	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function fragment_prog_arbfp
_fragment_prog_arbfp:                   ## @fragment_prog_arbfp
	.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	$40, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%edx, %ebx
	movq	%rsi, %r14
	movq	%rdi, %r13
	movq	24(%rdi), %rax
	movq	32(%rdi), %rcx
	movq	%rcx, -80(%rbp)                 ## 8-byte Spill
	movq	%rax, -56(%rbp)                 ## 8-byte Spill
	movq	8(%rax), %r15
	movq	%rsi, %rdi
	callq	_use_ps
	movq	%rax, %r12
	leaq	L_.str(%rip), %rdi
	movq	%r13, %rsi
	movq	%r14, -72(%rbp)                 ## 8-byte Spill
	movq	%r14, %rdx
	movl	%ebx, %ecx
	xorl	%eax, %eax
	callq	_TRACE
	movq	_WINED3D_RS_FOGENABLE@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_STATE_RENDER
	movq	%r13, %rdi
	movl	%eax, %esi
	callq	_isStateDirty
	testq	%rax, %rax
	je	LBB0_8
## %bb.1:
	testq	%r12, %r12
	jne	LBB0_25
## %bb.2:
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	cmpq	_arb_program_shader_backend@GOTPCREL(%rip), %rax
	jne	LBB0_26
## %bb.3:
	cmpq	$0, 8(%r13)
	je	LBB0_26
## %bb.4:
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %r12
	cmpl	$0, (%r12)
	movq	-72(%rbp), %r14                 ## 8-byte Reload
	je	LBB0_7
## %bb.5:
	xorl	%ebx, %ebx
	movq	_WINED3D_TSS_CONSTANT@GOTPCREL(%rip), %r15
	.p2align	4, 0x90
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	movq	_WINED3D_TSS_BUMPENV_MAT00@GOTPCREL(%rip), %rcx
	movl	(%rcx), %esi
	movl	%ebx, %edi
	callq	_STATE_TEXTURESTAGE
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_set_bumpmat_arbfp
	movl	(%r15), %esi
	movl	%ebx, %edi
	callq	_STATE_TEXTURESTAGE
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_state_tss_constant_arbfp
	incl	%ebx
	cmpl	(%r12), %ebx
	jb	LBB0_6
LBB0_7:
	movq	_WINED3D_RS_TEXTUREFACTOR@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_STATE_RENDER
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_state_texfactor_arbfp
	movq	_WINED3D_RS_SPECULARENABLE@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_STATE_RENDER
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_state_arb_specularenable
	movq	_STATE_COLOR_KEY@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	%r13, %rdi
	movq	%r14, %rsi
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_color_key_arbfp                ## TAILCALL
LBB0_8:
	movq	%r15, -64(%rbp)                 ## 8-byte Spill
	testq	%r12, %r12
	je	LBB0_9
## %bb.20:
	cmpq	$0, 8(%r13)
	jne	LBB0_25
## %bb.21:
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	cmpq	_arb_program_shader_backend@GOTPCREL(%rip), %rax
	jne	LBB0_23
## %bb.22:
	movq	_WINED3D_SHADER_CONST_PS_F@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, 16(%r13)
LBB0_23:
	movq	_TRUE@GOTPCREL(%rip), %rax
	jmp	LBB0_24
LBB0_9:
	movq	_FALSE@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	leaq	-48(%rbp), %r12
	movq	%r13, %rdi
	movq	-72(%rbp), %r14                 ## 8-byte Reload
	movq	%r14, %rsi
	movq	%r12, %rdx
	callq	_gen_ffp_frag_op
	movq	-64(%rbp), %rbx                 ## 8-byte Reload
	leaq	4(%rbx), %r15
	movq	%r15, %rdi
	movq	%r12, %rsi
	callq	_find_ffp_frag_shader
	movq	%rax, %r12
	testq	%rax, %rax
	jne	LBB0_13
## %bb.10:
	movl	$8, %edi
	callq	_heap_alloc
	testq	%rax, %rax
	je	LBB0_11
## %bb.12:
	movq	%rax, %r12
	movq	%rax, %rbx
	addq	$4, %rbx
	movl	-48(%rbp), %eax
	movl	%eax, 4(%r12)
	leaq	-48(%rbp), %rdi
	movq	-80(%rbp), %rsi                 ## 8-byte Reload
	callq	_gen_arbfp_ffp_shader
	movl	%eax, (%r12)
	movq	%r15, %rdi
	movq	%rbx, %rsi
	callq	_add_ffp_frag_shader
	leaq	L_.str.2(%rip), %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_TRACE
	movq	-64(%rbp), %rbx                 ## 8-byte Reload
LBB0_13:
	movq	_GL_FRAGMENT_PROGRAM_ARB@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movl	(%r12), %esi
	callq	_glBindProgramARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.3(%rip), %rdi
	callq	_checkGLcall
	movl	(%r12), %eax
	movl	%eax, (%rbx)
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	cmpq	_arb_program_shader_backend@GOTPCREL(%rip), %rax
	jne	LBB0_19
## %bb.14:
	cmpq	$0, 8(%r13)
	je	LBB0_19
## %bb.15:
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %r12
	cmpl	$0, (%r12)
	je	LBB0_18
## %bb.16:
	xorl	%ebx, %ebx
	movq	_WINED3D_TSS_CONSTANT@GOTPCREL(%rip), %r15
	.p2align	4, 0x90
LBB0_17:                                ## =>This Inner Loop Header: Depth=1
	movq	_WINED3D_TSS_BUMPENV_MAT00@GOTPCREL(%rip), %rcx
	movl	(%rcx), %esi
	movl	%ebx, %edi
	callq	_STATE_TEXTURESTAGE
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_set_bumpmat_arbfp
	movl	(%r15), %esi
	movl	%ebx, %edi
	callq	_STATE_TEXTURESTAGE
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_state_tss_constant_arbfp
	incl	%ebx
	cmpl	(%r12), %ebx
	jb	LBB0_17
LBB0_18:
	movq	_WINED3D_RS_TEXTUREFACTOR@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_STATE_RENDER
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_state_texfactor_arbfp
	movq	_WINED3D_RS_SPECULARENABLE@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_STATE_RENDER
	movq	%r13, %rdi
	movq	%r14, %rsi
	movl	%eax, %edx
	callq	_state_arb_specularenable
	movq	_STATE_COLOR_KEY@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	%r13, %rdi
	movq	%r14, %rsi
	callq	_color_key_arbfp
LBB0_19:
	movq	_FALSE@GOTPCREL(%rip), %rax
LBB0_24:
	movq	(%rax), %rax
	movq	%rax, 8(%r13)
LBB0_25:
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rax
	movb	(%rax), %cl
	movl	$1, %eax
	shll	%cl, %eax
	orl	%eax, (%r13)
LBB0_26:
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_11:
	leaq	L_.str.1(%rip), %rdi
	callq	_ERR
	jmp	LBB0_26
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"context %p, state %p, state_id %#x.\n"

	.comm	_WINED3D_RS_FOGENABLE,4,2       ## @WINED3D_RS_FOGENABLE
	.comm	_arb_program_shader_backend,4,2 ## @arb_program_shader_backend
	.comm	_MAX_TEXTURES,4,2               ## @MAX_TEXTURES
	.comm	_WINED3D_TSS_BUMPENV_MAT00,4,2  ## @WINED3D_TSS_BUMPENV_MAT00
	.comm	_WINED3D_TSS_CONSTANT,4,2       ## @WINED3D_TSS_CONSTANT
	.comm	_WINED3D_RS_TEXTUREFACTOR,4,2   ## @WINED3D_RS_TEXTUREFACTOR
	.comm	_WINED3D_RS_SPECULARENABLE,4,2  ## @WINED3D_RS_SPECULARENABLE
	.comm	_STATE_COLOR_KEY,4,2            ## @STATE_COLOR_KEY
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_FALSE,8,3                      ## @FALSE
L_.str.1:                               ## @.str.1
	.asciz	"Out of memory\n"

L_.str.2:                               ## @.str.2
	.asciz	"Allocated fixed function replacement shader descriptor %p\n"

	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ## @GL_FRAGMENT_PROGRAM_ARB
L_.str.3:                               ## @.str.3
	.asciz	"glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)"

	.comm	_WINED3D_SHADER_CONST_PS_F,4,2  ## @WINED3D_SHADER_CONST_PS_F
	.comm	_TRUE,8,3                       ## @TRUE
	.no_dead_strip	_fragment_prog_arbfp
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function fragment_prog_arbfp
_fragment_prog_arbfp:                   ; @fragment_prog_arbfp
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	x28, x27, [sp, #32]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #48]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #64]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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	x23, x2
	mov	x20, x1
	mov	x19, x0
	ldp	x26, x21, [x0, #24]
	ldr	x27, [x26, #8]
	mov	x0, x1
	bl	_use_ps
	mov	x22, x0
	stp	x20, x23, [sp, #8]
	str	x19, [sp]
Lloh0:
	adrp	x0, l_.str@PAGE
Lloh1:
	add	x0, x0, l_.str@PAGEOFF
	bl	_TRACE
Lloh2:
	adrp	x8, _WINED3D_RS_FOGENABLE@GOTPAGE
Lloh3:
	ldr	x8, [x8, _WINED3D_RS_FOGENABLE@GOTPAGEOFF]
Lloh4:
	ldr	w0, [x8]
	bl	_STATE_RENDER
	mov	x1, x0
	mov	x0, x19
	bl	_isStateDirty
	cbz	x0, LBB0_8
; %bb.1:
	cbnz	x22, LBB0_24
; %bb.2:
	ldr	x8, [x26]
Lloh5:
	adrp	x9, _arb_program_shader_backend@GOTPAGE
Lloh6:
	ldr	x9, [x9, _arb_program_shader_backend@GOTPAGEOFF]
	cmp	x8, x9
	b.ne	LBB0_25
; %bb.3:
	ldr	x8, [x19, #8]
	cbz	x8, LBB0_25
; %bb.4:
Lloh7:
	adrp	x22, _MAX_TEXTURES@GOTPAGE
Lloh8:
	ldr	x22, [x22, _MAX_TEXTURES@GOTPAGEOFF]
	ldr	w8, [x22]
	cbz	w8, LBB0_7
; %bb.5:
	mov	w21, #0
Lloh9:
	adrp	x23, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGE
Lloh10:
	ldr	x23, [x23, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGEOFF]
Lloh11:
	adrp	x24, _WINED3D_TSS_CONSTANT@GOTPAGE
Lloh12:
	ldr	x24, [x24, _WINED3D_TSS_CONSTANT@GOTPAGEOFF]
LBB0_6:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w1, [x23]
	mov	x0, x21
	bl	_STATE_TEXTURESTAGE
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_set_bumpmat_arbfp
	ldr	w1, [x24]
	mov	x0, x21
	bl	_STATE_TEXTURESTAGE
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_state_tss_constant_arbfp
	add	w21, w21, #1
	ldr	w8, [x22]
	cmp	w21, w8
	b.lo	LBB0_6
LBB0_7:
Lloh13:
	adrp	x8, _WINED3D_RS_TEXTUREFACTOR@GOTPAGE
Lloh14:
	ldr	x8, [x8, _WINED3D_RS_TEXTUREFACTOR@GOTPAGEOFF]
Lloh15:
	ldr	w0, [x8]
	bl	_STATE_RENDER
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_state_texfactor_arbfp
Lloh16:
	adrp	x8, _WINED3D_RS_SPECULARENABLE@GOTPAGE
Lloh17:
	ldr	x8, [x8, _WINED3D_RS_SPECULARENABLE@GOTPAGEOFF]
Lloh18:
	ldr	w0, [x8]
	bl	_STATE_RENDER
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_state_arb_specularenable
Lloh19:
	adrp	x8, _STATE_COLOR_KEY@GOTPAGE
Lloh20:
	ldr	x8, [x8, _STATE_COLOR_KEY@GOTPAGEOFF]
Lloh21:
	ldr	w2, [x8]
	mov	x0, x19
	mov	x1, x20
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #128
	b	_color_key_arbfp
LBB0_8:
	cbz	x22, LBB0_13
; %bb.9:
	ldr	x8, [x19, #8]
	cbnz	x8, LBB0_24
; %bb.10:
	ldr	x8, [x26]
Lloh22:
	adrp	x9, _arb_program_shader_backend@GOTPAGE
Lloh23:
	ldr	x9, [x9, _arb_program_shader_backend@GOTPAGEOFF]
	cmp	x8, x9
	b.ne	LBB0_12
; %bb.11:
Lloh24:
	adrp	x8, _WINED3D_SHADER_CONST_PS_F@GOTPAGE
Lloh25:
	ldr	x8, [x8, _WINED3D_SHADER_CONST_PS_F@GOTPAGEOFF]
Lloh26:
	ldr	w8, [x8]
	ldr	w9, [x19, #16]
	orr	w8, w9, w8
	str	w8, [x19, #16]
LBB0_12:
Lloh27:
	adrp	x8, _TRUE@GOTPAGE
Lloh28:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
Lloh29:
	ldr	x8, [x8]
	b	LBB0_23
LBB0_13:
Lloh30:
	adrp	x25, _FALSE@GOTPAGE
Lloh31:
	ldr	x25, [x25, _FALSE@GOTPAGEOFF]
	ldr	x3, [x25]
	add	x2, sp, #24
	mov	x0, x19
	mov	x1, x20
	bl	_gen_ffp_frag_op
	add	x23, x27, #4
	add	x1, sp, #24
	mov	x0, x23
	bl	_find_ffp_frag_shader
	mov	x22, x0
	cbnz	x0, LBB0_16
; %bb.14:
	mov	w0, #8
	bl	_heap_alloc
	cbz	x0, LBB0_26
; %bb.15:
	mov	x22, x0
	ldr	w8, [sp, #24]
	mov	x24, x0
	str	w8, [x24, #4]!
	add	x0, sp, #24
	mov	x1, x21
	bl	_gen_arbfp_ffp_shader
	str	w0, [x22]
	mov	x0, x23
	mov	x1, x24
	bl	_add_ffp_frag_shader
	str	x22, [sp]
Lloh32:
	adrp	x0, l_.str.2@PAGE
Lloh33:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_TRACE
LBB0_16:
Lloh34:
	adrp	x8, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGE
Lloh35:
	ldr	x8, [x8, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGEOFF]
Lloh36:
	ldr	w0, [x8]
	ldr	w1, [x22]
	bl	_glBindProgramARB
	bl	_GL_EXTCALL
Lloh37:
	adrp	x0, l_.str.3@PAGE
Lloh38:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_checkGLcall
	ldr	w8, [x22]
	str	w8, [x27]
	ldr	x8, [x26]
Lloh39:
	adrp	x9, _arb_program_shader_backend@GOTPAGE
Lloh40:
	ldr	x9, [x9, _arb_program_shader_backend@GOTPAGEOFF]
	cmp	x8, x9
	b.ne	LBB0_22
; %bb.17:
	ldr	x8, [x19, #8]
	cbz	x8, LBB0_22
; %bb.18:
Lloh41:
	adrp	x22, _MAX_TEXTURES@GOTPAGE
Lloh42:
	ldr	x22, [x22, _MAX_TEXTURES@GOTPAGEOFF]
	ldr	w8, [x22]
	cbz	w8, LBB0_21
; %bb.19:
	mov	w21, #0
Lloh43:
	adrp	x23, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGE
Lloh44:
	ldr	x23, [x23, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGEOFF]
Lloh45:
	adrp	x24, _WINED3D_TSS_CONSTANT@GOTPAGE
Lloh46:
	ldr	x24, [x24, _WINED3D_TSS_CONSTANT@GOTPAGEOFF]
LBB0_20:                                ; =>This Inner Loop Header: Depth=1
	ldr	w1, [x23]
	mov	x0, x21
	bl	_STATE_TEXTURESTAGE
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_set_bumpmat_arbfp
	ldr	w1, [x24]
	mov	x0, x21
	bl	_STATE_TEXTURESTAGE
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_state_tss_constant_arbfp
	add	w21, w21, #1
	ldr	w8, [x22]
	cmp	w21, w8
	b.lo	LBB0_20
LBB0_21:
Lloh47:
	adrp	x8, _WINED3D_RS_TEXTUREFACTOR@GOTPAGE
Lloh48:
	ldr	x8, [x8, _WINED3D_RS_TEXTUREFACTOR@GOTPAGEOFF]
Lloh49:
	ldr	w0, [x8]
	bl	_STATE_RENDER
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_state_texfactor_arbfp
Lloh50:
	adrp	x8, _WINED3D_RS_SPECULARENABLE@GOTPAGE
Lloh51:
	ldr	x8, [x8, _WINED3D_RS_SPECULARENABLE@GOTPAGEOFF]
Lloh52:
	ldr	w0, [x8]
	bl	_STATE_RENDER
	mov	x2, x0
	mov	x0, x19
	mov	x1, x20
	bl	_state_arb_specularenable
Lloh53:
	adrp	x8, _STATE_COLOR_KEY@GOTPAGE
Lloh54:
	ldr	x8, [x8, _STATE_COLOR_KEY@GOTPAGEOFF]
Lloh55:
	ldr	w2, [x8]
	mov	x0, x19
	mov	x1, x20
	bl	_color_key_arbfp
LBB0_22:
	ldr	x8, [x25]
LBB0_23:
	str	x8, [x19, #8]
LBB0_24:
Lloh56:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh57:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh58:
	ldr	w8, [x8]
	mov	w9, #1
	lsl	w8, w9, w8
	ldr	w9, [x19]
	orr	w8, w9, w8
	str	w8, [x19]
LBB0_25:
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
LBB0_26:
Lloh59:
	adrp	x0, l_.str.1@PAGE
Lloh60:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_ERR
	b	LBB0_25
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh22, Lloh23
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpLdrGot	Lloh30, Lloh31
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpLdrGot	Lloh39, Lloh40
	.loh AdrpAdd	Lloh37, Lloh38
	.loh AdrpLdrGotLdr	Lloh34, Lloh35, Lloh36
	.loh AdrpLdrGot	Lloh41, Lloh42
	.loh AdrpLdrGot	Lloh45, Lloh46
	.loh AdrpLdrGot	Lloh43, Lloh44
	.loh AdrpLdrGotLdr	Lloh53, Lloh54, Lloh55
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.loh AdrpLdrGotLdr	Lloh56, Lloh57, Lloh58
	.loh AdrpAdd	Lloh59, Lloh60
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"context %p, state %p, state_id %#x.\n"

	.comm	_WINED3D_RS_FOGENABLE,4,2       ; @WINED3D_RS_FOGENABLE
	.comm	_arb_program_shader_backend,4,2 ; @arb_program_shader_backend
	.comm	_MAX_TEXTURES,4,2               ; @MAX_TEXTURES
	.comm	_WINED3D_TSS_BUMPENV_MAT00,4,2  ; @WINED3D_TSS_BUMPENV_MAT00
	.comm	_WINED3D_TSS_CONSTANT,4,2       ; @WINED3D_TSS_CONSTANT
	.comm	_WINED3D_RS_TEXTUREFACTOR,4,2   ; @WINED3D_RS_TEXTUREFACTOR
	.comm	_WINED3D_RS_SPECULARENABLE,4,2  ; @WINED3D_RS_SPECULARENABLE
	.comm	_STATE_COLOR_KEY,4,2            ; @STATE_COLOR_KEY
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_FALSE,8,3                      ; @FALSE
l_.str.1:                               ; @.str.1
	.asciz	"Out of memory\n"

l_.str.2:                               ; @.str.2
	.asciz	"Allocated fixed function replacement shader descriptor %p\n"

	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ; @GL_FRAGMENT_PROGRAM_ARB
l_.str.3:                               ; @.str.3
	.asciz	"glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)"

	.comm	_WINED3D_SHADER_CONST_PS_F,4,2  ; @WINED3D_SHADER_CONST_PS_F
	.comm	_TRUE,8,3                       ; @TRUE
	.no_dead_strip	_fragment_prog_arbfp
.subsections_via_symbols
