	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function context_update_fixed_function_usage_map
_context_update_fixed_function_usage_map: ## @context_update_fixed_function_usage_map
	.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	$104, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r14
	movl	$0, (%rdi)
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movq	(%rax), %r8
	xorl	%ecx, %ecx
	testq	%r8, %r8
	je	LBB0_1
## %bb.2:
	movq	(%rsi), %rax
	movq	%rax, -136(%rbp)                ## 8-byte Spill
	movq	_WINED3D_TSS_COLOR_OP@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -128(%rbp)                ## 8-byte Spill
	movq	_WINED3D_TSS_ALPHA_OP@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -120(%rbp)                ## 8-byte Spill
	movq	_WINED3DTA_SELECTMASK@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -56(%rbp)                 ## 8-byte Spill
	movq	_WINED3D_TSS_COLOR_ARG2@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -112(%rbp)                ## 8-byte Spill
	movq	_WINED3D_TSS_COLOR_ARG0@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -104(%rbp)                ## 8-byte Spill
	movq	_WINED3D_TSS_ALPHA_ARG1@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -96(%rbp)                 ## 8-byte Spill
	movq	_WINED3D_TSS_ALPHA_ARG2@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
	movq	_WINED3D_TSS_ALPHA_ARG0@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -80(%rbp)                 ## 8-byte Spill
	movq	_WINED3D_TSS_COLOR_ARG1@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	movq	_WINED3DTA_TEXTURE@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)                 ## 8-byte Spill
	leaq	-1(%r8), %rax
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	xorl	%eax, %eax
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_22:                                ##   in Loop: Header=BB0_3 Depth=1
	incq	%rax
	cmpq	%rax, %r8
	je	LBB0_23
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movq	-136(%rbp), %rdx                ## 8-byte Reload
	movq	(%rdx,%rax,8), %rdx
	movq	-128(%rbp), %rsi                ## 8-byte Reload
	movl	(%rdx,%rsi,4), %r9d
	movq	_WINED3D_TOP_DISABLE@GOTPCREL(%rip), %rsi
	cmpl	(%rsi), %r9d
	je	LBB0_24
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	-120(%rbp), %rsi                ## 8-byte Reload
	movl	(%rdx,%rsi,4), %r10d
	movq	-112(%rbp), %rsi                ## 8-byte Reload
	movslq	(%rdx,%rsi,4), %rdi
	movq	-104(%rbp), %rsi                ## 8-byte Reload
	movslq	(%rdx,%rsi,4), %rsi
	movq	-96(%rbp), %rbx                 ## 8-byte Reload
	movslq	(%rdx,%rbx,4), %r12
	movq	-88(%rbp), %rbx                 ## 8-byte Reload
	movslq	(%rdx,%rbx,4), %r15
	movq	-80(%rbp), %rbx                 ## 8-byte Reload
	movslq	(%rdx,%rbx,4), %r11
	movq	-72(%rbp), %rbx                 ## 8-byte Reload
	movslq	(%rdx,%rbx,4), %rdx
	andq	-56(%rbp), %rdx                 ## 8-byte Folded Reload
	movq	_WINED3D_TOP_SELECT_ARG2@GOTPCREL(%rip), %rbx
	movl	(%rbx), %r13d
	cmpq	-48(%rbp), %rdx                 ## 8-byte Folded Reload
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_3 Depth=1
	cmpl	%r13d, %r9d
	jne	LBB0_18
LBB0_6:                                 ##   in Loop: Header=BB0_3 Depth=1
	andq	-56(%rbp), %rdi                 ## 8-byte Folded Reload
	movq	_WINED3D_TOP_SELECT_ARG1@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	cmpq	-48(%rbp), %rdi                 ## 8-byte Folded Reload
	jne	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_3 Depth=1
	cmpl	%edx, %r9d
	jne	LBB0_18
LBB0_8:                                 ##   in Loop: Header=BB0_3 Depth=1
	andq	-56(%rbp), %rsi                 ## 8-byte Folded Reload
	cmpq	-48(%rbp), %rsi                 ## 8-byte Folded Reload
	jne	LBB0_11
## %bb.9:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	_WINED3D_TOP_MULTIPLY_ADD@GOTPCREL(%rip), %rsi
	cmpl	(%rsi), %r9d
	je	LBB0_18
## %bb.10:                              ##   in Loop: Header=BB0_3 Depth=1
	movq	_WINED3D_TOP_LERP@GOTPCREL(%rip), %rsi
	cmpl	(%rsi), %r9d
	je	LBB0_18
LBB0_11:                                ##   in Loop: Header=BB0_3 Depth=1
	andq	-56(%rbp), %r12                 ## 8-byte Folded Reload
	cmpq	-48(%rbp), %r12                 ## 8-byte Folded Reload
	jne	LBB0_13
## %bb.12:                              ##   in Loop: Header=BB0_3 Depth=1
	cmpl	%r13d, %r10d
	jne	LBB0_18
LBB0_13:                                ##   in Loop: Header=BB0_3 Depth=1
	andq	-56(%rbp), %r15                 ## 8-byte Folded Reload
	cmpq	-48(%rbp), %r15                 ## 8-byte Folded Reload
	jne	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_3 Depth=1
	cmpl	%edx, %r10d
	je	LBB0_15
	.p2align	4, 0x90
LBB0_18:                                ##   in Loop: Header=BB0_3 Depth=1
	btsl	%eax, %ecx
	movl	%ecx, (%r14)
LBB0_19:                                ##   in Loop: Header=BB0_3 Depth=1
	movq	_WINED3D_TOP_BUMPENVMAP@GOTPCREL(%rip), %rdx
	cmpl	(%rdx), %r9d
	sete	%dl
	movq	_WINED3D_TOP_BUMPENVMAP_LUMINANCE@GOTPCREL(%rip), %rdi
	cmpl	(%rdi), %r9d
	sete	%bl
	orb	%dl, %bl
	cmpb	$1, %bl
	jne	LBB0_22
## %bb.20:                              ##   in Loop: Header=BB0_3 Depth=1
	cmpq	-64(%rbp), %rax                 ## 8-byte Folded Reload
	jae	LBB0_22
## %bb.21:                              ##   in Loop: Header=BB0_3 Depth=1
	leal	1(%rax), %edx
	btsl	%edx, %ecx
	movl	%ecx, (%r14)
	jmp	LBB0_22
LBB0_15:                                ##   in Loop: Header=BB0_3 Depth=1
	andq	-56(%rbp), %r11                 ## 8-byte Folded Reload
	cmpq	-48(%rbp), %r11                 ## 8-byte Folded Reload
	jne	LBB0_19
## %bb.16:                              ##   in Loop: Header=BB0_3 Depth=1
	movq	_WINED3D_TOP_MULTIPLY_ADD@GOTPCREL(%rip), %rdx
	cmpl	(%rdx), %r10d
	je	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_3 Depth=1
	movq	_WINED3D_TOP_LERP@GOTPCREL(%rip), %rdx
	cmpl	(%rdx), %r10d
	jne	LBB0_19
	jmp	LBB0_18
LBB0_1:
	xorl	%eax, %eax
	jmp	LBB0_24
LBB0_23:
	movq	%r8, %rax
LBB0_24:
	movq	8(%r14), %rbx
	cmpq	%rbx, %rax
	movq	%rbx, %r15
	cmovaq	%rax, %r15
	cmovbq	%rax, %rbx
	movq	%rax, 8(%r14)
	incq	%rbx
	cmpq	%r15, %rbx
	jae	LBB0_27
## %bb.25:
	movq	_WINED3D_TSS_COLOR_OP@GOTPCREL(%rip), %r12
	.p2align	4, 0x90
LBB0_26:                                ## =>This Inner Loop Header: Depth=1
	movq	(%r12), %rsi
	movq	%rbx, %rdi
	callq	_STATE_TEXTURESTAGE
	movq	%r14, %rdi
	movl	%eax, %esi
	callq	_context_invalidate_state
	incq	%rbx
	cmpq	%rbx, %r15
	jne	LBB0_26
LBB0_27:
	addq	$104, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_MAX_TEXTURES,8,3               ## @MAX_TEXTURES
	.comm	_WINED3D_TSS_COLOR_OP,8,3       ## @WINED3D_TSS_COLOR_OP
	.comm	_WINED3D_TSS_ALPHA_OP,8,3       ## @WINED3D_TSS_ALPHA_OP
	.comm	_WINED3D_TSS_COLOR_ARG1,8,3     ## @WINED3D_TSS_COLOR_ARG1
	.comm	_WINED3DTA_SELECTMASK,8,3       ## @WINED3DTA_SELECTMASK
	.comm	_WINED3D_TSS_COLOR_ARG2,8,3     ## @WINED3D_TSS_COLOR_ARG2
	.comm	_WINED3D_TSS_COLOR_ARG0,8,3     ## @WINED3D_TSS_COLOR_ARG0
	.comm	_WINED3D_TSS_ALPHA_ARG1,8,3     ## @WINED3D_TSS_ALPHA_ARG1
	.comm	_WINED3D_TSS_ALPHA_ARG2,8,3     ## @WINED3D_TSS_ALPHA_ARG2
	.comm	_WINED3D_TSS_ALPHA_ARG0,8,3     ## @WINED3D_TSS_ALPHA_ARG0
	.comm	_WINED3D_TOP_DISABLE,4,2        ## @WINED3D_TOP_DISABLE
	.comm	_WINED3DTA_TEXTURE,8,3          ## @WINED3DTA_TEXTURE
	.comm	_WINED3D_TOP_SELECT_ARG2,4,2    ## @WINED3D_TOP_SELECT_ARG2
	.comm	_WINED3D_TOP_SELECT_ARG1,4,2    ## @WINED3D_TOP_SELECT_ARG1
	.comm	_WINED3D_TOP_MULTIPLY_ADD,4,2   ## @WINED3D_TOP_MULTIPLY_ADD
	.comm	_WINED3D_TOP_LERP,4,2           ## @WINED3D_TOP_LERP
	.comm	_WINED3D_TOP_BUMPENVMAP,4,2     ## @WINED3D_TOP_BUMPENVMAP
	.comm	_WINED3D_TOP_BUMPENVMAP_LUMINANCE,4,2 ## @WINED3D_TOP_BUMPENVMAP_LUMINANCE
	.no_dead_strip	_context_update_fixed_function_usage_map
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function context_update_fixed_function_usage_map
_context_update_fixed_function_usage_map: ; @context_update_fixed_function_usage_map
	.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	x19, x0
	str	wzr, [x0]
Lloh0:
	adrp	x8, _MAX_TEXTURES@GOTPAGE
Lloh1:
	ldr	x8, [x8, _MAX_TEXTURES@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x8]
Lloh3:
	adrp	x21, _WINED3D_TSS_COLOR_OP@GOTPAGE
Lloh4:
	ldr	x21, [x21, _WINED3D_TSS_COLOR_OP@GOTPAGEOFF]
	cbz	x9, LBB0_16
; %bb.1:
	mov	w10, #0
	mov	x8, #0
	ldr	x11, [x1]
Lloh5:
	adrp	x13, _WINED3D_TSS_ALPHA_OP@GOTPAGE
Lloh6:
	ldr	x13, [x13, _WINED3D_TSS_ALPHA_OP@GOTPAGEOFF]
	ldr	x12, [x21]
Lloh7:
	ldr	x13, [x13]
	str	x13, [sp, #8]                   ; 8-byte Folded Spill
Lloh8:
	adrp	x13, _WINED3DTA_SELECTMASK@GOTPAGE
Lloh9:
	ldr	x13, [x13, _WINED3DTA_SELECTMASK@GOTPAGEOFF]
Lloh10:
	adrp	x15, _WINED3D_TSS_COLOR_ARG2@GOTPAGE
Lloh11:
	ldr	x15, [x15, _WINED3D_TSS_COLOR_ARG2@GOTPAGEOFF]
Lloh12:
	ldr	x14, [x13]
Lloh13:
	ldr	x15, [x15]
Lloh14:
	adrp	x13, _WINED3D_TSS_COLOR_ARG0@GOTPAGE
Lloh15:
	ldr	x13, [x13, _WINED3D_TSS_COLOR_ARG0@GOTPAGEOFF]
Lloh16:
	adrp	x17, _WINED3D_TSS_ALPHA_ARG1@GOTPAGE
Lloh17:
	ldr	x17, [x17, _WINED3D_TSS_ALPHA_ARG1@GOTPAGEOFF]
Lloh18:
	ldr	x13, [x13]
	str	x13, [sp]                       ; 8-byte Folded Spill
Lloh19:
	ldr	x17, [x17]
Lloh20:
	adrp	x13, _WINED3D_TSS_ALPHA_ARG2@GOTPAGE
Lloh21:
	ldr	x13, [x13, _WINED3D_TSS_ALPHA_ARG2@GOTPAGEOFF]
Lloh22:
	adrp	x1, _WINED3D_TSS_ALPHA_ARG0@GOTPAGE
Lloh23:
	ldr	x1, [x1, _WINED3D_TSS_ALPHA_ARG0@GOTPAGEOFF]
Lloh24:
	ldr	x0, [x13]
Lloh25:
	ldr	x1, [x1]
Lloh26:
	adrp	x13, _WINED3D_TSS_COLOR_ARG1@GOTPAGE
Lloh27:
	ldr	x13, [x13, _WINED3D_TSS_COLOR_ARG1@GOTPAGEOFF]
Lloh28:
	adrp	x3, _WINED3DTA_TEXTURE@GOTPAGE
Lloh29:
	ldr	x3, [x3, _WINED3DTA_TEXTURE@GOTPAGEOFF]
Lloh30:
	ldr	x2, [x13]
Lloh31:
	ldr	x3, [x3]
Lloh32:
	adrp	x4, _WINED3D_TOP_DISABLE@GOTPAGE
Lloh33:
	ldr	x4, [x4, _WINED3D_TOP_DISABLE@GOTPAGEOFF]
Lloh34:
	adrp	x5, _WINED3D_TOP_SELECT_ARG2@GOTPAGE
Lloh35:
	ldr	x5, [x5, _WINED3D_TOP_SELECT_ARG2@GOTPAGEOFF]
Lloh36:
	adrp	x6, _WINED3D_TOP_SELECT_ARG1@GOTPAGE
Lloh37:
	ldr	x6, [x6, _WINED3D_TOP_SELECT_ARG1@GOTPAGEOFF]
	sub	x22, x9, #1
	mov	w23, #1
Lloh38:
	adrp	x24, _WINED3D_TOP_BUMPENVMAP@GOTPAGE
Lloh39:
	ldr	x24, [x24, _WINED3D_TOP_BUMPENVMAP@GOTPAGEOFF]
Lloh40:
	adrp	x21, _WINED3D_TOP_BUMPENVMAP_LUMINANCE@GOTPAGE
Lloh41:
	ldr	x21, [x21, _WINED3D_TOP_BUMPENVMAP_LUMINANCE@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x8, x8, #1
	cmp	x9, x8
	b.eq	LBB0_17
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x20, [x11, x8, lsl #3]
	ldr	w26, [x20, x12, lsl #2]
	ldr	w13, [x4]
	cmp	w26, w13
	b.eq	LBB0_18
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldrsw	x13, [x20, x2, lsl #2]
	and	x13, x14, x13
	ldr	w28, [x5]
	cmp	x13, x3
	ccmp	w26, w28, #4, eq
	b.ne	LBB0_13
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldrsw	x13, [x20, x15, lsl #2]
	and	x13, x14, x13
	ldr	w30, [x6]
	cmp	x13, x3
	ccmp	w26, w30, #4, eq
	b.ne	LBB0_13
; %bb.6:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x13, [sp, #8]                   ; 8-byte Folded Reload
	ldr	w27, [x20, x13, lsl #2]
	ldr	x13, [sp]                       ; 8-byte Folded Reload
	ldrsw	x7, [x20, x13, lsl #2]
	ldrsw	x13, [x20, x17, lsl #2]
	and	x16, x14, x7
	ldrsw	x7, [x20, x0, lsl #2]
	ldrsw	x20, [x20, x1, lsl #2]
	cmp	x16, x3
	b.ne	LBB0_8
; %bb.7:                                ;   in Loop: Header=BB0_3 Depth=1
Lloh42:
	adrp	x16, _WINED3D_TOP_MULTIPLY_ADD@GOTPAGE
Lloh43:
	ldr	x16, [x16, _WINED3D_TOP_MULTIPLY_ADD@GOTPAGEOFF]
Lloh44:
	ldr	w16, [x16]
	mov	x25, x24
	mov	x24, x4
	mov	x4, x5
	mov	x5, x15
	mov	x15, x1
	mov	x1, x0
	mov	x0, x6
	mov	x6, x17
Lloh45:
	adrp	x17, _WINED3D_TOP_LERP@GOTPAGE
Lloh46:
	ldr	x17, [x17, _WINED3D_TOP_LERP@GOTPAGEOFF]
Lloh47:
	ldr	w17, [x17]
	cmp	w26, w16
	ccmp	w26, w17, #4, ne
	mov	x17, x6
	mov	x6, x0
	mov	x0, x1
	mov	x1, x15
	mov	x15, x5
	mov	x5, x4
	mov	x4, x24
	mov	x24, x25
	b.eq	LBB0_13
LBB0_8:                                 ;   in Loop: Header=BB0_3 Depth=1
	and	x13, x14, x13
	cmp	x13, x3
	ccmp	w27, w28, #4, eq
	b.ne	LBB0_13
; %bb.9:                                ;   in Loop: Header=BB0_3 Depth=1
	and	x13, x14, x7
	cmp	x13, x3
	ccmp	w27, w30, #4, eq
	b.ne	LBB0_13
; %bb.10:                               ;   in Loop: Header=BB0_3 Depth=1
	and	x13, x14, x20
	cmp	x13, x3
	b.ne	LBB0_14
; %bb.11:                               ;   in Loop: Header=BB0_3 Depth=1
Lloh48:
	adrp	x13, _WINED3D_TOP_MULTIPLY_ADD@GOTPAGE
Lloh49:
	ldr	x13, [x13, _WINED3D_TOP_MULTIPLY_ADD@GOTPAGEOFF]
Lloh50:
	ldr	w13, [x13]
	cmp	w27, w13
	b.eq	LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_3 Depth=1
Lloh51:
	adrp	x13, _WINED3D_TOP_LERP@GOTPAGE
Lloh52:
	ldr	x13, [x13, _WINED3D_TOP_LERP@GOTPAGEOFF]
Lloh53:
	ldr	w13, [x13]
	cmp	w27, w13
	b.ne	LBB0_14
LBB0_13:                                ;   in Loop: Header=BB0_3 Depth=1
	lsl	w13, w23, w8
	orr	w10, w10, w13
	str	w10, [x19]
LBB0_14:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w13, [x24]
	ldr	w16, [x21]
	cmp	w26, w16
	ccmp	w26, w13, #4, ne
	ccmp	x8, x22, #2, eq
	b.hs	LBB0_2
; %bb.15:                               ;   in Loop: Header=BB0_3 Depth=1
	add	w13, w8, #1
	lsl	w13, w23, w13
	orr	w10, w10, w13
	str	w10, [x19]
	b	LBB0_2
LBB0_16:
	mov	x8, #0
	b	LBB0_19
LBB0_17:
	mov	x8, x9
LBB0_18:
Lloh54:
	adrp	x21, _WINED3D_TSS_COLOR_OP@GOTPAGE
Lloh55:
	ldr	x21, [x21, _WINED3D_TSS_COLOR_OP@GOTPAGEOFF]
LBB0_19:
	ldr	x9, [x19, #8]
	cmp	x8, x9
	csel	x22, x8, x9, hi
	csel	x9, x8, x9, lo
	str	x8, [x19, #8]
	add	x20, x9, #1
	cmp	x20, x22
	b.hs	LBB0_21
LBB0_20:                                ; =>This Inner Loop Header: Depth=1
	ldr	x1, [x21]
	mov	x0, x20
	bl	_STATE_TEXTURESTAGE
	mov	x1, x0
	mov	x0, x19
	bl	_context_invalidate_state
	add	x20, x20, #1
	cmp	x22, x20
	b.ne	LBB0_20
LBB0_21:
	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 AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh40, Lloh41
	.loh AdrpLdrGot	Lloh38, Lloh39
	.loh AdrpLdrGot	Lloh36, Lloh37
	.loh AdrpLdrGot	Lloh34, Lloh35
	.loh AdrpLdrGot	Lloh32, Lloh33
	.loh AdrpLdrGotLdr	Lloh28, Lloh29, Lloh31
	.loh AdrpLdrGotLdr	Lloh26, Lloh27, Lloh30
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh25
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh24
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh19
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh18
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh13
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh12
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh45, Lloh46, Lloh47
	.loh AdrpLdrGotLdr	Lloh42, Lloh43, Lloh44
	.loh AdrpLdrGotLdr	Lloh48, Lloh49, Lloh50
	.loh AdrpLdrGotLdr	Lloh51, Lloh52, Lloh53
	.loh AdrpLdrGot	Lloh54, Lloh55
	.cfi_endproc
                                        ; -- End function
	.comm	_MAX_TEXTURES,8,3               ; @MAX_TEXTURES
	.comm	_WINED3D_TSS_COLOR_OP,8,3       ; @WINED3D_TSS_COLOR_OP
	.comm	_WINED3D_TSS_ALPHA_OP,8,3       ; @WINED3D_TSS_ALPHA_OP
	.comm	_WINED3D_TSS_COLOR_ARG1,8,3     ; @WINED3D_TSS_COLOR_ARG1
	.comm	_WINED3DTA_SELECTMASK,8,3       ; @WINED3DTA_SELECTMASK
	.comm	_WINED3D_TSS_COLOR_ARG2,8,3     ; @WINED3D_TSS_COLOR_ARG2
	.comm	_WINED3D_TSS_COLOR_ARG0,8,3     ; @WINED3D_TSS_COLOR_ARG0
	.comm	_WINED3D_TSS_ALPHA_ARG1,8,3     ; @WINED3D_TSS_ALPHA_ARG1
	.comm	_WINED3D_TSS_ALPHA_ARG2,8,3     ; @WINED3D_TSS_ALPHA_ARG2
	.comm	_WINED3D_TSS_ALPHA_ARG0,8,3     ; @WINED3D_TSS_ALPHA_ARG0
	.comm	_WINED3D_TOP_DISABLE,4,2        ; @WINED3D_TOP_DISABLE
	.comm	_WINED3DTA_TEXTURE,8,3          ; @WINED3DTA_TEXTURE
	.comm	_WINED3D_TOP_SELECT_ARG2,4,2    ; @WINED3D_TOP_SELECT_ARG2
	.comm	_WINED3D_TOP_SELECT_ARG1,4,2    ; @WINED3D_TOP_SELECT_ARG1
	.comm	_WINED3D_TOP_MULTIPLY_ADD,4,2   ; @WINED3D_TOP_MULTIPLY_ADD
	.comm	_WINED3D_TOP_LERP,4,2           ; @WINED3D_TOP_LERP
	.comm	_WINED3D_TOP_BUMPENVMAP,4,2     ; @WINED3D_TOP_BUMPENVMAP
	.comm	_WINED3D_TOP_BUMPENVMAP_LUMINANCE,4,2 ; @WINED3D_TOP_BUMPENVMAP_LUMINANCE
	.no_dead_strip	_context_update_fixed_function_usage_map
.subsections_via_symbols
