	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function init_format_texture_info
_init_format_texture_info:              ## @init_format_texture_info
	.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
	movq	%rsi, %r15
	movq	%rdi, %rbx
	movq	16(%rdi), %rax
	leaq	-80(%rbp), %rsi
	movq	%r15, %rdi
	callq	*(%rax)
	movq	%rbx, -56(%rbp)                 ## 8-byte Spill
	movq	8(%rbx), %rax
	leaq	-72(%rbp), %rsi
	movq	%r15, %rdi
	callq	*(%rax)
	movq	_WINED3D_FRAGMENT_CAP_SRGB_WRITE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	andl	-80(%rbp), %eax
	setne	%bl
	movq	_WINED3D_SHADER_CAP_SRGB_WRITE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	andl	-72(%rbp), %eax
	setne	%r14b
	movq	_format_texture_info@GOTPCREL(%rip), %r13
	movq	(%r13), %rdi
	callq	_ARRAY_SIZE
	testl	%eax, %eax
	je	LBB0_27
## %bb.1:
	andb	%r14b, %bl
	movzbl	%bl, %eax
	movl	%eax, -44(%rbp)                 ## 4-byte Spill
	xorl	%r14d, %r14d
	movq	%r15, -64(%rbp)                 ## 8-byte Spill
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_2:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	(%r12), %rcx
	movq	_WINED3D_GL_RES_TYPE_TEX_2D@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rsi
	movq	_WINED3DFMT_FLAG_FLOAT@GOTPCREL(%rip), %rdi
	movl	(%rdi), %edi
	testl	%edi, (%rcx,%rsi,4)
	je	LBB0_7
	.p2align	4, 0x90
LBB0_3:                                 ##   in Loop: Header=BB0_4 Depth=1
	incq	%r14
	movq	_format_texture_info@GOTPCREL(%rip), %r13
	movq	(%r13), %rdi
	callq	_ARRAY_SIZE
	movl	%eax, %eax
	cmpq	%rax, %r14
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	jae	LBB0_27
LBB0_4:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_20 Depth 2
	movq	(%r13), %rax
	leaq	(%r14,%r14,8), %rbx
	movl	68(%rax,%rbx,8), %esi
	movq	%r15, %rdi
	callq	_get_format_internal
	testq	%rax, %rax
	je	LBB0_28
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	%rax, %r12
	movq	(%r15), %rax
	movq	(%r13), %rdx
	movq	(%rdx,%rbx,8), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_3
## %bb.6:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	_ARB_TEXTURE_FLOAT@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_2
LBB0_7:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	_EXT_TEXTURE_INTEGER@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	movq	(%r12), %rcx
	movq	_WINED3D_GL_RES_TYPE_TEX_2D@GOTPCREL(%rip), %rsi
	movq	(%rsi), %r10
	je	LBB0_22
LBB0_8:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	8(%rdx,%rbx,8), %r8
	movq	%r8, 8(%r12)
	movq	16(%rdx,%rbx,8), %r9
	movq	%r9, 16(%r12)
	movl	64(%rdx,%rbx,8), %edi
	movl	%edi, 64(%r12)
	movl	60(%rdx,%rbx,8), %edi
	movl	%edi, 60(%r12)
	movl	56(%rdx,%rbx,8), %edi
	movl	%edi, 56(%r12)
	movq	_COLOR_FIXUP_IDENTITY@GOTPCREL(%rip), %rsi
	movl	(%rsi), %edi
	movl	%edi, 52(%r12)
	movabsq	$4294967297, %rsi               ## imm = 0x100000001
	movq	%rsi, 44(%r12)
	movl	24(%rdx,%rbx,8), %edi
	movq	_WINED3D_GL_RES_TYPE_TEX_1D@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rsi
	orl	%edi, (%rcx,%rsi,4)
	movl	24(%rdx,%rbx,8), %esi
	orl	%esi, (%rcx,%r10,4)
	movl	24(%rdx,%rbx,8), %esi
	movq	_WINED3D_GL_RES_TYPE_BUFFER@GOTPCREL(%rip), %rdi
	movq	(%rdi), %rdi
	orl	%esi, (%rcx,%rdi,4)
	movq	_EXT_TEXTURE3D@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rsi
	cmpq	$0, (%rax,%rsi,8)
	leaq	24(%rdx,%rbx,8), %rbx
	je	LBB0_11
## %bb.9:                               ##   in Loop: Header=BB0_4 Depth=1
	movl	(%rbx), %r10d
	movq	_WINED3DFMT_FLAG_STENCIL@GOTPCREL(%rip), %rsi
	movl	(%rsi), %edi
	movq	_WINED3DFMT_FLAG_DEPTH@GOTPCREL(%rip), %rsi
	orl	(%rsi), %edi
	testl	%r10d, %edi
	jne	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_4 Depth=1
	movq	_WINED3D_GL_RES_TYPE_TEX_3D@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rdi
	orl	%r10d, (%rcx,%rdi,4)
LBB0_11:                                ##   in Loop: Header=BB0_4 Depth=1
	movq	_ARB_TEXTURE_CUBE_MAP@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rsi
	cmpq	$0, (%rax,%rsi,8)
	movq	-64(%rbp), %r15                 ## 8-byte Reload
	je	LBB0_13
## %bb.12:                              ##   in Loop: Header=BB0_4 Depth=1
	movl	(%rbx), %esi
	movq	_WINED3D_GL_RES_TYPE_TEX_CUBE@GOTPCREL(%rip), %rdi
	movq	(%rdi), %rdi
	orl	%esi, (%rcx,%rdi,4)
LBB0_13:                                ##   in Loop: Header=BB0_4 Depth=1
	movq	_ARB_TEXTURE_RECTANGLE@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rsi
	cmpq	$0, (%rax,%rsi,8)
	je	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_4 Depth=1
	movl	(%rbx), %eax
	movq	_WINED3D_GL_RES_TYPE_TEX_RECT@GOTPCREL(%rip), %rsi
	movq	(%rsi), %rsi
	orl	%eax, (%rcx,%rsi,4)
LBB0_15:                                ##   in Loop: Header=BB0_4 Depth=1
	movq	_WINED3D_GL_RES_TYPE_RB@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movl	(%rcx,%rax,4), %esi
	orl	(%rbx), %esi
	movl	%esi, (%rcx,%rax,4)
	movq	_WINED3DFMT_FLAG_TEXTURE@GOTPCREL(%rip), %rdi
	movl	(%rdi), %edi
	notl	%edi
	andl	%esi, %edi
	movl	%edi, (%rcx,%rax,4)
	cmpq	%r8, %r9
	je	LBB0_18
## %bb.16:                              ##   in Loop: Header=BB0_4 Depth=1
	movq	_WINED3D_SRGB_READ_WRITE_CONTROL@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	testl	%eax, (%rcx)
	jne	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_4 Depth=1
	movq	%r8, 16(%r12)
	movq	_WINED3DFMT_FLAG_SRGB_WRITE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	_WINED3DFMT_FLAG_SRGB_READ@GOTPCREL(%rip), %rax
	orl	(%rax), %esi
	movq	%r12, %rdi
	callq	_format_clear_flag
	movq	_format_texture_info@GOTPCREL(%rip), %rax
	movq	(%rax), %rdx
	.p2align	4, 0x90
LBB0_18:                                ##   in Loop: Header=BB0_4 Depth=1
	leaq	(,%r14,8), %rax
	leaq	(%rax,%rax,8), %r13
	addq	%r13, %rdx
	movq	_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %r9d
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movq	%r12, %rsi
	movq	%r15, %rcx
	movl	-44(%rbp), %r8d                 ## 4-byte Reload
	callq	_query_internal_format
	movq	_format_texture_info@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movl	52(%rax,%r13), %ecx
	movl	%ecx, 40(%r12)
	movl	48(%rax,%r13), %ecx
	movl	%ecx, 36(%r12)
	movl	44(%rax,%r13), %eax
	movl	%eax, 32(%r12)
	movq	_format_srgb_info@GOTPCREL(%rip), %rax
	movq	(%rax), %rdi
	callq	_ARRAY_SIZE
	testl	%eax, %eax
	je	LBB0_3
## %bb.19:                              ##   in Loop: Header=BB0_4 Depth=1
	movl	$40, %r15d
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_20:                                ##   Parent Loop BB0_4 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	_format_srgb_info@GOTPCREL(%rip), %rax
	movq	(%rax), %rdi
	movq	-8(%rdi,%r15), %rax
	cmpq	24(%r12), %rax
	je	LBB0_23
## %bb.21:                              ##   in Loop: Header=BB0_20 Depth=2
	incq	%rbx
	callq	_ARRAY_SIZE
	movl	%eax, %eax
	addq	$72, %r15
	cmpq	%rax, %rbx
	jb	LBB0_20
	jmp	LBB0_3
LBB0_22:                                ##   in Loop: Header=BB0_4 Depth=1
	movq	_WINED3DFMT_FLAG_INTEGER@GOTPCREL(%rip), %rsi
	movl	(%rsi), %edi
	testl	%edi, (%rcx,%r10,4)
	jne	LBB0_3
	jmp	LBB0_8
LBB0_23:                                ##   in Loop: Header=BB0_4 Depth=1
	movl	(%rdi,%r15), %esi
	movq	-64(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, %rdi
	callq	_get_format_internal
	testq	%rax, %rax
	je	LBB0_28
## %bb.24:                              ##   in Loop: Header=BB0_4 Depth=1
	movq	%rax, %r15
	movq	%rax, %rdi
	movq	%r12, %rsi
	callq	_copy_format
	movq	(%rbx), %rax
	movq	_EXT_TEXTURE_SRGB@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_3
## %bb.25:                              ##   in Loop: Header=BB0_4 Depth=1
	movq	_WINED3D_SRGB_READ_WRITE_CONTROL@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	testl	%eax, (%rcx)
	jne	LBB0_3
## %bb.26:                              ##   in Loop: Header=BB0_4 Depth=1
	movq	_format_texture_info@GOTPCREL(%rip), %rbx
	movq	(%rbx), %rax
	movq	16(%rax,%r13), %rax
	movq	%rax, 8(%r15)
	movq	%rax, 16(%r15)
	movq	_WINED3DFMT_FLAG_SRGB_WRITE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	_WINED3DFMT_FLAG_SRGB_READ@GOTPCREL(%rip), %rax
	orl	(%rax), %esi
	movq	%r15, %rdi
	callq	_format_set_flag
	addq	(%rbx), %r13
	movq	_TRUE@GOTPCREL(%rip), %rax
	movl	(%rax), %r9d
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movq	%r15, %rsi
	movq	%r13, %rdx
	movq	-64(%rbp), %rcx                 ## 8-byte Reload
	movl	-44(%rbp), %r8d                 ## 4-byte Reload
	callq	_query_internal_format
	jmp	LBB0_3
LBB0_27:
	movq	_TRUE@GOTPCREL(%rip), %rax
	jmp	LBB0_29
LBB0_28:
	movq	_FALSE@GOTPCREL(%rip), %rax
LBB0_29:
	movl	(%rax), %eax
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_FRAGMENT_CAP_SRGB_WRITE,4,2 ## @WINED3D_FRAGMENT_CAP_SRGB_WRITE
	.comm	_WINED3D_SHADER_CAP_SRGB_WRITE,4,2 ## @WINED3D_SHADER_CAP_SRGB_WRITE
	.comm	_format_texture_info,8,3        ## @format_texture_info
	.comm	_FALSE,4,2                      ## @FALSE
	.comm	_ARB_TEXTURE_FLOAT,8,3          ## @ARB_TEXTURE_FLOAT
	.comm	_WINED3D_GL_RES_TYPE_TEX_2D,8,3 ## @WINED3D_GL_RES_TYPE_TEX_2D
	.comm	_WINED3DFMT_FLAG_FLOAT,4,2      ## @WINED3DFMT_FLAG_FLOAT
	.comm	_EXT_TEXTURE_INTEGER,8,3        ## @EXT_TEXTURE_INTEGER
	.comm	_WINED3DFMT_FLAG_INTEGER,4,2    ## @WINED3DFMT_FLAG_INTEGER
	.comm	_COLOR_FIXUP_IDENTITY,4,2       ## @COLOR_FIXUP_IDENTITY
	.comm	_WINED3D_GL_RES_TYPE_TEX_1D,8,3 ## @WINED3D_GL_RES_TYPE_TEX_1D
	.comm	_WINED3D_GL_RES_TYPE_BUFFER,8,3 ## @WINED3D_GL_RES_TYPE_BUFFER
	.comm	_EXT_TEXTURE3D,8,3              ## @EXT_TEXTURE3D
	.comm	_WINED3DFMT_FLAG_DEPTH,4,2      ## @WINED3DFMT_FLAG_DEPTH
	.comm	_WINED3DFMT_FLAG_STENCIL,4,2    ## @WINED3DFMT_FLAG_STENCIL
	.comm	_WINED3D_GL_RES_TYPE_TEX_3D,8,3 ## @WINED3D_GL_RES_TYPE_TEX_3D
	.comm	_ARB_TEXTURE_CUBE_MAP,8,3       ## @ARB_TEXTURE_CUBE_MAP
	.comm	_WINED3D_GL_RES_TYPE_TEX_CUBE,8,3 ## @WINED3D_GL_RES_TYPE_TEX_CUBE
	.comm	_ARB_TEXTURE_RECTANGLE,8,3      ## @ARB_TEXTURE_RECTANGLE
	.comm	_WINED3D_GL_RES_TYPE_TEX_RECT,8,3 ## @WINED3D_GL_RES_TYPE_TEX_RECT
	.comm	_WINED3D_GL_RES_TYPE_RB,8,3     ## @WINED3D_GL_RES_TYPE_RB
	.comm	_WINED3DFMT_FLAG_TEXTURE,4,2    ## @WINED3DFMT_FLAG_TEXTURE
	.comm	_WINED3D_SRGB_READ_WRITE_CONTROL,4,2 ## @WINED3D_SRGB_READ_WRITE_CONTROL
	.comm	_WINED3DFMT_FLAG_SRGB_READ,4,2  ## @WINED3DFMT_FLAG_SRGB_READ
	.comm	_WINED3DFMT_FLAG_SRGB_WRITE,4,2 ## @WINED3DFMT_FLAG_SRGB_WRITE
	.comm	_format_srgb_info,8,3           ## @format_srgb_info
	.comm	_EXT_TEXTURE_SRGB,8,3           ## @EXT_TEXTURE_SRGB
	.comm	_TRUE,4,2                       ## @TRUE
	.no_dead_strip	_init_format_texture_info
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function init_format_texture_info
_init_format_texture_info:              ; @init_format_texture_info
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	d9, d8, [sp, #16]               ; 16-byte Folded Spill
	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
	.cfi_offset b8, -104
	.cfi_offset b9, -112
	mov	x19, x1
	mov	x20, x0
	ldr	x8, [x0, #16]
	ldr	x8, [x8]
	add	x1, sp, #8
	mov	x0, x19
	blr	x8
	ldr	x8, [x20, #8]
	ldr	x8, [x8]
	mov	x1, sp
	mov	x0, x19
	blr	x8
	ldr	w8, [sp, #8]
Lloh0:
	adrp	x9, _WINED3D_FRAGMENT_CAP_SRGB_WRITE@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_FRAGMENT_CAP_SRGB_WRITE@GOTPAGEOFF]
Lloh2:
	ldr	w9, [x9]
	tst	w9, w8
	cset	w21, ne
	ldr	w8, [sp]
Lloh3:
	adrp	x9, _WINED3D_SHADER_CAP_SRGB_WRITE@GOTPAGE
Lloh4:
	ldr	x9, [x9, _WINED3D_SHADER_CAP_SRGB_WRITE@GOTPAGEOFF]
Lloh5:
	ldr	w9, [x9]
	tst	w9, w8
	cset	w22, ne
Lloh6:
	adrp	x25, _format_texture_info@GOTPAGE
Lloh7:
	ldr	x25, [x25, _format_texture_info@GOTPAGEOFF]
	ldr	x0, [x25]
	bl	_ARRAY_SIZE
Lloh8:
	adrp	x8, _TRUE@GOTPAGE
Lloh9:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
	cbz	w0, LBB0_29
; %bb.1:
	mov	x26, #0
	and	w21, w21, w22
	mov	w24, #72
	movi.2s	v8, #1
Lloh10:
	adrp	x28, _format_srgb_info@GOTPAGE
Lloh11:
	ldr	x28, [x28, _format_srgb_info@GOTPAGEOFF]
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	ldr	x10, [x22]
Lloh12:
	adrp	x11, _WINED3D_GL_RES_TYPE_TEX_2D@GOTPAGE
Lloh13:
	ldr	x11, [x11, _WINED3D_GL_RES_TYPE_TEX_2D@GOTPAGEOFF]
Lloh14:
	ldr	x11, [x11]
	ldr	w10, [x10, x11, lsl #2]
Lloh15:
	adrp	x11, _WINED3DFMT_FLAG_FLOAT@GOTPAGE
Lloh16:
	ldr	x11, [x11, _WINED3DFMT_FLAG_FLOAT@GOTPAGEOFF]
Lloh17:
	ldr	w11, [x11]
	tst	w11, w10
	b.eq	LBB0_7
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x26, x26, #1
	ldr	x0, [x25]
	bl	_ARRAY_SIZE
	cmp	x26, w0, uxtw
	b.hs	LBB0_28
LBB0_4:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_20 Depth 2
	ldr	x8, [x25]
	madd	x8, x26, x24, x8
	ldr	w1, [x8, #68]
	mov	x0, x19
	bl	_get_format_internal
	cbz	x0, LBB0_27
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x9, [x19]
	ldr	x8, [x25]
	mul	x10, x26, x24
	ldr	x10, [x8, x10]
	ldr	x10, [x9, x10, lsl #3]
	cbz	x10, LBB0_3
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x22, x0
Lloh18:
	adrp	x10, _ARB_TEXTURE_FLOAT@GOTPAGE
Lloh19:
	ldr	x10, [x10, _ARB_TEXTURE_FLOAT@GOTPAGEOFF]
Lloh20:
	ldr	x10, [x10]
	ldr	x10, [x9, x10, lsl #3]
	cbz	x10, LBB0_2
LBB0_7:                                 ;   in Loop: Header=BB0_4 Depth=1
Lloh21:
	adrp	x10, _EXT_TEXTURE_INTEGER@GOTPAGE
Lloh22:
	ldr	x10, [x10, _EXT_TEXTURE_INTEGER@GOTPAGEOFF]
Lloh23:
	ldr	x10, [x10]
	ldr	x11, [x9, x10, lsl #3]
	ldr	x10, [x22]
Lloh24:
	adrp	x12, _WINED3D_GL_RES_TYPE_TEX_2D@GOTPAGE
Lloh25:
	ldr	x12, [x12, _WINED3D_GL_RES_TYPE_TEX_2D@GOTPAGEOFF]
Lloh26:
	ldr	x14, [x12]
	cbz	x11, LBB0_22
LBB0_8:                                 ;   in Loop: Header=BB0_4 Depth=1
	madd	x12, x26, x24, x8
	ldr	w11, [x12, #64]
	str	w11, [x22, #64]
	ldr	d0, [x12, #56]
	str	d0, [x22, #56]
	stur	d8, [x22, #44]
	ldr	w15, [x12, #24]!
Lloh27:
	adrp	x11, _COLOR_FIXUP_IDENTITY@GOTPAGE
Lloh28:
	ldr	x11, [x11, _COLOR_FIXUP_IDENTITY@GOTPAGEOFF]
Lloh29:
	ldr	w11, [x11]
	str	w11, [x22, #52]
Lloh30:
	adrp	x11, _WINED3D_GL_RES_TYPE_TEX_1D@GOTPAGE
Lloh31:
	ldr	x11, [x11, _WINED3D_GL_RES_TYPE_TEX_1D@GOTPAGEOFF]
Lloh32:
	ldr	x11, [x11]
	lsl	x16, x11, #2
	ldr	w17, [x10, x16]
	ldp	x11, x13, [x12, #-16]
	orr	w15, w17, w15
	str	w15, [x10, x16]
	ldr	w15, [x12]
	lsl	x14, x14, #2
	ldr	w16, [x10, x14]
	orr	w15, w16, w15
	str	w15, [x10, x14]
	stp	x11, x13, [x22, #8]
	ldr	w14, [x12]
Lloh33:
	adrp	x15, _WINED3D_GL_RES_TYPE_BUFFER@GOTPAGE
Lloh34:
	ldr	x15, [x15, _WINED3D_GL_RES_TYPE_BUFFER@GOTPAGEOFF]
Lloh35:
	ldr	x15, [x15]
	lsl	x15, x15, #2
	ldr	w16, [x10, x15]
	orr	w14, w16, w14
	str	w14, [x10, x15]
Lloh36:
	adrp	x14, _EXT_TEXTURE3D@GOTPAGE
Lloh37:
	ldr	x14, [x14, _EXT_TEXTURE3D@GOTPAGEOFF]
Lloh38:
	ldr	x14, [x14]
	ldr	x14, [x9, x14, lsl #3]
	cbz	x14, LBB0_11
; %bb.9:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w14, [x12]
Lloh39:
	adrp	x15, _WINED3DFMT_FLAG_DEPTH@GOTPAGE
Lloh40:
	ldr	x15, [x15, _WINED3DFMT_FLAG_DEPTH@GOTPAGEOFF]
Lloh41:
	ldr	w15, [x15]
Lloh42:
	adrp	x16, _WINED3DFMT_FLAG_STENCIL@GOTPAGE
Lloh43:
	ldr	x16, [x16, _WINED3DFMT_FLAG_STENCIL@GOTPAGEOFF]
Lloh44:
	ldr	w16, [x16]
	orr	w15, w16, w15
	tst	w15, w14
	b.ne	LBB0_11
; %bb.10:                               ;   in Loop: Header=BB0_4 Depth=1
Lloh45:
	adrp	x15, _WINED3D_GL_RES_TYPE_TEX_3D@GOTPAGE
Lloh46:
	ldr	x15, [x15, _WINED3D_GL_RES_TYPE_TEX_3D@GOTPAGEOFF]
Lloh47:
	ldr	x15, [x15]
	lsl	x15, x15, #2
	ldr	w16, [x10, x15]
	orr	w14, w16, w14
	str	w14, [x10, x15]
LBB0_11:                                ;   in Loop: Header=BB0_4 Depth=1
Lloh48:
	adrp	x14, _ARB_TEXTURE_CUBE_MAP@GOTPAGE
Lloh49:
	ldr	x14, [x14, _ARB_TEXTURE_CUBE_MAP@GOTPAGEOFF]
Lloh50:
	ldr	x14, [x14]
	ldr	x14, [x9, x14, lsl #3]
	cbz	x14, LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	w14, [x12]
Lloh51:
	adrp	x15, _WINED3D_GL_RES_TYPE_TEX_CUBE@GOTPAGE
Lloh52:
	ldr	x15, [x15, _WINED3D_GL_RES_TYPE_TEX_CUBE@GOTPAGEOFF]
Lloh53:
	ldr	x15, [x15]
	lsl	x15, x15, #2
	ldr	w16, [x10, x15]
	orr	w14, w16, w14
	str	w14, [x10, x15]
LBB0_13:                                ;   in Loop: Header=BB0_4 Depth=1
Lloh54:
	adrp	x14, _ARB_TEXTURE_RECTANGLE@GOTPAGE
Lloh55:
	ldr	x14, [x14, _ARB_TEXTURE_RECTANGLE@GOTPAGEOFF]
Lloh56:
	ldr	x14, [x14]
	ldr	x9, [x9, x14, lsl #3]
	cbz	x9, LBB0_15
; %bb.14:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	w9, [x12]
Lloh57:
	adrp	x14, _WINED3D_GL_RES_TYPE_TEX_RECT@GOTPAGE
Lloh58:
	ldr	x14, [x14, _WINED3D_GL_RES_TYPE_TEX_RECT@GOTPAGEOFF]
Lloh59:
	ldr	x14, [x14]
	lsl	x14, x14, #2
	ldr	w15, [x10, x14]
	orr	w9, w15, w9
	str	w9, [x10, x14]
LBB0_15:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w9, [x12]
Lloh60:
	adrp	x12, _WINED3D_GL_RES_TYPE_RB@GOTPAGE
Lloh61:
	ldr	x12, [x12, _WINED3D_GL_RES_TYPE_RB@GOTPAGEOFF]
Lloh62:
	ldr	x12, [x12]
	lsl	x12, x12, #2
	ldr	w14, [x10, x12]
	orr	w9, w14, w9
	str	w9, [x10, x12]
Lloh63:
	adrp	x14, _WINED3DFMT_FLAG_TEXTURE@GOTPAGE
Lloh64:
	ldr	x14, [x14, _WINED3DFMT_FLAG_TEXTURE@GOTPAGEOFF]
Lloh65:
	ldr	w14, [x14]
	bic	w9, w9, w14
	str	w9, [x10, x12]
	cmp	x13, x11
	b.eq	LBB0_18
; %bb.16:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	w9, [x20]
Lloh66:
	adrp	x10, _WINED3D_SRGB_READ_WRITE_CONTROL@GOTPAGE
Lloh67:
	ldr	x10, [x10, _WINED3D_SRGB_READ_WRITE_CONTROL@GOTPAGEOFF]
Lloh68:
	ldr	w10, [x10]
	tst	w10, w9
	b.ne	LBB0_18
; %bb.17:                               ;   in Loop: Header=BB0_4 Depth=1
	str	x11, [x22, #16]
Lloh69:
	adrp	x8, _WINED3DFMT_FLAG_SRGB_READ@GOTPAGE
Lloh70:
	ldr	x8, [x8, _WINED3DFMT_FLAG_SRGB_READ@GOTPAGEOFF]
Lloh71:
	ldr	w8, [x8]
Lloh72:
	adrp	x9, _WINED3DFMT_FLAG_SRGB_WRITE@GOTPAGE
Lloh73:
	ldr	x9, [x9, _WINED3DFMT_FLAG_SRGB_WRITE@GOTPAGEOFF]
Lloh74:
	ldr	w9, [x9]
	orr	w1, w9, w8
	mov	x0, x22
	bl	_format_clear_flag
	ldr	x8, [x25]
LBB0_18:                                ;   in Loop: Header=BB0_4 Depth=1
	add	x9, x26, x26, lsl #3
	lsl	x23, x9, #3
	add	x2, x8, x23
Lloh75:
	adrp	x8, _FALSE@GOTPAGE
Lloh76:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh77:
	ldr	w5, [x8]
	mov	x0, x20
	mov	x1, x22
	mov	x3, x19
	mov	x4, x21
	bl	_query_internal_format
	ldr	x8, [x25]
	add	x8, x8, x23
	ldr	w9, [x8, #52]
	str	w9, [x22, #40]
	ldur	d0, [x8, #44]
	str	d0, [x22, #32]
	ldr	x0, [x28]
	bl	_ARRAY_SIZE
	cbz	w0, LBB0_3
; %bb.19:                               ;   in Loop: Header=BB0_4 Depth=1
	mov	x23, #0
	mov	x27, #0
LBB0_20:                                ;   Parent Loop BB0_4 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x0, [x28]
	add	x8, x0, x23
	ldr	x9, [x8, #32]
	ldr	x10, [x22, #24]
	cmp	x9, x10
	b.eq	LBB0_23
; %bb.21:                               ;   in Loop: Header=BB0_20 Depth=2
	add	x27, x27, #1
	bl	_ARRAY_SIZE
	add	x23, x23, #72
	cmp	x27, w0, uxtw
	b.lo	LBB0_20
	b	LBB0_3
LBB0_22:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w11, [x10, x14, lsl #2]
Lloh78:
	adrp	x12, _WINED3DFMT_FLAG_INTEGER@GOTPAGE
Lloh79:
	ldr	x12, [x12, _WINED3DFMT_FLAG_INTEGER@GOTPAGEOFF]
Lloh80:
	ldr	w12, [x12]
	tst	w12, w11
	b.ne	LBB0_3
	b	LBB0_8
LBB0_23:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w1, [x8, #40]
	mov	x0, x19
	bl	_get_format_internal
	cbz	x0, LBB0_27
; %bb.24:                               ;   in Loop: Header=BB0_4 Depth=1
	mov	x23, x0
	mov	x1, x22
	bl	_copy_format
	ldr	x8, [x19]
Lloh81:
	adrp	x9, _EXT_TEXTURE_SRGB@GOTPAGE
Lloh82:
	ldr	x9, [x9, _EXT_TEXTURE_SRGB@GOTPAGEOFF]
Lloh83:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_3
; %bb.25:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [x20]
Lloh84:
	adrp	x9, _WINED3D_SRGB_READ_WRITE_CONTROL@GOTPAGE
Lloh85:
	ldr	x9, [x9, _WINED3D_SRGB_READ_WRITE_CONTROL@GOTPAGEOFF]
Lloh86:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_3
; %bb.26:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [x25]
	add	x9, x26, x26, lsl #3
	lsl	x22, x9, #3
	add	x8, x8, x22
	ldr	x8, [x8, #16]
	stp	x8, x8, [x23, #8]
Lloh87:
	adrp	x8, _WINED3DFMT_FLAG_SRGB_READ@GOTPAGE
Lloh88:
	ldr	x8, [x8, _WINED3DFMT_FLAG_SRGB_READ@GOTPAGEOFF]
Lloh89:
	ldr	w8, [x8]
Lloh90:
	adrp	x9, _WINED3DFMT_FLAG_SRGB_WRITE@GOTPAGE
Lloh91:
	ldr	x9, [x9, _WINED3DFMT_FLAG_SRGB_WRITE@GOTPAGEOFF]
Lloh92:
	ldr	w9, [x9]
	orr	w1, w9, w8
	mov	x0, x23
	bl	_format_set_flag
	ldr	x8, [x25]
	add	x2, x8, x22
Lloh93:
	adrp	x8, _TRUE@GOTPAGE
Lloh94:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
Lloh95:
	ldr	w5, [x8]
	mov	x0, x20
	mov	x1, x23
	mov	x3, x19
	mov	x4, x21
	bl	_query_internal_format
	b	LBB0_3
LBB0_27:
Lloh96:
	adrp	x8, _FALSE@GOTPAGE
Lloh97:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
	b	LBB0_29
LBB0_28:
Lloh98:
	adrp	x8, _TRUE@GOTPAGE
Lloh99:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
LBB0_29:
	ldr	w0, [x8]
	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
	ldp	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpLdrGotLdr	Lloh33, Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh30, Lloh31, Lloh32
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpLdrGotLdr	Lloh42, Lloh43, Lloh44
	.loh AdrpLdrGotLdr	Lloh39, Lloh40, Lloh41
	.loh AdrpLdrGotLdr	Lloh45, Lloh46, Lloh47
	.loh AdrpLdrGotLdr	Lloh48, Lloh49, Lloh50
	.loh AdrpLdrGotLdr	Lloh51, Lloh52, Lloh53
	.loh AdrpLdrGotLdr	Lloh54, Lloh55, Lloh56
	.loh AdrpLdrGotLdr	Lloh57, Lloh58, Lloh59
	.loh AdrpLdrGotLdr	Lloh63, Lloh64, Lloh65
	.loh AdrpLdrGotLdr	Lloh60, Lloh61, Lloh62
	.loh AdrpLdrGotLdr	Lloh66, Lloh67, Lloh68
	.loh AdrpLdrGotLdr	Lloh72, Lloh73, Lloh74
	.loh AdrpLdrGotLdr	Lloh69, Lloh70, Lloh71
	.loh AdrpLdrGotLdr	Lloh75, Lloh76, Lloh77
	.loh AdrpLdrGotLdr	Lloh78, Lloh79, Lloh80
	.loh AdrpLdrGotLdr	Lloh81, Lloh82, Lloh83
	.loh AdrpLdrGotLdr	Lloh84, Lloh85, Lloh86
	.loh AdrpLdrGotLdr	Lloh93, Lloh94, Lloh95
	.loh AdrpLdrGotLdr	Lloh90, Lloh91, Lloh92
	.loh AdrpLdrGotLdr	Lloh87, Lloh88, Lloh89
	.loh AdrpLdrGot	Lloh96, Lloh97
	.loh AdrpLdrGot	Lloh98, Lloh99
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_FRAGMENT_CAP_SRGB_WRITE,4,2 ; @WINED3D_FRAGMENT_CAP_SRGB_WRITE
	.comm	_WINED3D_SHADER_CAP_SRGB_WRITE,4,2 ; @WINED3D_SHADER_CAP_SRGB_WRITE
	.comm	_format_texture_info,8,3        ; @format_texture_info
	.comm	_FALSE,4,2                      ; @FALSE
	.comm	_ARB_TEXTURE_FLOAT,8,3          ; @ARB_TEXTURE_FLOAT
	.comm	_WINED3D_GL_RES_TYPE_TEX_2D,8,3 ; @WINED3D_GL_RES_TYPE_TEX_2D
	.comm	_WINED3DFMT_FLAG_FLOAT,4,2      ; @WINED3DFMT_FLAG_FLOAT
	.comm	_EXT_TEXTURE_INTEGER,8,3        ; @EXT_TEXTURE_INTEGER
	.comm	_WINED3DFMT_FLAG_INTEGER,4,2    ; @WINED3DFMT_FLAG_INTEGER
	.comm	_COLOR_FIXUP_IDENTITY,4,2       ; @COLOR_FIXUP_IDENTITY
	.comm	_WINED3D_GL_RES_TYPE_TEX_1D,8,3 ; @WINED3D_GL_RES_TYPE_TEX_1D
	.comm	_WINED3D_GL_RES_TYPE_BUFFER,8,3 ; @WINED3D_GL_RES_TYPE_BUFFER
	.comm	_EXT_TEXTURE3D,8,3              ; @EXT_TEXTURE3D
	.comm	_WINED3DFMT_FLAG_DEPTH,4,2      ; @WINED3DFMT_FLAG_DEPTH
	.comm	_WINED3DFMT_FLAG_STENCIL,4,2    ; @WINED3DFMT_FLAG_STENCIL
	.comm	_WINED3D_GL_RES_TYPE_TEX_3D,8,3 ; @WINED3D_GL_RES_TYPE_TEX_3D
	.comm	_ARB_TEXTURE_CUBE_MAP,8,3       ; @ARB_TEXTURE_CUBE_MAP
	.comm	_WINED3D_GL_RES_TYPE_TEX_CUBE,8,3 ; @WINED3D_GL_RES_TYPE_TEX_CUBE
	.comm	_ARB_TEXTURE_RECTANGLE,8,3      ; @ARB_TEXTURE_RECTANGLE
	.comm	_WINED3D_GL_RES_TYPE_TEX_RECT,8,3 ; @WINED3D_GL_RES_TYPE_TEX_RECT
	.comm	_WINED3D_GL_RES_TYPE_RB,8,3     ; @WINED3D_GL_RES_TYPE_RB
	.comm	_WINED3DFMT_FLAG_TEXTURE,4,2    ; @WINED3DFMT_FLAG_TEXTURE
	.comm	_WINED3D_SRGB_READ_WRITE_CONTROL,4,2 ; @WINED3D_SRGB_READ_WRITE_CONTROL
	.comm	_WINED3DFMT_FLAG_SRGB_READ,4,2  ; @WINED3DFMT_FLAG_SRGB_READ
	.comm	_WINED3DFMT_FLAG_SRGB_WRITE,4,2 ; @WINED3DFMT_FLAG_SRGB_WRITE
	.comm	_format_srgb_info,8,3           ; @format_srgb_info
	.comm	_EXT_TEXTURE_SRGB,8,3           ; @EXT_TEXTURE_SRGB
	.comm	_TRUE,4,2                       ; @TRUE
	.no_dead_strip	_init_format_texture_info
.subsections_via_symbols
