	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function context_preload_textures
_context_preload_textures:              ## @context_preload_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	%rsi, %r15
	movq	%rdi, %r14
	movq	%rsi, %rdi
	callq	_use_vs
	testq	%rax, %rax
	je	LBB0_6
## %bb.1:
	movq	_MAX_VERTEX_SAMPLERS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, %eax
	je	LBB0_6
## %bb.2:
	xorl	%ebx, %ebx
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %r13
	movq	_MAX_FRAGMENT_SAMPLERS@GOTPCREL(%rip), %r12
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_3 Depth=1
	incq	%rbx
	movl	%eax, %ecx
	cmpq	%rcx, %rbx
	jae	LBB0_6
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%r15), %rcx
	movq	(%r13), %rdx
	movq	(%rcx,%rdx,8), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rcx,%rbx,8)
	je	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movl	(%r12), %edx
	addl	%ebx, %edx
	movq	%r14, %rdi
	movq	%r15, %rsi
	callq	_context_preload_texture
	movq	_MAX_VERTEX_SAMPLERS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	jmp	LBB0_5
LBB0_6:
	movq	%r15, %rdi
	callq	_use_ps
	testq	%rax, %rax
	je	LBB0_12
## %bb.7:
	movq	_MAX_FRAGMENT_SAMPLERS@GOTPCREL(%rip), %r12
	movl	(%r12), %eax
	testl	%eax, %eax
	je	LBB0_17
## %bb.8:
	xorl	%ebx, %ebx
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %r13
	jmp	LBB0_9
	.p2align	4, 0x90
LBB0_11:                                ##   in Loop: Header=BB0_9 Depth=1
	incq	%rbx
	movl	%eax, %ecx
	cmpq	%rcx, %rbx
	jae	LBB0_17
LBB0_9:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%r15), %rcx
	movq	(%r13), %rdx
	movq	(%rcx,%rdx,8), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rcx,%rbx,8)
	je	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_9 Depth=1
	movq	%r14, %rdi
	movq	%r15, %rsi
	movl	%ebx, %edx
	callq	_context_preload_texture
	movl	(%r12), %eax
	jmp	LBB0_11
LBB0_12:
	movl	(%r14), %r12d
	testl	%r12d, %r12d
	je	LBB0_17
## %bb.13:
	xorl	%ebx, %ebx
	jmp	LBB0_14
	.p2align	4, 0x90
LBB0_16:                                ##   in Loop: Header=BB0_14 Depth=1
	movl	%r12d, %eax
	sarl	%eax
	incl	%ebx
	cmpl	$1, %r12d
	movl	%eax, %r12d
	jbe	LBB0_17
LBB0_14:                                ## =>This Inner Loop Header: Depth=1
	testb	$1, %r12b
	je	LBB0_16
## %bb.15:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	%r14, %rdi
	movq	%r15, %rsi
	movl	%ebx, %edx
	callq	_context_preload_texture
	jmp	LBB0_16
LBB0_17:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_MAX_VERTEX_SAMPLERS,4,2        ## @MAX_VERTEX_SAMPLERS
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ## @WINED3D_SHADER_TYPE_VERTEX
	.comm	_MAX_FRAGMENT_SAMPLERS,4,2      ## @MAX_FRAGMENT_SAMPLERS
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.no_dead_strip	_context_preload_textures
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function context_preload_textures
_context_preload_textures:              ; @context_preload_textures
	.cfi_startproc
; %bb.0:
	stp	x24, x23, [sp, #-64]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 64
	stp	x22, x21, [sp, #16]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.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, x1
	mov	x20, x0
	mov	x0, x1
	bl	_use_vs
Lloh0:
	adrp	x22, _MAX_FRAGMENT_SAMPLERS@GOTPAGE
Lloh1:
	ldr	x22, [x22, _MAX_FRAGMENT_SAMPLERS@GOTPAGEOFF]
	cbz	x0, LBB0_6
; %bb.1:
Lloh2:
	adrp	x21, _MAX_VERTEX_SAMPLERS@GOTPAGE
Lloh3:
	ldr	x21, [x21, _MAX_VERTEX_SAMPLERS@GOTPAGEOFF]
	ldr	w8, [x21]
	cbz	w8, LBB0_6
; %bb.2:
	mov	x23, #0
Lloh4:
	adrp	x24, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh5:
	ldr	x24, [x24, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x23, x23, #1
	cmp	x23, w8, uxtw
	b.hs	LBB0_6
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x19]
	ldr	x10, [x24]
	ldr	x9, [x9, x10, lsl #3]
	ldr	x9, [x9]
	ldr	x9, [x9, x23, lsl #3]
	cbz	x9, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [x22]
	add	w2, w23, w8
	mov	x0, x20
	mov	x1, x19
	bl	_context_preload_texture
	ldr	w8, [x21]
	b	LBB0_3
LBB0_6:
	mov	x0, x19
	bl	_use_ps
	cbz	x0, LBB0_12
; %bb.7:
	ldr	w8, [x22]
	cbz	w8, LBB0_17
; %bb.8:
	mov	x21, #0
Lloh6:
	adrp	x23, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh7:
	ldr	x23, [x23, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
	b	LBB0_10
LBB0_9:                                 ;   in Loop: Header=BB0_10 Depth=1
	add	x21, x21, #1
	cmp	x21, w8, uxtw
	b.hs	LBB0_17
LBB0_10:                                ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x19]
	ldr	x10, [x23]
	ldr	x9, [x9, x10, lsl #3]
	ldr	x9, [x9]
	ldr	x9, [x9, x21, lsl #3]
	cbz	x9, LBB0_9
; %bb.11:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x20
	mov	x1, x19
	mov	x2, x21
	bl	_context_preload_texture
	ldr	w8, [x22]
	b	LBB0_9
LBB0_12:
	ldr	w22, [x20]
	cbz	w22, LBB0_17
; %bb.13:
	mov	w21, #0
	b	LBB0_15
LBB0_14:                                ;   in Loop: Header=BB0_15 Depth=1
	asr	w8, w22, #1
	add	w21, w21, #1
	cmp	w22, #1
	mov	x22, x8
	b.ls	LBB0_17
LBB0_15:                                ; =>This Inner Loop Header: Depth=1
	tbz	w22, #0, LBB0_14
; %bb.16:                               ;   in Loop: Header=BB0_15 Depth=1
	mov	x0, x20
	mov	x1, x19
	mov	x2, x21
	bl	_context_preload_texture
	b	LBB0_14
LBB0_17:
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp], #64             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh6, Lloh7
	.cfi_endproc
                                        ; -- End function
	.comm	_MAX_VERTEX_SAMPLERS,4,2        ; @MAX_VERTEX_SAMPLERS
	.comm	_WINED3D_SHADER_TYPE_VERTEX,8,3 ; @WINED3D_SHADER_TYPE_VERTEX
	.comm	_MAX_FRAGMENT_SAMPLERS,4,2      ; @MAX_FRAGMENT_SAMPLERS
	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.no_dead_strip	_context_preload_textures
.subsections_via_symbols
