	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_map_tex_unit
_shader_glsl_map_tex_unit:              ## @shader_glsl_map_tex_unit
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -24
	movl	%edx, %ebx
	leaq	-16(%rbp), %rdx
	leaq	-12(%rbp), %rcx
	callq	_context_get_tex_unit_mapping
	cmpl	%ebx, -12(%rbp)
	jbe	LBB0_1
## %bb.2:
	addl	-16(%rbp), %ebx
	testq	%rax, %rax
	je	LBB0_5
## %bb.3:
	movl	%ebx, %ecx
	leaq	(%rax,%rcx,4), %rax
	jmp	LBB0_4
LBB0_1:
	movq	_WINED3D_UNMAPPED_STAGE@GOTPCREL(%rip), %rax
LBB0_4:
	movl	(%rax), %ebx
LBB0_5:
	movl	%ebx, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_UNMAPPED_STAGE,4,2     ## @WINED3D_UNMAPPED_STAGE
	.no_dead_strip	_shader_glsl_map_tex_unit
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_map_tex_unit
_shader_glsl_map_tex_unit:              ; @shader_glsl_map_tex_unit
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #48
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x2
	add	x2, sp, #12
	add	x3, sp, #8
	bl	_context_get_tex_unit_mapping
	ldr	w9, [sp, #8]
	cmp	w9, w19
	b.ls	LBB0_3
; %bb.1:
	mov	x8, x0
	ldr	w9, [sp, #12]
	add	w0, w9, w19
	cbz	x8, LBB0_5
; %bb.2:
	add	x8, x8, w0, uxtw #2
	b	LBB0_4
LBB0_3:
Lloh0:
	adrp	x8, _WINED3D_UNMAPPED_STAGE@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_UNMAPPED_STAGE@GOTPAGEOFF]
LBB0_4:
	ldr	w0, [x8]
LBB0_5:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #48
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_UNMAPPED_STAGE,4,2     ; @WINED3D_UNMAPPED_STAGE
	.no_dead_strip	_shader_glsl_map_tex_unit
.subsections_via_symbols
