	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_load_samplers_range
_shader_glsl_load_samplers_range:       ## @shader_glsl_load_samplers_range
	.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	$56, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%r9d, %r15d
	movl	%r8d, %r14d
	movq	%rcx, -88(%rbp)                 ## 8-byte Spill
	movl	%edx, -44(%rbp)                 ## 4-byte Spill
	movq	%rdi, -64(%rbp)                 ## 8-byte Spill
	movq	16(%rbp), %rax
	movq	%rax, -80(%rbp)                 ## 8-byte Spill
	movq	%rsi, -56(%rbp)                 ## 8-byte Spill
	movq	%rsi, %rdi
	callq	_string_buffer_get
	movq	%rax, %rbx
	testl	%r15d, %r15d
	je	LBB0_10
## %bb.1:
	movl	%r15d, %r12d
	movl	%r14d, %eax
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	xorl	%r14d, %r14d
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rbx), %esi
	leaq	L_.str.1(%rip), %rdi
	movl	%r15d, %edx
	callq	_ERR
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%r14
	cmpq	%r14, %r12
	je	LBB0_10
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	%rbx, %rdi
	leaq	L_.str(%rip), %rsi
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movl	%r14d, %ecx
	callq	_string_buffer_sprintf
	movl	(%rbx), %esi
	movl	-44(%rbp), %edi                 ## 4-byte Reload
	callq	_glGetUniformLocation
	movl	%eax, %edi
	callq	_GL_EXTCALL
	cmpl	$-1, %eax
	je	LBB0_9
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	%eax, %r13d
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	leaq	(%rax,%r14), %r15
	movq	-80(%rbp), %rcx                 ## 8-byte Reload
	testq	%rcx, %rcx
	je	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	%r15d, %eax
	movl	(%rcx,%rax,4), %r15d
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_UNMAPPED_STAGE@GOTPCREL(%rip), %rax
	cmpl	(%rax), %r15d
	je	LBB0_7
## %bb.6:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	cmpl	(%rax), %r15d
	jae	LBB0_7
## %bb.8:                               ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rbx), %esi
	leaq	L_.str.2(%rip), %rdi
	movl	%r15d, %edx
	callq	_TRACE
	movl	%r13d, %edi
	movl	%r15d, %esi
	callq	_glUniform1i
	movl	%eax, %edi
	callq	_GL_EXTCALL
	jmp	LBB0_9
LBB0_10:
	leaq	L_.str.3(%rip), %rdi
	callq	_checkGLcall
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movq	%rbx, %rsi
	addq	$56, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_string_buffer_release          ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"%s_sampler%u"

	.comm	_WINED3D_UNMAPPED_STAGE,4,2     ## @WINED3D_UNMAPPED_STAGE
L_.str.1:                               ## @.str.1
	.asciz	"Trying to load sampler %s on unsupported unit %u.\n"

L_.str.2:                               ## @.str.2
	.asciz	"Loading sampler %s on unit %u.\n"

L_.str.3:                               ## @.str.3
	.asciz	"Load sampler bindings"

	.no_dead_strip	_shader_glsl_load_samplers_range
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_load_samplers_range
_shader_glsl_load_samplers_range:       ; @shader_glsl_load_samplers_range
	.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, x6
	mov	x26, x5
	mov	x19, x4
	mov	x21, x3
	mov	x23, x2
	stp	x1, x0, [sp]                    ; 16-byte Folded Spill
	mov	x0, x1
	bl	_string_buffer_get
	mov	x22, x0
	cbz	w26, LBB0_10
; %bb.1:
	mov	x25, #0
	mov	w27, w26
Lloh0:
	adrp	x26, l_.str@PAGE
Lloh1:
	add	x26, x26, l_.str@PAGEOFF
	mov	w24, w19
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	ldr	w1, [x22]
Lloh2:
	adrp	x0, l_.str.1@PAGE
Lloh3:
	add	x0, x0, l_.str.1@PAGEOFF
	mov	x2, x28
	bl	_ERR
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x25, x25, #1
	cmp	x27, x25
	b.eq	LBB0_10
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x22
	mov	x1, x26
	mov	x2, x21
	mov	x3, x25
	bl	_string_buffer_sprintf
	ldr	w1, [x22]
	mov	x0, x23
	bl	_glGetUniformLocation
	bl	_GL_EXTCALL
	cmn	w0, #1
	b.eq	LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x19, x0
	add	x28, x24, x25
	cbz	x20, LBB0_7
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w28, [x20, w28, uxtw #2]
LBB0_7:                                 ;   in Loop: Header=BB0_4 Depth=1
Lloh4:
	adrp	x8, _WINED3D_UNMAPPED_STAGE@GOTPAGE
Lloh5:
	ldr	x8, [x8, _WINED3D_UNMAPPED_STAGE@GOTPAGEOFF]
Lloh6:
	ldr	w8, [x8]
	cmp	w28, w8
	b.eq	LBB0_2
; %bb.8:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [sp, #8]                    ; 8-byte Folded Reload
	ldr	w8, [x8]
	cmp	w28, w8
	b.hs	LBB0_2
; %bb.9:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w1, [x22]
Lloh7:
	adrp	x0, l_.str.2@PAGE
Lloh8:
	add	x0, x0, l_.str.2@PAGEOFF
	mov	x2, x28
	bl	_TRACE
	mov	x0, x19
	mov	x1, x28
	bl	_glUniform1i
	bl	_GL_EXTCALL
	b	LBB0_3
LBB0_10:
Lloh9:
	adrp	x0, l_.str.3@PAGE
Lloh10:
	add	x0, x0, l_.str.3@PAGEOFF
	bl	_checkGLcall
	ldr	x0, [sp]                        ; 8-byte Folded Reload
	mov	x1, x22
	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
	b	_string_buffer_release
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh9, Lloh10
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"%s_sampler%u"

	.comm	_WINED3D_UNMAPPED_STAGE,4,2     ; @WINED3D_UNMAPPED_STAGE
l_.str.1:                               ; @.str.1
	.asciz	"Trying to load sampler %s on unsupported unit %u.\n"

l_.str.2:                               ; @.str.2
	.asciz	"Loading sampler %s on unit %u.\n"

l_.str.3:                               ; @.str.3
	.asciz	"Load sampler bindings"

	.no_dead_strip	_shader_glsl_load_samplers_range
.subsections_via_symbols
