	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function release_shader_resources
_release_shader_resources:              ## @release_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	_WINED3D_SHADER_TYPE_COUNT@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_15
## %bb.1:
	movl	%esi, %ebx
	movq	%rdi, %r12
	xorl	%r13d, %r13d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_14:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r13
	movq	_WINED3D_SHADER_TYPE_COUNT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpq	%rax, %r13
	jae	LBB0_15
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_6 Depth 2
                                        ##     Child Loop BB0_11 Depth 2
	btl	%r13d, %ebx
	jae	LBB0_14
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	16(%r12), %rax
	movq	(%rax,%r13,8), %r15
	testq	%r15, %r15
	je	LBB0_14
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	%ebx, %r14d
	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(%r12), %rcx
	movq	(%rcx,%r13,8), %rcx
	movq	(%rcx,%rbx,8), %rdi
	testq	%rdi, %rdi
	je	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_6 Depth=2
	callq	_wined3d_resource_release
	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
	movl	(%r15), %eax
	testl	%eax, %eax
	movl	%r14d, %ebx
	je	LBB0_14
## %bb.10:                              ##   in Loop: Header=BB0_2 Depth=1
	xorl	%r14d, %r14d
	jmp	LBB0_11
	.p2align	4, 0x90
LBB0_13:                                ##   in Loop: Header=BB0_11 Depth=2
	incq	%r14
	movl	%eax, %ecx
	cmpq	%rcx, %r14
	jae	LBB0_14
LBB0_11:                                ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	8(%r15), %rcx
	movq	(%r12), %rdx
	movq	(%rdx,%r13,8), %rdx
	movq	(%rcx,%r14,8), %rcx
	movq	(%rdx,%rcx,8), %rcx
	testq	%rcx, %rcx
	je	LBB0_13
## %bb.12:                              ##   in Loop: Header=BB0_11 Depth=2
	movq	(%rcx), %rdi
	callq	_wined3d_resource_release
	movl	(%r15), %eax
	jmp	LBB0_13
LBB0_15:
	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
	.no_dead_strip	_release_shader_resources
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function release_shader_resources
_release_shader_resources:              ; @release_shader_resources
	.cfi_startproc
; %bb.0:
	stp	x26, x25, [sp, #-80]!           ; 16-byte Folded Spill
	.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
	.cfi_offset w25, -72
	.cfi_offset w26, -80
Lloh0:
	adrp	x21, _WINED3D_SHADER_TYPE_COUNT@GOTPAGE
Lloh1:
	ldr	x21, [x21, _WINED3D_SHADER_TYPE_COUNT@GOTPAGEOFF]
	ldr	w8, [x21]
	cbz	w8, LBB0_15
; %bb.1:
	mov	x19, x1
	mov	x20, x0
	mov	x22, #0
Lloh2:
	adrp	x23, _WINED3D_MAX_CBS@GOTPAGE
Lloh3:
	ldr	x23, [x23, _WINED3D_MAX_CBS@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x22, x22, #1
	ldr	w8, [x21]
	cmp	x22, x8
	b.hs	LBB0_15
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_8 Depth 2
                                        ;     Child Loop BB0_13 Depth 2
	lsr	w8, w19, w22
	tbz	w8, #0, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x20, #16]
	ldr	x24, [x8, x22, lsl #3]
	cbz	x24, LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x23]
	cbz	w8, LBB0_10
; %bb.6:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x25, #0
	b	LBB0_8
LBB0_7:                                 ;   in Loop: Header=BB0_8 Depth=2
	add	x25, x25, #1
	cmp	x25, 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, x22, lsl #3]
	ldr	x0, [x9, x25, lsl #3]
	cbz	x0, LBB0_7
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=2
	bl	_wined3d_resource_release
	ldr	w8, [x23]
	b	LBB0_7
LBB0_10:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x24]
	cbz	w8, LBB0_2
; %bb.11:                               ;   in Loop: Header=BB0_3 Depth=1
	mov	x25, #0
	b	LBB0_13
LBB0_12:                                ;   in Loop: Header=BB0_13 Depth=2
	add	x25, x25, #1
	cmp	x25, w8, uxtw
	b.hs	LBB0_2
LBB0_13:                                ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x9, [x24, #8]
	ldr	x10, [x20]
	ldr	x10, [x10, x22, lsl #3]
	ldr	x9, [x9, x25, lsl #3]
	ldr	x9, [x10, x9, lsl #3]
	cbz	x9, LBB0_12
; %bb.14:                               ;   in Loop: Header=BB0_13 Depth=2
	ldr	x0, [x9]
	bl	_wined3d_resource_release
	ldr	w8, [x24]
	b	LBB0_12
LBB0_15:
	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
	ldp	x26, x25, [sp], #80             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.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
	.no_dead_strip	_release_shader_resources
.subsections_via_symbols
