	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_load_samplers
_shader_glsl_load_samplers:             ## @shader_glsl_load_samplers
	.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	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rcx, %r13
	movl	%edx, %r14d
	movq	%rsi, %r15
	movq	%rdi, %rbx
	movq	(%rdi), %r12
	movq	%r12, %rdi
	callq	_shader_glsl_use_layout_binding_qualifier
	testq	%rax, %rax
	jne	LBB0_4
## %bb.1:
	movq	%r13, %rax
	testq	%r13, %r13
	jne	LBB0_3
## %bb.2:
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rax
LBB0_3:
	movl	(%rax), %edi
	callq	_shader_glsl_get_prefix
	movq	%rax, -56(%rbp)                 ## 8-byte Spill
	leaq	-48(%rbp), %rdx
	leaq	-44(%rbp), %rcx
	movq	%rbx, %rdi
	movq	%r13, %rsi
	callq	_context_get_tex_unit_mapping
	movl	-48(%rbp), %r8d
	movl	-44(%rbp), %r9d
	movq	%rax, (%rsp)
	movq	%r12, %rdi
	movq	%r15, %rsi
	movl	%r14d, %edx
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	callq	_shader_glsl_load_samplers_range
LBB0_4:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ## @WINED3D_SHADER_TYPE_PIXEL
	.no_dead_strip	_shader_glsl_load_samplers
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_load_samplers
_shader_glsl_load_samplers:             ; @shader_glsl_load_samplers
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
	mov	x22, x3
	mov	x19, x2
	mov	x20, x1
	mov	x23, x0
	ldr	x21, [x0]
	mov	x0, x21
	bl	_shader_glsl_use_layout_binding_qualifier
	cbnz	x0, LBB0_2
; %bb.1:
Lloh0:
	adrp	x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
	cmp	x22, #0
	csel	x8, x8, x22, eq
	ldr	w0, [x8]
	bl	_shader_glsl_get_prefix
	mov	x24, x0
	add	x2, sp, #12
	add	x3, sp, #8
	mov	x0, x23
	mov	x1, x22
	bl	_context_get_tex_unit_mapping
	mov	x6, x0
	ldp	w5, w4, [sp, #8]
	mov	x0, x21
	mov	x1, x20
	mov	x2, x19
	mov	x3, x24
	bl	_shader_glsl_load_samplers_range
LBB0_2:
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_PIXEL,4,2  ; @WINED3D_SHADER_TYPE_PIXEL
	.no_dead_strip	_shader_glsl_load_samplers
.subsections_via_symbols
