	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_VidsoftSpriteThread            ## -- Begin function VidsoftSpriteThread
	.p2align	4, 0x90
_VidsoftSpriteThread:                   ## @VidsoftSpriteThread
	.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	_vidsoft_thread_context@GOTPCREL(%rip), %rbx
	movq	_TITAN_SPRITE@GOTPCREL(%rip), %r15
	movq	_vdp1frontframebuffer@GOTPCREL(%rip), %r13
	movq	_Vdp1Regs@GOTPCREL(%rip), %r12
	leaq	20(%rbx), %r14
	jmp	LBB0_1
	.p2align	4, 0x90
LBB0_3:                                 ##   in Loop: Header=BB0_1 Depth=1
	xorl	%eax, %eax
	callq	_YabThreadSleep
LBB0_1:                                 ## =>This Inner Loop Header: Depth=1
	movq	24(%rbx), %rax
	movq	(%r15), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_3
## %bb.2:                               ##   in Loop: Header=BB0_1 Depth=1
	movq	$0, (%rax,%rcx,8)
	movq	_sprite_window_mask@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	(%r13), %edx
	movl	16(%rbx), %ecx
	movl	(%r12), %r8d
	movl	8(%rbx), %eax
	movl	12(%rbx), %r9d
	movl	%eax, (%rsp)
	movq	%r14, %rdi
	callq	_VidsoftDrawSprite
	movq	(%rbx), %rax
	movq	(%r15), %rcx
	movl	$1, (%rax,%rcx,4)
	jmp	LBB0_3
	.cfi_endproc
                                        ## -- End function
	.comm	_vidsoft_thread_context,32,3    ## @vidsoft_thread_context
	.comm	_TITAN_SPRITE,8,3               ## @TITAN_SPRITE
	.comm	_sprite_window_mask,4,2         ## @sprite_window_mask
	.comm	_vdp1frontframebuffer,4,2       ## @vdp1frontframebuffer
	.comm	_Vdp1Regs,4,2                   ## @Vdp1Regs
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_VidsoftSpriteThread            ; -- Begin function VidsoftSpriteThread
	.p2align	2
_VidsoftSpriteThread:                   ; @VidsoftSpriteThread
	.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
Lloh0:
	adrp	x19, _vidsoft_thread_context@GOTPAGE
Lloh1:
	ldr	x19, [x19, _vidsoft_thread_context@GOTPAGEOFF]
Lloh2:
	adrp	x20, _TITAN_SPRITE@GOTPAGE
Lloh3:
	ldr	x20, [x20, _TITAN_SPRITE@GOTPAGEOFF]
Lloh4:
	adrp	x21, _sprite_window_mask@GOTPAGE
Lloh5:
	ldr	x21, [x21, _sprite_window_mask@GOTPAGEOFF]
Lloh6:
	adrp	x22, _vdp1frontframebuffer@GOTPAGE
Lloh7:
	ldr	x22, [x22, _vdp1frontframebuffer@GOTPAGEOFF]
	mov	w23, #1
Lloh8:
	adrp	x24, _Vdp1Regs@GOTPAGE
Lloh9:
	ldr	x24, [x24, _Vdp1Regs@GOTPAGEOFF]
	b	LBB0_2
LBB0_1:                                 ;   in Loop: Header=BB0_2 Depth=1
	bl	_YabThreadSleep
LBB0_2:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x19, #24]
	ldr	x9, [x20]
	ldr	x10, [x8, x9, lsl #3]
	cbz	x10, LBB0_1
; %bb.3:                                ;   in Loop: Header=BB0_2 Depth=1
	str	xzr, [x8, x9, lsl #3]
	ldr	w1, [x21]
	ldr	w2, [x22]
	ldp	w5, w3, [x19, #12]
	ldr	w4, [x24]
	ldr	w6, [x19, #8]
	add	x0, x19, #20
	bl	_VidsoftDrawSprite
	ldr	x8, [x19]
	ldr	x9, [x20]
	str	w23, [x8, x9, lsl #2]
	b	LBB0_1
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_vidsoft_thread_context,32,3    ; @vidsoft_thread_context
	.comm	_TITAN_SPRITE,8,3               ; @TITAN_SPRITE
	.comm	_sprite_window_mask,4,2         ; @sprite_window_mask
	.comm	_vdp1frontframebuffer,4,2       ; @vdp1frontframebuffer
	.comm	_Vdp1Regs,4,2                   ; @Vdp1Regs
.subsections_via_symbols
