	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function context_apply_compute_state
_context_apply_compute_state:           ## @context_apply_compute_state
	.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	%rdx, %r12
	movq	%rsi, -56(%rbp)                 ## 8-byte Spill
	movq	%rdi, %r14
	movq	40(%rdi), %rax
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	movq	48(%rdi), %r13
	movq	_WINED3D_SHADER_TYPE_COMPUTE@GOTPCREL(%rip), %rbx
	movb	(%rbx), %cl
	movl	$1, %edx
	shll	%cl, %edx
	movq	%r12, %rsi
	callq	_context_load_shader_resources
	movq	(%r12), %rax
	movq	8(%r12), %rcx
	movl	(%rbx), %edx
	movl	(%rcx,%rdx,4), %esi
	movq	_WINED3D_PIPELINE_COMPUTE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	(%rax,%rcx,4), %edx
	movq	%r14, %rdi
	callq	_context_load_unordered_access_resources
	movq	_STATE_COMPUTE_OFFSET@GOTPCREL(%rip), %rax
	movl	(%rax), %r15d
	movq	(%r14), %rdi
	callq	_ARRAY_SIZE
	testl	%eax, %eax
	je	LBB0_6
## %bb.1:
	xorl	%eax, %eax
	leaq	-44(%rbp), %rbx
	movq	%r14, -72(%rbp)                 ## 8-byte Spill
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_CHAR_BIT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	leal	(%r15,%rax,4), %r15d
	movq	-80(%rbp), %r14                 ## 8-byte Reload
	incq	%r14
	callq	_ARRAY_SIZE
	movl	%eax, %eax
	cmpq	%rax, %r14
	movq	%r14, %rax
	movq	-72(%rbp), %r14                 ## 8-byte Reload
	jae	LBB0_6
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_3 Depth 2
	movq	(%r14), %rdi
	movq	%rax, -80(%rbp)                 ## 8-byte Spill
	movl	(%rdi,%rax,4), %eax
	movl	%eax, -44(%rbp)
	testl	%eax, %eax
	je	LBB0_5
	.p2align	4, 0x90
LBB0_3:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	%rbx, %rdi
	callq	_wined3d_bit_scan
                                        ## kill: def $eax killed $eax def $rax
	leal	(%rax,%r15), %edx
	movq	%r14, %rdi
	movq	%r12, %rsi
	callq	*(%r13,%rdx,8)
	cmpl	$0, -44(%rbp)
	jne	LBB0_3
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	(%r14), %rdi
	jmp	LBB0_5
LBB0_6:
	movq	(%r14), %rdi
	xorl	%esi, %esi
	movl	$4, %edx
	callq	_memset
	movl	8(%r14), %eax
	movq	_WINED3D_SHADER_TYPE_COMPUTE@GOTPCREL(%rip), %rbx
	movl	(%rbx), %ecx
	btl	%ecx, %eax
	jae	LBB0_8
## %bb.7:
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	movq	8(%rcx), %rax
	movl	(%rcx), %edi
	movq	%r14, %rsi
	movq	%r12, %rdx
	callq	*(%rax)
	movl	(%rbx), %ecx
	movl	$-2, %eax
	roll	%cl, %eax
	andl	%eax, 8(%r14)
LBB0_8:
	cmpq	$0, 32(%r14)
	je	LBB0_11
## %bb.9:
	movq	%r14, %rdi
	movq	%r12, %rsi
	movl	%ecx, %edx
	callq	_context_bind_shader_resources
	movq	$0, 32(%r14)
	movq	-64(%rbp), %rcx                 ## 8-byte Reload
	movq	(%rcx), %rax
	cmpq	8(%rcx), %rax
	jne	LBB0_11
## %bb.10:
	movl	$1, 12(%r14)
LBB0_11:
	cmpq	$0, 24(%r14)
	je	LBB0_13
## %bb.12:
	movq	(%r12), %rax
	movq	8(%r12), %rcx
	movl	(%rbx), %edx
	movl	(%rcx,%rdx,4), %esi
	movq	_WINED3D_PIPELINE_COMPUTE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	(%rax,%rcx,4), %edx
	movq	%r14, %rdi
	callq	_context_bind_unordered_access_views
	movq	$0, 24(%r14)
	movl	$1, 16(%r14)
LBB0_13:
	movq	_GL_FRAMEBUFFER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdi
	xorl	%edx, %edx
	callq	_context_bind_fbo
	movq	_STATE_FRAMEBUFFER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdi
	callq	_context_invalidate_state
	movq	_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 20(%r14)
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_SHADER_TYPE_COMPUTE,4,2 ## @WINED3D_SHADER_TYPE_COMPUTE
	.comm	_WINED3D_PIPELINE_COMPUTE,8,3   ## @WINED3D_PIPELINE_COMPUTE
	.comm	_STATE_COMPUTE_OFFSET,4,2       ## @STATE_COMPUTE_OFFSET
	.comm	_CHAR_BIT,4,2                   ## @CHAR_BIT
	.comm	_GL_FRAMEBUFFER,4,2             ## @GL_FRAMEBUFFER
	.comm	_STATE_FRAMEBUFFER,4,2          ## @STATE_FRAMEBUFFER
	.comm	_FALSE,4,2                      ## @FALSE
	.no_dead_strip	_context_apply_compute_state
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function context_apply_compute_state
_context_apply_compute_state:           ; @context_apply_compute_state
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	x28, x27, [sp, #16]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #32]             ; 16-byte Folded Spill
	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
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	x20, x2
	mov	x21, x1
	mov	x19, x0
	ldp	x23, x25, [x0, #40]
Lloh0:
	adrp	x22, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGE
Lloh1:
	ldr	x22, [x22, _WINED3D_SHADER_TYPE_COMPUTE@GOTPAGEOFF]
	ldr	w8, [x22]
	mov	w9, #1
	lsl	w2, w9, w8
	mov	x1, x20
	bl	_context_load_shader_resources
	ldr	w8, [x22]
	ldp	x10, x9, [x20]
	ldr	w1, [x9, x8, lsl #2]
Lloh2:
	adrp	x24, _WINED3D_PIPELINE_COMPUTE@GOTPAGE
Lloh3:
	ldr	x24, [x24, _WINED3D_PIPELINE_COMPUTE@GOTPAGEOFF]
	ldr	x8, [x24]
	ldr	w2, [x10, x8, lsl #2]
	mov	x0, x19
	bl	_context_load_unordered_access_resources
Lloh4:
	adrp	x8, _STATE_COMPUTE_OFFSET@GOTPAGE
Lloh5:
	ldr	x8, [x8, _STATE_COMPUTE_OFFSET@GOTPAGEOFF]
Lloh6:
	ldr	w26, [x8]
	ldr	x0, [x19]
	bl	_ARRAY_SIZE
	cbz	w0, LBB0_6
; %bb.1:
	mov	x27, #0
Lloh7:
	adrp	x28, _CHAR_BIT@GOTPAGE
Lloh8:
	ldr	x28, [x28, _CHAR_BIT@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x28]
	add	w26, w26, w8, lsl #2
	add	x27, x27, #1
	bl	_ARRAY_SIZE
	cmp	x27, w0, uxtw
	b.hs	LBB0_6
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_4 Depth 2
	ldr	x0, [x19]
	ldr	w8, [x0, x27, lsl #2]
	str	w8, [sp, #12]
	cbz	w8, LBB0_2
LBB0_4:                                 ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	add	x0, sp, #12
	bl	_wined3d_bit_scan
	add	w2, w0, w26
	ldr	x8, [x25, w2, uxtw #3]
	mov	x0, x19
	mov	x1, x20
	blr	x8
	ldr	w8, [sp, #12]
	cbnz	w8, LBB0_4
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x0, [x19]
	b	LBB0_2
LBB0_6:
	ldr	x0, [x19]
	mov	w1, #0
	mov	w2, #4
	bl	_memset
	ldr	w8, [x19, #8]
	ldr	w2, [x22]
	lsr	w8, w8, w2
	tbz	w8, #0, LBB0_8
; %bb.7:
	ldr	x8, [x21, #8]
	ldr	x8, [x8]
	ldr	w0, [x21]
	mov	x1, x19
	mov	x2, x20
	blr	x8
	ldr	w2, [x22]
	mov	w8, #1
	lsl	w8, w8, w2
	ldr	w9, [x19, #8]
	bic	w8, w9, w8
	str	w8, [x19, #8]
                                        ; kill: def $w2 killed $w2 killed $x2 def $x2
LBB0_8:
	ldr	x8, [x19, #32]
	cbz	x8, LBB0_11
; %bb.9:
	mov	x0, x19
	mov	x1, x20
                                        ; kill: def $w2 killed $w2 killed $x2
	bl	_context_bind_shader_resources
	str	xzr, [x19, #32]
	ldp	x8, x9, [x23]
	cmp	x8, x9
	b.ne	LBB0_11
; %bb.10:
	mov	w8, #1
	str	w8, [x19, #12]
LBB0_11:
	ldr	x8, [x19, #24]
	cbz	x8, LBB0_13
; %bb.12:
	ldr	w8, [x22]
	ldp	x10, x9, [x20]
	ldr	w1, [x9, x8, lsl #2]
	ldr	x8, [x24]
	ldr	w2, [x10, x8, lsl #2]
	mov	x0, x19
	bl	_context_bind_unordered_access_views
	str	xzr, [x19, #24]
	mov	w8, #1
	str	w8, [x19, #16]
LBB0_13:
Lloh9:
	adrp	x8, _GL_FRAMEBUFFER@GOTPAGE
Lloh10:
	ldr	x8, [x8, _GL_FRAMEBUFFER@GOTPAGEOFF]
Lloh11:
	ldr	w1, [x8]
	mov	x0, x19
	mov	w2, #0
	bl	_context_bind_fbo
Lloh12:
	adrp	x8, _STATE_FRAMEBUFFER@GOTPAGE
Lloh13:
	ldr	x8, [x8, _STATE_FRAMEBUFFER@GOTPAGEOFF]
Lloh14:
	ldr	w1, [x8]
	mov	x0, x19
	bl	_context_invalidate_state
Lloh15:
	adrp	x8, _FALSE@GOTPAGE
Lloh16:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh17:
	ldr	w8, [x8]
	str	w8, [x19, #20]
	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
	ldp	x26, x25, [sp, #32]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_SHADER_TYPE_COMPUTE,4,2 ; @WINED3D_SHADER_TYPE_COMPUTE
	.comm	_WINED3D_PIPELINE_COMPUTE,8,3   ; @WINED3D_PIPELINE_COMPUTE
	.comm	_STATE_COMPUTE_OFFSET,4,2       ; @STATE_COMPUTE_OFFSET
	.comm	_CHAR_BIT,4,2                   ; @CHAR_BIT
	.comm	_GL_FRAMEBUFFER,4,2             ; @GL_FRAMEBUFFER
	.comm	_STATE_FRAMEBUFFER,4,2          ; @STATE_FRAMEBUFFER
	.comm	_FALSE,4,2                      ; @FALSE
	.no_dead_strip	_context_apply_compute_state
.subsections_via_symbols
