	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function context_load_shader_resources
_context_load_shader_resources:         ## @context_load_shader_resources
	.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	%rdi, -48(%rbp)                 ## 8-byte Spill
	movq	_WINED3D_SHADER_TYPE_COUNT@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_17
## %bb.1:
	movl	%edx, %ebx
	movq	%rsi, %r13
	xorl	%r15d, %r15d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_16:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r15
	movq	_WINED3D_SHADER_TYPE_COUNT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpq	%rax, %r15
	jae	LBB0_17
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_6 Depth 2
                                        ##     Child Loop BB0_11 Depth 2
	btl	%r15d, %ebx
	jae	LBB0_16
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	16(%r13), %rax
	movq	(%rax,%r15,8), %r14
	testq	%r14, %r14
	je	LBB0_16
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	%ebx, %r12d
	movq	_WINED3D_MAX_CBS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, %eax
	je	LBB0_9
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	xorl	%ebx, %ebx
	jmp	LBB0_6
	.p2align	4, 0x90
LBB0_8:                                 ##   in Loop: Header=BB0_6 Depth=2
	incq	%rbx
	movl	%eax, %ecx
	cmpq	%rcx, %rbx
	jae	LBB0_9
LBB0_6:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	8(%r13), %rcx
	movq	(%rcx,%r15,8), %rcx
	movq	(%rcx,%rbx,8), %rdi
	testq	%rdi, %rdi
	je	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_6 Depth=2
	movq	-48(%rbp), %rsi                 ## 8-byte Reload
	movq	%r13, %rdx
	callq	_wined3d_buffer_load
	movq	_WINED3D_MAX_CBS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	jmp	LBB0_8
	.p2align	4, 0x90
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$0, (%r14)
	movl	%r12d, %ebx
	je	LBB0_16
## %bb.10:                              ##   in Loop: Header=BB0_2 Depth=1
	xorl	%r12d, %r12d
	jmp	LBB0_11
	.p2align	4, 0x90
LBB0_14:                                ##   in Loop: Header=BB0_11 Depth=2
	callq	_texture_from_resource
	movq	_FALSE@GOTPCREL(%rip), %rcx
	movl	(%rcx), %edx
	movl	%eax, %edi
	movq	-48(%rbp), %rsi                 ## 8-byte Reload
	callq	_wined3d_texture_load
LBB0_15:                                ##   in Loop: Header=BB0_11 Depth=2
	incq	%r12
	movl	(%r14), %eax
	cmpq	%rax, %r12
	jae	LBB0_16
LBB0_11:                                ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	8(%r14), %rax
	movq	(%r13), %rcx
	movq	(%rcx,%r15,8), %rcx
	movq	(%rax,%r12,8), %rax
	movq	(%rcx,%rax,8), %rax
	testq	%rax, %rax
	je	LBB0_15
## %bb.12:                              ##   in Loop: Header=BB0_11 Depth=2
	movq	(%rax), %rdi
	movq	(%rdi), %rax
	movq	_WINED3D_RTYPE_BUFFER@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_14
## %bb.13:                              ##   in Loop: Header=BB0_11 Depth=2
	callq	_buffer_from_resource
	movq	%rax, %rdi
	movq	-48(%rbp), %rsi                 ## 8-byte Reload
	movq	%r13, %rdx
	callq	_wined3d_buffer_load
	jmp	LBB0_15
LBB0_17:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_COUNT,4,2  ## @WINED3D_SHADER_TYPE_COUNT
	.comm	_WINED3D_MAX_CBS,4,2            ## @WINED3D_MAX_CBS
	.comm	_WINED3D_RTYPE_BUFFER,8,3       ## @WINED3D_RTYPE_BUFFER
	.comm	_FALSE,4,2                      ## @FALSE
	.no_dead_strip	_context_load_shader_resources
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function context_load_shader_resources
_context_load_shader_resources:         ; @context_load_shader_resources
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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
Lloh0:
	adrp	x22, _WINED3D_SHADER_TYPE_COUNT@GOTPAGE
Lloh1:
	ldr	x22, [x22, _WINED3D_SHADER_TYPE_COUNT@GOTPAGEOFF]
	ldr	w8, [x22]
	cbz	w8, LBB0_17
; %bb.1:
	mov	x19, x2
	mov	x20, x1
	mov	x21, x0
	mov	x23, #0
Lloh2:
	adrp	x24, _WINED3D_MAX_CBS@GOTPAGE
Lloh3:
	ldr	x24, [x24, _WINED3D_MAX_CBS@GOTPAGEOFF]
Lloh4:
	adrp	x25, _WINED3D_RTYPE_BUFFER@GOTPAGE
Lloh5:
	ldr	x25, [x25, _WINED3D_RTYPE_BUFFER@GOTPAGEOFF]
Lloh6:
	adrp	x26, _FALSE@GOTPAGE
Lloh7:
	ldr	x26, [x26, _FALSE@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x23, x23, #1
	ldr	w8, [x22]
	cmp	x23, x8
	b.hs	LBB0_17
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_8 Depth 2
                                        ;     Child Loop BB0_14 Depth 2
	lsr	w8, w19, w23
	tbz	w8, #0, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x20, #16]
	ldr	x27, [x8, x23, lsl #3]
	cbz	x27, LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x24]
	cbz	w8, LBB0_10
; %bb.6:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x28, #0
	b	LBB0_8
LBB0_7:                                 ;   in Loop: Header=BB0_8 Depth=2
	add	x28, x28, #1
	cmp	x28, w8, uxtw
	b.hs	LBB0_10
LBB0_8:                                 ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x9, [x20, #8]
	ldr	x9, [x9, x23, lsl #3]
	ldr	x0, [x9, x28, lsl #3]
	cbz	x0, LBB0_7
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=2
	mov	x1, x21
	mov	x2, x20
	bl	_wined3d_buffer_load
	ldr	w8, [x24]
	b	LBB0_7
LBB0_10:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x27]
	cbz	w8, LBB0_2
; %bb.11:                               ;   in Loop: Header=BB0_3 Depth=1
	mov	x28, #0
	b	LBB0_14
LBB0_12:                                ;   in Loop: Header=BB0_14 Depth=2
	bl	_texture_from_resource
	ldr	w2, [x26]
	mov	x1, x21
	bl	_wined3d_texture_load
LBB0_13:                                ;   in Loop: Header=BB0_14 Depth=2
	add	x28, x28, #1
	ldr	w8, [x27]
	cmp	x28, x8
	b.hs	LBB0_2
LBB0_14:                                ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x8, [x27, #8]
	ldr	x9, [x20]
	ldr	x9, [x9, x23, lsl #3]
	ldr	x8, [x8, x28, lsl #3]
	ldr	x8, [x9, x8, lsl #3]
	cbz	x8, LBB0_13
; %bb.15:                               ;   in Loop: Header=BB0_14 Depth=2
	ldr	x0, [x8]
	ldr	x8, [x0]
	ldr	x9, [x25]
	cmp	x8, x9
	b.ne	LBB0_12
; %bb.16:                               ;   in Loop: Header=BB0_14 Depth=2
	bl	_buffer_from_resource
	mov	x1, x21
	mov	x2, x20
	bl	_wined3d_buffer_load
	b	LBB0_13
LBB0_17:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_COUNT,4,2  ; @WINED3D_SHADER_TYPE_COUNT
	.comm	_WINED3D_MAX_CBS,4,2            ; @WINED3D_MAX_CBS
	.comm	_WINED3D_RTYPE_BUFFER,8,3       ; @WINED3D_RTYPE_BUFFER
	.comm	_FALSE,4,2                      ; @FALSE
	.no_dead_strip	_context_load_shader_resources
.subsections_via_symbols
