	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function FixRenderCommandList
_FixRenderCommandList:                  ## @FixRenderCommandList
	.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	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_backEndData@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_tr@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	(%rax,%rcx,8), %rax
	testq	%rax, %rax
	je	LBB0_11
## %bb.1:
	movl	%edi, %ebx
	movq	(%rax), %r14
	leaq	LJTI0_0(%rip), %rcx
	movq	_MAX_SHADERS@GOTPCREL(%rip), %r12
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_10:                                ##   in Loop: Header=BB0_2 Depth=1
	addq	$4, %r14
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_6 Depth 2
	movl	(%r14), %eax
	addl	$-128, %eax
	cmpl	$5, %eax
	ja	LBB0_11
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	jmpq	*%rax
LBB0_4:                                 ##   in Loop: Header=BB0_2 Depth=1
	addq	$4, %r14
	jmp	LBB0_2
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	8(%r14), %r15
	xorl	%r13d, %r13d
	jmp	LBB0_6
	.p2align	4, 0x90
LBB0_8:                                 ##   in Loop: Header=BB0_6 Depth=2
	incq	%r13
	cmpl	(%r14), %r13d
	jge	LBB0_9
LBB0_6:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	(%r15,%r13,4), %edi
	leaq	-48(%rbp), %rsi
	leaq	-64(%rbp), %rdx
	leaq	-52(%rbp), %rcx
	leaq	-44(%rbp), %r8
	callq	_R_DecomposeSort
	movl	(%r15,%r13,4), %edx
	movq	_QSORT_SHADERNUM_SHIFT@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	sarl	%cl, %edx
	movl	(%r12), %eax
	decl	%eax
	andl	%edx, %eax
	cmpl	%ebx, %eax
	jl	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_6 Depth=2
	incl	%eax
                                        ## kill: def $cl killed $cl killed $ecx
	shll	%cl, %eax
	orl	-48(%rbp), %eax
	movl	-52(%rbp), %edx
	movq	_QSORT_FOGNUM_SHIFT@GOTPCREL(%rip), %rcx
	movzbl	(%rcx), %ecx
	shll	%cl, %edx
	orl	%eax, %edx
	orl	-44(%rbp), %edx
	movl	%edx, (%r15,%r13,4)
	jmp	LBB0_8
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	addq	$16, %r14
	leaq	LJTI0_0(%rip), %rcx
	jmp	LBB0_2
LBB0_11:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_10, LBB0_10-LJTI0_0
.set L0_0_set_4, LBB0_4-LJTI0_0
.set L0_0_set_11, LBB0_11-LJTI0_0
.set L0_0_set_5, LBB0_5-LJTI0_0
LJTI0_0:
	.long	L0_0_set_10
	.long	L0_0_set_4
	.long	L0_0_set_4
	.long	L0_0_set_11
	.long	L0_0_set_5
	.long	L0_0_set_10
	.end_data_region
                                        ## -- End function
	.comm	_backEndData,8,3                ## @backEndData
	.comm	_tr,8,3                         ## @tr
	.comm	_QSORT_SHADERNUM_SHIFT,4,2      ## @QSORT_SHADERNUM_SHIFT
	.comm	_MAX_SHADERS,4,2                ## @MAX_SHADERS
	.comm	_QSORT_FOGNUM_SHIFT,4,2         ## @QSORT_FOGNUM_SHIFT
	.no_dead_strip	_FixRenderCommandList
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function FixRenderCommandList
_FixRenderCommandList:                  ; @FixRenderCommandList
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	x28, x27, [sp, #32]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #48]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #64]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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	x8, _backEndData@GOTPAGE
Lloh1:
	ldr	x8, [x8, _backEndData@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
Lloh3:
	adrp	x9, _tr@GOTPAGE
Lloh4:
	ldr	x9, [x9, _tr@GOTPAGEOFF]
Lloh5:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_11
; %bb.1:
	mov	x19, x0
	ldr	x20, [x8]
Lloh6:
	adrp	x21, lJTI0_0@PAGE
Lloh7:
	add	x21, x21, lJTI0_0@PAGEOFF
Lloh8:
	adrp	x22, _QSORT_SHADERNUM_SHIFT@GOTPAGE
Lloh9:
	ldr	x22, [x22, _QSORT_SHADERNUM_SHIFT@GOTPAGEOFF]
Lloh10:
	adrp	x23, _MAX_SHADERS@GOTPAGE
Lloh11:
	ldr	x23, [x23, _MAX_SHADERS@GOTPAGEOFF]
Lloh12:
	adrp	x24, _QSORT_FOGNUM_SHIFT@GOTPAGE
Lloh13:
	ldr	x24, [x24, _QSORT_FOGNUM_SHIFT@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x20, x20, #4
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_8 Depth 2
	ldr	w8, [x20]
	sub	w8, w8, #128
	cmp	w8, #5
	b.hi	LBB0_11
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	adr	x9, LBB0_2
	ldrb	w10, [x21, x8]
	add	x9, x9, x10, lsl #2
	br	x9
LBB0_5:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x20, x20, #4
	b	LBB0_3
LBB0_6:                                 ;   in Loop: Header=BB0_3 Depth=1
	mov	x25, #0
	ldr	x26, [x20, #8]
	b	LBB0_8
LBB0_7:                                 ;   in Loop: Header=BB0_8 Depth=2
	ldr	w8, [x20]
	add	x25, x25, #1
	cmp	w25, w8
	b.ge	LBB0_10
LBB0_8:                                 ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	lsl	x27, x25, #2
	ldr	w0, [x26, x27]
	add	x1, sp, #16
	add	x2, sp, #24
	add	x3, sp, #20
	add	x4, sp, #12
	bl	_R_DecomposeSort
	ldr	w9, [x26, x27]
	ldr	w8, [x22]
	asr	w9, w9, w8
	ldr	w10, [x23]
	sub	w10, w10, #1
	and	w9, w10, w9
	cmp	w9, w19
	b.lt	LBB0_7
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=2
	add	w9, w9, #1
	lsl	w8, w9, w8
	ldr	w9, [sp, #16]
	orr	w8, w9, w8
	ldr	w9, [sp, #20]
	ldr	w10, [x24]
	lsl	w9, w9, w10
	orr	w8, w8, w9
	ldr	w9, [sp, #12]
	orr	w8, w8, w9
	str	w8, [x26, x25, lsl #2]
	b	LBB0_7
LBB0_10:                                ;   in Loop: Header=BB0_3 Depth=1
	add	x20, x20, #16
	b	LBB0_3
LBB0_11:
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpAdd	Lloh6, Lloh7
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_2-LBB0_2)>>2
	.byte	(LBB0_5-LBB0_2)>>2
	.byte	(LBB0_5-LBB0_2)>>2
	.byte	(LBB0_11-LBB0_2)>>2
	.byte	(LBB0_6-LBB0_2)>>2
	.byte	(LBB0_2-LBB0_2)>>2
                                        ; -- End function
	.comm	_backEndData,8,3                ; @backEndData
	.comm	_tr,8,3                         ; @tr
	.comm	_QSORT_SHADERNUM_SHIFT,4,2      ; @QSORT_SHADERNUM_SHIFT
	.comm	_MAX_SHADERS,4,2                ; @MAX_SHADERS
	.comm	_QSORT_FOGNUM_SHIFT,4,2         ; @QSORT_FOGNUM_SHIFT
	.no_dead_strip	_FixRenderCommandList
.subsections_via_symbols
