	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function context_map_psamplers
_context_map_psamplers:                 ## @context_map_psamplers
	.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	_MAX_FRAGMENT_SAMPLERS@GOTPCREL(%rip), %r15
	cmpl	$0, (%r15)
	je	LBB0_7
## %bb.1:
	movq	%rdi, %r14
	movq	(%rsi), %rax
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %rax
	movq	(%rax), %r12
	movq	8(%rdi), %r13
	xorl	%ebx, %ebx
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%rbx
	movl	(%r15), %eax
	cmpq	%rax, %rbx
	jae	LBB0_7
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	cmpq	$0, (%r12,%rbx,8)
	je	LBB0_6
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	(%r14), %rax
	movl	(%rax,%rbx,4), %eax
	cmpq	%rax, %rbx
	je	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	%r14, %rdi
	movl	%ebx, %esi
	movl	%ebx, %edx
	callq	_context_map_stage
	movl	%ebx, %edi
	callq	_STATE_SAMPLER
	movq	%r14, %rdi
	movl	%eax, %esi
	callq	_context_invalidate_state
	movl	(%r13), %eax
	cmpq	%rax, %rbx
	jae	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	%r14, %rdi
	movl	%ebx, %esi
	callq	_context_invalidate_texture_stage
	jmp	LBB0_6
LBB0_7:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_MAX_FRAGMENT_SAMPLERS,4,2      ## @MAX_FRAGMENT_SAMPLERS
	.no_dead_strip	_context_map_psamplers
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function context_map_psamplers
_context_map_psamplers:                 ; @context_map_psamplers
	.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	x21, _MAX_FRAGMENT_SAMPLERS@GOTPAGE
Lloh1:
	ldr	x21, [x21, _MAX_FRAGMENT_SAMPLERS@GOTPAGEOFF]
	ldr	w8, [x21]
	cbz	w8, LBB0_7
; %bb.1:
	mov	x19, x0
	mov	x20, #0
Lloh2:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh3:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
	ldr	x9, [x1]
Lloh4:
	ldr	x8, [x8]
	ldr	x8, [x9, x8, lsl #3]
	ldr	x22, [x8]
	ldr	x23, [x0, #8]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x20, x20, #1
	ldr	w8, [x21]
	cmp	x20, x8
	b.hs	LBB0_7
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x22, x20, lsl #3]
	cbz	x8, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x19]
	ldr	w8, [x8, x20, lsl #2]
	cmp	x20, x8
	b.eq	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x19
	mov	x1, x20
	mov	x2, x20
	bl	_context_map_stage
	mov	x0, x20
	bl	_STATE_SAMPLER
	mov	x1, x0
	mov	x0, x19
	bl	_context_invalidate_state
	ldr	w8, [x23]
	cmp	x20, x8
	b.hs	LBB0_2
; %bb.6:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x19
	mov	x1, x20
	bl	_context_invalidate_texture_stage
	b	LBB0_2
LBB0_7:
	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 AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_MAX_FRAGMENT_SAMPLERS,4,2      ; @MAX_FRAGMENT_SAMPLERS
	.no_dead_strip	_context_map_psamplers
.subsections_via_symbols
