	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function alloc_proxy_textures
_alloc_proxy_textures:                  ## @alloc_proxy_textures
	.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	%rdi, %r12
	xorl	%edi, %edi
	xorl	%esi, %esi
	movl	$1, %edx
	callq	_gl_alloc_texture_object
	movq	%rax, 8(%r12)
	movq	_GL_FALSE@GOTPCREL(%rip), %r13
	testq	%rax, %rax
	je	LBB0_20
## %bb.1:
	leaq	8(%r12), %rbx
	xorl	%edi, %edi
	xorl	%esi, %esi
	movl	$2, %edx
	callq	_gl_alloc_texture_object
	movq	%rax, (%r12)
	testq	%rax, %rax
	je	LBB0_17
## %bb.2:
	movq	_GL_FALSE@GOTPCREL(%rip), %rax
	movq	(%rax), %r14
	movq	_MAX_TEXTURE_LEVELS@GOTPCREL(%rip), %rax
	cmpq	$0, (%rax)
	je	LBB0_18
## %bb.3:
	movq	_GL_TRUE@GOTPCREL(%rip), %r13
	xorl	%r15d, %r15d
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	(%r13), %r14
LBB0_7:                                 ##   in Loop: Header=BB0_4 Depth=1
	incq	%r15
	movq	_MAX_TEXTURE_LEVELS@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	%rax, %r15
	jae	LBB0_8
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	xorl	%eax, %eax
	callq	_gl_alloc_texture_image
	movq	8(%r12), %rcx
	movq	(%rcx), %rcx
	movq	%rax, (%rcx,%r15,8)
	xorl	%eax, %eax
	callq	_gl_alloc_texture_image
	movq	(%r12), %rcx
	movq	(%rcx), %rcx
	movq	%rax, (%rcx,%r15,8)
	movq	8(%r12), %rax
	movq	(%rax), %rax
	cmpq	$0, (%rax,%r15,8)
	je	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	(%r12), %rax
	movq	(%rax), %rax
	cmpq	$0, (%rax,%r15,8)
	jne	LBB0_7
	jmp	LBB0_6
LBB0_8:
	testq	%r14, %r14
	je	LBB0_20
## %bb.9:
	testq	%rax, %rax
	movq	_GL_FALSE@GOTPCREL(%rip), %r13
	je	LBB0_16
## %bb.10:
	movq	%rbx, %r14
	xorl	%ebx, %ebx
	jmp	LBB0_11
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_11 Depth=1
	incq	%rbx
	movq	_MAX_TEXTURE_LEVELS@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rbx
	jae	LBB0_16
LBB0_11:                                ## =>This Inner Loop Header: Depth=1
	movq	(%r14), %rax
	movq	(%rax), %rax
	movq	(%rax,%rbx,8), %rdi
	testq	%rdi, %rdi
	je	LBB0_13
## %bb.12:                              ##   in Loop: Header=BB0_11 Depth=1
	callq	_gl_free_texture_image
LBB0_13:                                ##   in Loop: Header=BB0_11 Depth=1
	movq	(%r12), %rax
	movq	(%rax), %rax
	movq	(%rax,%rbx,8), %rdi
	testq	%rdi, %rdi
	je	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_11 Depth=1
	callq	_gl_free_texture_image
	jmp	LBB0_15
LBB0_18:
	testq	%r14, %r14
	je	LBB0_19
LBB0_16:
	movq	8(%r12), %rsi
	xorl	%edi, %edi
	callq	_gl_free_texture_object
	movq	%r12, %rbx
LBB0_17:
	movq	(%rbx), %rsi
	xorl	%edi, %edi
	callq	_gl_free_texture_object
LBB0_20:
	movq	(%r13), %rax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_19:
	movq	_GL_TRUE@GOTPCREL(%rip), %r13
	jmp	LBB0_20
	.cfi_endproc
                                        ## -- End function
	.comm	_GL_FALSE,8,3                   ## @GL_FALSE
	.comm	_MAX_TEXTURE_LEVELS,8,3         ## @MAX_TEXTURE_LEVELS
	.comm	_GL_TRUE,8,3                    ## @GL_TRUE
	.no_dead_strip	_alloc_proxy_textures
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function alloc_proxy_textures
_alloc_proxy_textures:                  ; @alloc_proxy_textures
	.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
	mov	x19, x0
	mov	x0, #0
	mov	w1, #0
	mov	w2, #1
	bl	_gl_alloc_texture_object
	mov	x20, x19
	str	x0, [x20, #8]!
Lloh0:
	adrp	x21, _GL_FALSE@GOTPAGE
Lloh1:
	ldr	x21, [x21, _GL_FALSE@GOTPAGEOFF]
	cbz	x0, LBB0_20
; %bb.1:
	mov	x0, #0
	mov	w1, #0
	mov	w2, #2
	bl	_gl_alloc_texture_object
	str	x0, [x19]
	cbz	x0, LBB0_18
; %bb.2:
	ldr	x22, [x21]
Lloh2:
	adrp	x21, _MAX_TEXTURE_LEVELS@GOTPAGE
Lloh3:
	ldr	x21, [x21, _MAX_TEXTURE_LEVELS@GOTPAGEOFF]
	ldr	x8, [x21]
	cbz	x8, LBB0_16
; %bb.3:
	mov	x23, #0
Lloh4:
	adrp	x24, _GL_TRUE@GOTPAGE
Lloh5:
	ldr	x24, [x24, _GL_TRUE@GOTPAGEOFF]
	b	LBB0_6
LBB0_4:                                 ;   in Loop: Header=BB0_6 Depth=1
	ldr	x22, [x24]
LBB0_5:                                 ;   in Loop: Header=BB0_6 Depth=1
	add	x23, x23, #1
	ldr	x8, [x21]
	cmp	x23, x8
	b.hs	LBB0_8
LBB0_6:                                 ; =>This Inner Loop Header: Depth=1
	bl	_gl_alloc_texture_image
	ldr	x8, [x19, #8]
	ldr	x8, [x8]
	lsl	x25, x23, #3
	str	x0, [x8, x25]
	bl	_gl_alloc_texture_image
	ldr	x8, [x19]
	ldr	x8, [x8]
	str	x0, [x8, x25]
	ldr	x8, [x19, #8]
	ldr	x8, [x8]
	ldr	x8, [x8, x25]
	cbz	x8, LBB0_4
; %bb.7:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	x8, [x19]
	ldr	x8, [x8]
	ldr	x8, [x8, x23, lsl #3]
	cbnz	x8, LBB0_5
	b	LBB0_4
LBB0_8:
	cbz	x22, LBB0_19
; %bb.9:
	cbz	x8, LBB0_17
; %bb.10:
	mov	x22, #0
	b	LBB0_12
LBB0_11:                                ;   in Loop: Header=BB0_12 Depth=1
	add	x22, x22, #1
	ldr	x8, [x21]
	cmp	x22, x8
	b.hs	LBB0_17
LBB0_12:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x20]
	ldr	x8, [x8]
	ldr	x0, [x8, x22, lsl #3]
	cbz	x0, LBB0_14
; %bb.13:                               ;   in Loop: Header=BB0_12 Depth=1
	bl	_gl_free_texture_image
LBB0_14:                                ;   in Loop: Header=BB0_12 Depth=1
	ldr	x8, [x19]
	ldr	x8, [x8]
	ldr	x0, [x8, x22, lsl #3]
	cbz	x0, LBB0_11
; %bb.15:                               ;   in Loop: Header=BB0_12 Depth=1
	bl	_gl_free_texture_image
	b	LBB0_11
LBB0_16:
	cbz	x22, LBB0_19
LBB0_17:
	ldr	x1, [x19, #8]
	mov	x0, #0
	bl	_gl_free_texture_object
	mov	x20, x19
LBB0_18:
	ldr	x1, [x20]
	mov	x0, #0
	bl	_gl_free_texture_object
Lloh6:
	adrp	x21, _GL_FALSE@GOTPAGE
Lloh7:
	ldr	x21, [x21, _GL_FALSE@GOTPAGEOFF]
	b	LBB0_20
LBB0_19:
Lloh8:
	adrp	x21, _GL_TRUE@GOTPAGE
Lloh9:
	ldr	x21, [x21, _GL_TRUE@GOTPAGEOFF]
LBB0_20:
	ldr	x0, [x21]
	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
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh8, Lloh9
	.cfi_endproc
                                        ; -- End function
	.comm	_GL_FALSE,8,3                   ; @GL_FALSE
	.comm	_MAX_TEXTURE_LEVELS,8,3         ; @MAX_TEXTURE_LEVELS
	.comm	_GL_TRUE,8,3                    ; @GL_TRUE
	.no_dead_strip	_alloc_proxy_textures
.subsections_via_symbols
