	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_texldl
_shader_glsl_texldl:                    ## @shader_glsl_texldl
	.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	%rdi, %rbx
	movq	(%rdi), %rdi
	movq	(%rdi), %r12
	movq	8(%rdi), %r13
	movq	8(%rbx), %rax
	movl	24(%rax), %r14d
	movq	16(%rax), %rax
	movl	(%rax), %r15d
	movq	_WINED3D_GLSL_SAMPLE_LOD@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	leaq	-72(%rbp), %r8
	movl	%r15d, %esi
	movl	%r15d, %edx
	callq	_shader_glsl_get_sample_function
	movq	8(%rbx), %rsi
	movl	-64(%rbp), %edx
	leaq	-56(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movq	8(%rbx), %rsi
	movq	_WINED3DSP_WRITEMASK_3@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-48(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movq	(%r13), %rax
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_4
## %bb.1:
	movq	%r12, %rdi
	callq	_shader_glsl_has_core_grad
	testl	%eax, %eax
	jne	LBB0_4
## %bb.2:
	movq	(%r12), %rax
	movq	_ARB_SHADER_TEXTURE_LOD@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	jne	LBB0_4
## %bb.3:
	movq	-72(%rbp), %rax
	movl	(%rax), %esi
	leaq	L_.str(%rip), %rdi
	callq	_WARN
LBB0_4:
	movl	-48(%rbp), %r10d
	movl	-56(%rbp), %eax
	leaq	L_.str.1(%rip), %r11
	leaq	-72(%rbp), %r12
	movq	%rbx, %rdi
	movl	%r15d, %esi
	movq	%r12, %rdx
	movl	%r14d, %ecx
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	pushq	%rax
	pushq	%r11
	pushq	$0
	pushq	%r10
	callq	_shader_glsl_gen_sample_code
	addq	$32, %rsp
	movq	(%rbx), %rdi
	movq	%r12, %rsi
	callq	_shader_glsl_release_sample_function
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_GLSL_SAMPLE_LOD,4,2    ## @WINED3D_GLSL_SAMPLE_LOD
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ## @WINED3DSP_WRITEMASK_3
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_SHADER_TEXTURE_LOD,8,3     ## @ARB_SHADER_TEXTURE_LOD
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Using %s in fragment shader.\n"

L_.str.1:                               ## @.str.1
	.asciz	"%s"

	.no_dead_strip	_shader_glsl_texldl
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_texldl
_shader_glsl_texldl:                    ; @shader_glsl_texldl
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	x24, x23, [sp, #48]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #64]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #80]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #96]             ; 16-byte Folded Spill
	add	x29, sp, #96
	.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	x19, x0
	ldr	x0, [x0]
	ldr	x8, [x19, #8]
	ldp	x22, x23, [x0]
	ldr	w20, [x8, #24]
	ldr	x8, [x8, #16]
	ldr	w21, [x8]
Lloh0:
	adrp	x8, _WINED3D_GLSL_SAMPLE_LOD@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_GLSL_SAMPLE_LOD@GOTPAGEOFF]
Lloh2:
	ldr	w3, [x8]
	add	x4, sp, #16
	mov	x1, x21
	mov	x2, x21
	bl	_shader_glsl_get_sample_function
	ldr	x1, [x19, #8]
	ldr	w2, [sp, #24]
	add	x3, sp, #40
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x1, [x19, #8]
Lloh3:
	adrp	x8, _WINED3DSP_WRITEMASK_3@GOTPAGE
Lloh4:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_3@GOTPAGEOFF]
Lloh5:
	ldr	w2, [x8]
	add	x3, sp, #32
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x23]
Lloh6:
	adrp	x9, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh7:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh8:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_4
; %bb.1:
	mov	x0, x22
	bl	_shader_glsl_has_core_grad
	cbnz	w0, LBB0_4
; %bb.2:
	ldr	x8, [x22]
Lloh9:
	adrp	x9, _ARB_SHADER_TEXTURE_LOD@GOTPAGE
Lloh10:
	ldr	x9, [x9, _ARB_SHADER_TEXTURE_LOD@GOTPAGEOFF]
Lloh11:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	cbnz	w8, LBB0_4
; %bb.3:
	ldr	x8, [sp, #16]
	ldr	w1, [x8]
Lloh12:
	adrp	x0, l_.str@PAGE
Lloh13:
	add	x0, x0, l_.str@PAGEOFF
	bl	_WARN
LBB0_4:
	ldr	w6, [sp, #32]
	ldr	w8, [sp, #40]
	str	w8, [sp, #8]
Lloh14:
	adrp	x8, l_.str.1@PAGE
Lloh15:
	add	x8, x8, l_.str.1@PAGEOFF
	str	x8, [sp]
	add	x2, sp, #16
	mov	x0, x19
	mov	x1, x21
	mov	x3, x20
	mov	x4, #0
	mov	x5, #0
	mov	x7, #0
	bl	_shader_glsl_gen_sample_code
	ldr	x0, [x19]
	add	x1, sp, #16
	bl	_shader_glsl_release_sample_function
	ldp	x29, x30, [sp, #96]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #80]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #64]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh14, Lloh15
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_GLSL_SAMPLE_LOD,4,2    ; @WINED3D_GLSL_SAMPLE_LOD
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ; @WINED3DSP_WRITEMASK_3
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_SHADER_TEXTURE_LOD,8,3     ; @ARB_SHADER_TEXTURE_LOD
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Using %s in fragment shader.\n"

l_.str.1:                               ; @.str.1
	.asciz	"%s"

	.no_dead_strip	_shader_glsl_texldl
.subsections_via_symbols
