Lloh188:
	adrp	x0, l_.str.10@PAGE
Lloh189:
	add	x0, x0, l_.str.10@PAGEOFF
	bl	_TRACE
	ldr	w8, [x26]
LBB0_101:                               ;   in Loop: Header=BB0_88 Depth=2
	sub	w9, w8, #1
	cmp	w9, #28
	b.hi	LBB0_103
; %bb.102:                              ;   in Loop: Header=BB0_88 Depth=2
	str	x8, [sp]
Lloh190:
	adrp	x0, l_.str.11@PAGE
Lloh191:
	add	x0, x0, l_.str.11@PAGEOFF
	bl	_TRACE
LBB0_103:                               ;   in Loop: Header=BB0_88 Depth=2
Lloh192:
	adrp	x0, l_.str.12@PAGE
Lloh193:
	add	x0, x0, l_.str.12@PAGEOFF
	bl	_TRACE
LBB0_104:                               ;   in Loop: Header=BB0_88 Depth=2
	cbz	w22, LBB0_87
; %bb.105:                              ;   in Loop: Header=BB0_88 Depth=2
	ldr	w8, [x26, #12]
	str	w8, [x24, w20, uxtw #2]
	b	LBB0_87
LBB0_106:                               ;   in Loop: Header=BB0_8 Depth=1
	mov	x28, #0
	add	x26, x26, xzr, lsl #3
	b	LBB0_8
LBB0_107:                               ;   in Loop: Header=BB0_8 Depth=1
	add	x26, x20, x8
	b	LBB0_8
LBB0_108:
                                        ; kill: def $w28 killed $w28 killed $x28 def $x28
	str	x28, [sp]
Lloh194:
	adrp	x0, l_.str.31@PAGE
Lloh195:
	add	x0, x0, l_.str.31@PAGEOFF
	bl	_TRACE
Lloh196:
	adrp	x8, _D3D_OK@GOTPAGE
Lloh197:
	ldr	x8, [x8, _D3D_OK@GOTPAGEOFF]
	b	LBB0_2
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.loh AdrpLdr	Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpAdd	Lloh22, Lloh23
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpAdd	Lloh27, Lloh28
	.loh AdrpAdd	Lloh29, Lloh30
	.loh AdrpLdrGot	Lloh31, Lloh32
	.loh AdrpAdd	Lloh33, Lloh34
	.loh AdrpAdd	Lloh35, Lloh36
	.loh AdrpAdd	Lloh37, Lloh38
	.loh AdrpLdrGot	Lloh43, Lloh44
	.loh AdrpLdrGot	Lloh41, Lloh42
	.loh AdrpAdd	Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh45, Lloh46, Lloh47
	.loh AdrpLdrGotLdr	Lloh48, Lloh49, Lloh50
	.loh AdrpAdd	Lloh51, Lloh52
	.loh AdrpAdd	Lloh53, Lloh54
	.loh AdrpAdd	Lloh55, Lloh56
	.loh AdrpAdd	Lloh57, Lloh58
	.loh AdrpAdd	Lloh59, Lloh60
	.loh AdrpAdd	Lloh61, Lloh62
	.loh AdrpAdd	Lloh63, Lloh64
	.loh AdrpLdrGotLdr	Lloh76, Lloh77, Lloh78
	.loh AdrpLdrGotLdr	Lloh73, Lloh74, Lloh75
	.loh AdrpLdrGot	Lloh71, Lloh72
	.loh AdrpLdrGot	Lloh69, Lloh70
	.loh AdrpLdrGot	Lloh67, Lloh68
	.loh AdrpLdrGot	Lloh65, Lloh66
	.loh AdrpLdrGotLdr	Lloh84, Lloh85, Lloh86
	.loh AdrpAdd	Lloh82, Lloh83
	.loh AdrpLdrGotLdr	Lloh79, Lloh80, Lloh81
	.loh AdrpAdd	Lloh87, Lloh88
	.loh AdrpLdrGotLdr	Lloh89, Lloh90, Lloh91
	.loh AdrpAdd	Lloh92, Lloh93
	.loh AdrpAdd	Lloh94, Lloh95
	.loh AdrpLdrGotLdr	Lloh99, Lloh100, Lloh101
	.loh AdrpLdrGotLdr	Lloh96, Lloh97, Lloh98
	.loh AdrpAdd	Lloh102, Lloh103
	.loh AdrpAdd	Lloh104, Lloh105
	.loh AdrpLdrGot	Lloh106, Lloh107
	.loh AdrpAdd	Lloh108, Lloh109
	.loh AdrpAdd	Lloh110, Lloh111
	.loh AdrpAdd	Lloh115, Lloh116
	.loh AdrpLdrGotLdr	Lloh112, Lloh113, Lloh114
	.loh AdrpLdrGot	Lloh138, Lloh139
	.loh AdrpLdrGotLdr	Lloh135, Lloh136, Lloh137
	.loh AdrpLdrGotLdr	Lloh132, Lloh133, Lloh134
	.loh AdrpLdrGotLdr	Lloh129, Lloh130, Lloh131
	.loh AdrpLdrGotLdr	Lloh126, Lloh127, Lloh128
	.loh AdrpLdrGotLdr	Lloh123, Lloh124, Lloh125
	.loh AdrpLdrGotLdr	Lloh120, Lloh121, Lloh122
	.loh AdrpLdrGotLdr	Lloh117, Lloh118, Lloh119
	.loh AdrpAdd	Lloh140, Lloh141
	.loh AdrpAdd	Lloh142, Lloh143
	.loh AdrpAdd	Lloh144, Lloh145
	.loh AdrpLdrGot	Lloh151, Lloh152
	.loh AdrpLdrGot	Lloh149, Lloh150
	.loh AdrpLdrGotLdr	Lloh146, Lloh147, Lloh148
	.loh AdrpLdrGotLdr	Lloh157, Lloh158, Lloh159
	.loh AdrpAdd	Lloh155, Lloh156
	.loh AdrpAdd	Lloh153, Lloh154
	.loh AdrpLdrGotLdr	Lloh160, Lloh161, Lloh162
	.loh AdrpAdd	Lloh163, Lloh164
	.loh AdrpLdrGotLdr	Lloh165, Lloh166, Lloh167
	.loh AdrpAdd	Lloh168, Lloh169
	.loh AdrpLdrGotLdr	Lloh170, Lloh171, Lloh172
	.loh AdrpAdd	Lloh173, Lloh174
	.loh AdrpLdrGotLdr	Lloh175, Lloh176, Lloh177
	.loh AdrpAdd	Lloh178, Lloh179
	.loh AdrpLdrGotLdr	Lloh180, Lloh181, Lloh182
	.loh AdrpAdd	Lloh183, Lloh184
	.loh AdrpLdrGotLdr	Lloh185, Lloh186, Lloh187
	.loh AdrpAdd	Lloh188, Lloh189
	.loh AdrpAdd	Lloh190, Lloh191
	.loh AdrpAdd	Lloh192, Lloh193
	.loh AdrpLdrGot	Lloh196, Lloh197
	.loh AdrpAdd	Lloh194, Lloh195
	.cfi_endproc
	.section	__TEXT,__const
	.p2align	1
lJTI0_0:
	.short	(LBB0_10-LBB0_10)>>2
	.short	(LBB0_13-LBB0_10)>>2
	.short	(LBB0_21-LBB0_10)>>2
	.short	(LBB0_33-LBB0_10)>>2
	.short	(LBB0_37-LBB0_10)>>2
	.short	(LBB0_41-LBB0_10)>>2
	.short	(LBB0_42-LBB0_10)>>2
	.short	(LBB0_44-LBB0_10)>>2
	.short	(LBB0_56-LBB0_10)>>2
	.short	(LBB0_60-LBB0_10)>>2
	.short	(LBB0_65-LBB0_10)>>2
	.short	(LBB0_68-LBB0_10)>>2
	.short	(LBB0_108-LBB0_10)>>2
	.short	(LBB0_75-LBB0_10)>>2
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Viewport %p active device is %p.\n"

	.comm	_DDERR_INVALIDPARAMS,4,2        ; @DDERR_INVALIDPARAMS
	.comm	_FALSE,4,2                      ; @FALSE
l_.str.1:                               ; @.str.1
	.asciz	"ExecuteData :\n"

	.comm	_ddraw,4,2                      ; @ddraw
	.comm	_WINED3D_PT_POINTLIST,4,2       ; @WINED3D_PT_POINTLIST
	.comm	_D3DFVF_TLVERTEX,4,2            ; @D3DFVF_TLVERTEX
	.comm	_WINED3D_PT_LINELIST,4,2        ; @WINED3D_PT_LINELIST
l_.str.2:                               ; @.str.2
	.asciz	"TRIANGLE         (%d)\n"

	.comm	_WINED3D_PT_TRIANGLELIST,4,2    ; @WINED3D_PT_TRIANGLELIST
	.comm	_WINED3DUSAGE_DYNAMIC,4,2       ; @WINED3DUSAGE_DYNAMIC
	.comm	_WINED3DUSAGE_WRITEONLY,4,2     ; @WINED3DUSAGE_WRITEONLY
	.comm	_WINED3DUSAGE_STATICDECL,4,2    ; @WINED3DUSAGE_STATICDECL
	.comm	_WINED3D_BIND_INDEX_BUFFER,4,2  ; @WINED3D_BIND_INDEX_BUFFER
	.comm	_WINED3D_RESOURCE_ACCESS_GPU,4,2 ; @WINED3D_RESOURCE_ACCESS_GPU
	.comm	_WINED3D_RESOURCE_ACCESS_MAP_R,4,2 ; @WINED3D_RESOURCE_ACCESS_MAP_R
	.comm	_WINED3D_RESOURCE_ACCESS_MAP_W,4,2 ; @WINED3D_RESOURCE_ACCESS_MAP_W
	.comm	_ddraw_null_wined3d_parent_ops,4,2 ; @ddraw_null_wined3d_parent_ops
	.comm	_WINED3D_MAP_WRITE,4,2          ; @WINED3D_MAP_WRITE
	.comm	_WINED3D_MAP_NOOVERWRITE,4,2    ; @WINED3D_MAP_NOOVERWRITE
	.comm	_WINED3D_MAP_DISCARD,4,2        ; @WINED3D_MAP_DISCARD
l_.str.3:                               ; @.str.3
	.asciz	"  v1: %d  v2: %d  v3: %d\n"

l_.str.4:                               ; @.str.4
	.asciz	"  Flags : "

	.comm	_D3DTRIFLAG_EDGEENABLE1,4,2     ; @D3DTRIFLAG_EDGEENABLE1
l_.str.5:                               ; @.str.5
	.asciz	"EDGEENABLE1 "

	.comm	_D3DTRIFLAG_EDGEENABLE2,4,2     ; @D3DTRIFLAG_EDGEENABLE2
l_.str.6:                               ; @.str.6
	.asciz	"EDGEENABLE2 "

l_.str.7:                               ; @.str.7
	.asciz	"EDGEENABLE3 "

	.comm	_D3DTRIFLAG_EVEN,4,2            ; @D3DTRIFLAG_EVEN
l_.str.8:                               ; @.str.8
	.asciz	"EVEN "

	.comm	_D3DTRIFLAG_ODD,4,2             ; @D3DTRIFLAG_ODD
l_.str.9:                               ; @.str.9
	.asciz	"ODD "

	.comm	_D3DTRIFLAG_START,4,2           ; @D3DTRIFLAG_START
l_.str.10:                              ; @.str.10
	.asciz	"START "

l_.str.11:                              ; @.str.11
	.asciz	"STARTFLAT(%u) "

l_.str.12:                              ; @.str.12
	.asciz	"\n"

	.comm	_WINED3DFMT_R16_UINT,4,2        ; @WINED3DFMT_R16_UINT
l_.str.13:                              ; @.str.13
	.asciz	"MATRIXLOAD-s     (%u)\n"

l_.str.14:                              ; @.str.14
	.asciz	"MATRIXMULTIPLY   (%d)\n"

	.comm	_DDRAW_HANDLE_MATRIX,4,2        ; @DDRAW_HANDLE_MATRIX
l_.str.15:                              ; @.str.15
	.asciz	"Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n"

l_.str.16:                              ; @.str.16
	.asciz	"dst %p, src1 %p, src2 %p.\n"

l_.str.17:                              ; @.str.17
	.asciz	"STATETRANSFORM   (%d)\n"

l_.str.18:                              ; @.str.18
	.asciz	"Invalid matrix handle %#x.\n"

	.comm	_D3DTRANSFORMSTATE_WORLD,4,2    ; @D3DTRANSFORMSTATE_WORLD
	.comm	_D3DTRANSFORMSTATE_VIEW,4,2     ; @D3DTRANSFORMSTATE_VIEW
	.comm	_D3DTRANSFORMSTATE_PROJECTION,4,2 ; @D3DTRANSFORMSTATE_PROJECTION
l_.str.19:                              ; @.str.19
	.asciz	"STATELIGHT       (%d)\n"

l_.str.20:                              ; @.str.20
	.asciz	"Failed to set light state.\n"

l_.str.21:                              ; @.str.21
	.asciz	"STATERENDER      (%d)\n"

l_.str.22:                              ; @.str.22
	.asciz	"Failed to set render state.\n"

l_.str.23:                              ; @.str.23
	.asciz	"PROCESSVERTICES  (%d)\n"

	.comm	_D3DPROCESSVERTICES_OPMASK,4,2  ; @D3DPROCESSVERTICES_OPMASK
l_.str.24:                              ; @.str.24
	.asciz	"  start %u, dest %u, count %u, flags %#x.\n"

	.comm	_D3DPROCESSVERTICES_UPDATEEXTENTS,4,2 ; @D3DPROCESSVERTICES_UPDATEEXTENTS
.zerofill __DATA,__bss,_d3d_execute_buffer_execute.once,4,2 ; @d3d_execute_buffer_execute.once
l_.str.25:                              ; @.str.25
	.asciz	"D3DPROCESSVERTICES_UPDATEEXTENTS not implemented.\n"

	.comm	_D3DPROCESSVERTICES_NOCOLOR,4,2 ; @D3DPROCESSVERTICES_NOCOLOR
l_.str.26:                              ; @.str.26
	.asciz	"D3DPROCESSVERTICES_NOCOLOR not implemented.\n"

	.comm	_D3DFVF_VERTEX,4,2              ; @D3DFVF_VERTEX
	.comm	_WINED3D_RS_LIGHTING,4,2        ; @WINED3D_RS_LIGHTING
	.comm	_TRUE,4,2                       ; @TRUE
	.comm	_D3DFVF_LVERTEX,4,2             ; @D3DFVF_LVERTEX
l_.str.27:                              ; @.str.27
	.asciz	"Unhandled vertex processing op %#x.\n"

l_.str.28:                              ; @.str.28
	.asciz	"TEXTURELOAD    (%u)\n"

	.comm	_DDRAW_HANDLE_SURFACE,4,2       ; @DDRAW_HANDLE_SURFACE
l_.str.29:                              ; @.str.29
	.asciz	"Invalid destination texture handle %#x.\n"

l_.str.30:                              ; @.str.30
	.asciz	"Invalid source texture handle %#x.\n"

l_.str.31:                              ; @.str.31
	.asciz	"EXIT             (%u)\n"

l_.str.32:                              ; @.str.32
	.asciz	"BRANCHFORWARD    (%d)\n"

l_.str.33:                              ; @.str.33
	.asciz	" Branch to %d\n"

l_.str.34:                              ; @.str.34
	.asciz	"SPAN-s           (%u)\n"

l_.str.35:                              ; @.str.35
	.asciz	"SETSTATUS        (%d)\n"

l_.str.36:                              ; @.str.36
	.asciz	"Unhandled OpCode %#x.\n"

	.comm	_D3D_OK,4,2                     ; @D3D_OK
.subsections_via_symbols
