	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function RB_IterateStagesGeneric
_RB_IterateStagesGeneric:               ## @RB_IterateStagesGeneric
	.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	_MAX_SHADER_STAGES@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	jle	LBB0_22
## %bb.1:
	movq	%rdi, %r14
	xorl	%r15d, %r15d
	movq	_setArraysOnce@GOTPCREL(%rip), %r13
	movq	_r_lightmap@GOTPCREL(%rip), %r12
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_21:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r15
	movq	_MAX_SHADER_STAGES@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	cmpq	%rax, %r15
	jge	LBB0_22
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	_tess@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%rax,%r15,8), %rbx
	testq	%rbx, %rbx
	je	LBB0_22
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	%rbx, %rdi
	callq	_ComputeColors
	movq	%rbx, %rdi
	callq	_ComputeTexCoords
	cmpl	$0, (%r13)
	jne	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_GL_COLOR_ARRAY@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_qglEnableClientState
	movq	_GL_UNSIGNED_BYTE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	16(%r14), %ecx
	movl	$4, %edi
	xorl	%edx, %edx
	callq	_qglColorPointer
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rbx), %rdi
	movq	24(%rdi), %rax
	cmpq	$0, (%rax)
	je	LBB0_7
## %bb.6:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	%r14, %rdi
	movl	%r15d, %esi
	callq	_DrawMultitextured
	jmp	LBB0_17
	.p2align	4, 0x90
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$0, (%r13)
	je	LBB0_8
## %bb.9:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, 8(%rdi)
	jne	LBB0_10
	jmp	LBB0_15
LBB0_8:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_GL_FLOAT@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	8(%r14), %rax
	movl	(%rax), %ecx
	movl	$2, %edi
	xorl	%edx, %edx
	callq	_qglTexCoordPointer
	movq	(%rbx), %rdi
	cmpq	$0, 8(%rdi)
	je	LBB0_15
LBB0_10:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	_r_vertexLight@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	$0, (%rax)
	je	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	_r_uiFullScreen@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpl	$0, (%rax)
	je	LBB0_13
LBB0_12:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	_glConfig@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_GLHW_PERMEDIA2@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_15
LBB0_13:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	(%r12), %rax
	cmpq	$0, (%rax)
	je	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	_tr@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_GL_Bind
	jmp	LBB0_16
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_2 Depth=1
	callq	_R_BindAnimatedImage
LBB0_16:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	8(%rbx), %edi
	callq	_GL_State
	movl	(%r14), %esi
	movl	4(%r14), %edi
	callq	_R_DrawElements
LBB0_17:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	(%r12), %rax
	cmpq	$0, (%rax)
	je	LBB0_21
## %bb.18:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rbx), %rax
	cmpq	$0, 16(%rax)
	jne	LBB0_22
## %bb.19:                              ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, 40(%rax)
	jne	LBB0_22
## %bb.20:                              ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, 8(%rax)
	je	LBB0_21
LBB0_22:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_MAX_SHADER_STAGES,4,2          ## @MAX_SHADER_STAGES
	.comm	_tess,8,3                       ## @tess
	.comm	_setArraysOnce,4,2              ## @setArraysOnce
	.comm	_GL_COLOR_ARRAY,4,2             ## @GL_COLOR_ARRAY
	.comm	_GL_UNSIGNED_BYTE,4,2           ## @GL_UNSIGNED_BYTE
	.comm	_GL_FLOAT,4,2                   ## @GL_FLOAT
	.comm	_r_vertexLight,8,3              ## @r_vertexLight
	.comm	_r_uiFullScreen,8,3             ## @r_uiFullScreen
	.comm	_glConfig,8,3                   ## @glConfig
	.comm	_GLHW_PERMEDIA2,8,3             ## @GLHW_PERMEDIA2
	.comm	_r_lightmap,8,3                 ## @r_lightmap
	.comm	_tr,4,2                         ## @tr
	.no_dead_strip	_RB_IterateStagesGeneric
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function RB_IterateStagesGeneric
_RB_IterateStagesGeneric:               ; @RB_IterateStagesGeneric
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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
Lloh0:
	adrp	x22, _MAX_SHADER_STAGES@GOTPAGE
Lloh1:
	ldr	x22, [x22, _MAX_SHADER_STAGES@GOTPAGEOFF]
	ldr	w8, [x22]
	cmp	w8, #1
	b.lt	LBB0_22
; %bb.1:
	mov	x19, x0
	mov	x20, #0
Lloh2:
	adrp	x23, _tess@GOTPAGE
Lloh3:
	ldr	x23, [x23, _tess@GOTPAGEOFF]
Lloh4:
	adrp	x24, _setArraysOnce@GOTPAGE
Lloh5:
	ldr	x24, [x24, _setArraysOnce@GOTPAGEOFF]
Lloh6:
	adrp	x25, _GL_COLOR_ARRAY@GOTPAGE
Lloh7:
	ldr	x25, [x25, _GL_COLOR_ARRAY@GOTPAGEOFF]
Lloh8:
	adrp	x26, _GL_UNSIGNED_BYTE@GOTPAGE
Lloh9:
	ldr	x26, [x26, _GL_UNSIGNED_BYTE@GOTPAGEOFF]
Lloh10:
	adrp	x28, _r_vertexLight@GOTPAGE
Lloh11:
	ldr	x28, [x28, _r_vertexLight@GOTPAGEOFF]
Lloh12:
	adrp	x27, _r_lightmap@GOTPAGE
Lloh13:
	ldr	x27, [x27, _r_lightmap@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x20, x20, #1
	ldrsw	x8, [x22]
	cmp	x20, x8
	b.ge	LBB0_22
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x23]
	ldr	x21, [x8, x20, lsl #3]
	cbz	x21, LBB0_22
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x21
	bl	_ComputeColors
	mov	x0, x21
	bl	_ComputeTexCoords
	ldr	w8, [x24]
	cbnz	w8, LBB0_6
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w0, [x25]
	bl	_qglEnableClientState
	ldr	w1, [x26]
	ldr	w3, [x19, #16]
	mov	w0, #4
	mov	w2, #0
	bl	_qglColorPointer
LBB0_6:                                 ;   in Loop: Header=BB0_3 Depth=1
	ldr	x0, [x21]
	ldr	x8, [x0, #24]
	ldr	x8, [x8]
	cbz	x8, LBB0_8
; %bb.7:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x19
	mov	x1, x20
	bl	_DrawMultitextured
	b	LBB0_18
LBB0_8:                                 ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x24]
	cbz	w8, LBB0_10
; %bb.9:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x0, #8]
	cbnz	x8, LBB0_11
	b	LBB0_16
LBB0_10:                                ;   in Loop: Header=BB0_3 Depth=1
Lloh14:
	adrp	x8, _GL_FLOAT@GOTPAGE
Lloh15:
	ldr	x8, [x8, _GL_FLOAT@GOTPAGEOFF]
Lloh16:
	ldr	w1, [x8]
	ldr	x8, [x19, #8]
	ldr	w3, [x8]
	mov	w0, #2
	mov	w2, #0
	bl	_qglTexCoordPointer
	ldr	x0, [x21]
	ldr	x8, [x0, #8]
	cbz	x8, LBB0_16
LBB0_11:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x28]
	ldr	x8, [x8]
	cbz	x8, LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_3 Depth=1
Lloh17:
	adrp	x8, _r_uiFullScreen@GOTPAGE
Lloh18:
	ldr	x8, [x8, _r_uiFullScreen@GOTPAGEOFF]
Lloh19:
	ldr	x8, [x8]
	ldr	w8, [x8]
	cbz	w8, LBB0_14
LBB0_13:                                ;   in Loop: Header=BB0_3 Depth=1
Lloh20:
	adrp	x8, _glConfig@GOTPAGE
Lloh21:
	ldr	x8, [x8, _glConfig@GOTPAGEOFF]
Lloh22:
	ldr	x8, [x8]
Lloh23:
	adrp	x9, _GLHW_PERMEDIA2@GOTPAGE
Lloh24:
	ldr	x9, [x9, _GLHW_PERMEDIA2@GOTPAGEOFF]
Lloh25:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_16
LBB0_14:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x27]
	ldr	x8, [x8]
	cbz	x8, LBB0_16
; %bb.15:                               ;   in Loop: Header=BB0_3 Depth=1
Lloh26:
	adrp	x8, _tr@GOTPAGE
Lloh27:
	ldr	x8, [x8, _tr@GOTPAGEOFF]
Lloh28:
	ldr	w0, [x8]
	bl	_GL_Bind
	b	LBB0_17
LBB0_16:                                ;   in Loop: Header=BB0_3 Depth=1
	bl	_R_BindAnimatedImage
LBB0_17:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w0, [x21, #8]
	bl	_GL_State
	ldp	w1, w0, [x19]
	bl	_R_DrawElements
LBB0_18:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x27]
	ldr	x8, [x8]
	cbz	x8, LBB0_2
; %bb.19:                               ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x21]
	ldr	x9, [x8, #16]
	cbnz	x9, LBB0_22
; %bb.20:                               ;   in Loop: Header=BB0_3 Depth=1
	ldr	x9, [x8, #40]
	cbnz	x9, LBB0_22
; %bb.21:                               ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x8, #8]
	cbz	x8, LBB0_2
LBB0_22:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh26, Lloh27, Lloh28
	.cfi_endproc
                                        ; -- End function
	.comm	_MAX_SHADER_STAGES,4,2          ; @MAX_SHADER_STAGES
	.comm	_tess,8,3                       ; @tess
	.comm	_setArraysOnce,4,2              ; @setArraysOnce
	.comm	_GL_COLOR_ARRAY,4,2             ; @GL_COLOR_ARRAY
	.comm	_GL_UNSIGNED_BYTE,4,2           ; @GL_UNSIGNED_BYTE
	.comm	_GL_FLOAT,4,2                   ; @GL_FLOAT
	.comm	_r_vertexLight,8,3              ; @r_vertexLight
	.comm	_r_uiFullScreen,8,3             ; @r_uiFullScreen
	.comm	_glConfig,8,3                   ; @glConfig
	.comm	_GLHW_PERMEDIA2,8,3             ; @GLHW_PERMEDIA2
	.comm	_r_lightmap,8,3                 ; @r_lightmap
	.comm	_tr,4,2                         ; @tr
	.no_dead_strip	_RB_IterateStagesGeneric
.subsections_via_symbols
