	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function render_layer
_render_layer:                          ## @render_layer
	.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
	movq	_layer_state@GOTPCREL(%rip), %rax
	movq	(%rax), %rdi
	testq	%rdi, %rdi
	je	LBB0_2
## %bb.1:
	callq	_biton
	jmp	LBB0_3
LBB0_2:
	movq	_default_layer_state@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_biton32
LBB0_3:
	movl	%eax, %ebx
	leaq	L_.str(%rip), %rdi
	callq	_PSTR
	movl	%eax, %edi
	xorl	%esi, %esi
	callq	_oled_write_P
	addl	$-128, %ebx
	cmpl	$3, %ebx
	ja	LBB0_4
## %bb.5:
	movslq	%ebx, %rax
	leaq	l_reltable.render_layer(%rip), %rcx
	movslq	(%rcx,%rax,4), %rdi
	addq	%rcx, %rdi
	callq	_PSTR
	movl	%eax, %edi
	xorl	%esi, %esi
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	jmp	_oled_write_P                   ## TAILCALL
LBB0_4:
	addq	$8, %rsp
	popq	%rbx
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_layer_state,8,3                ## @layer_state
	.comm	_default_layer_state,4,2        ## @default_layer_state
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Layer: "

L_.str.1:                               ## @.str.1
	.asciz	"BASE "

L_.str.2:                               ## @.str.2
	.asciz	"GAME "

L_.str.3:                               ## @.str.3
	.asciz	"LOWER"

L_.str.4:                               ## @.str.4
	.asciz	"RAISE"

	.no_dead_strip	_render_layer
	.section	__TEXT,__const
	.p2align	2                               ## @reltable.render_layer
l_reltable.render_layer:
	.long	L_.str.4-l_reltable.render_layer
	.long	L_.str.1-l_reltable.render_layer
	.long	L_.str.3-l_reltable.render_layer
	.long	L_.str.2-l_reltable.render_layer

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function render_layer
_render_layer:                          ; @render_layer
	.cfi_startproc
; %bb.0:
	stp	x20, x19, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x29, x30, [sp, #16]             ; 16-byte Folded Spill
	add	x29, sp, #16
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
Lloh0:
	adrp	x8, _layer_state@GOTPAGE
Lloh1:
	ldr	x8, [x8, _layer_state@GOTPAGEOFF]
Lloh2:
	ldr	x0, [x8]
	cbz	x0, LBB0_2
; %bb.1:
	bl	_biton
	b	LBB0_3
LBB0_2:
Lloh3:
	adrp	x8, _default_layer_state@GOTPAGE
Lloh4:
	ldr	x8, [x8, _default_layer_state@GOTPAGEOFF]
Lloh5:
	ldr	w0, [x8]
	bl	_biton32
LBB0_3:
	mov	x19, x0
Lloh6:
	adrp	x0, l_.str@PAGE
Lloh7:
	add	x0, x0, l_.str@PAGEOFF
	bl	_PSTR
	mov	w1, #0
	bl	_oled_write_P
	sub	w8, w19, #128
	cmp	w8, #3
	b.hi	LBB0_5
; %bb.4:
Lloh8:
	adrp	x9, l_switch.table.render_layer@PAGE
Lloh9:
	add	x9, x9, l_switch.table.render_layer@PAGEOFF
	ldr	x0, [x9, w8, sxtw #3]
	bl	_PSTR
	mov	w1, #0
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_oled_write_P
LBB0_5:
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.cfi_endproc
                                        ; -- End function
	.comm	_layer_state,8,3                ; @layer_state
	.comm	_default_layer_state,4,2        ; @default_layer_state
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Layer: "

l_.str.1:                               ; @.str.1
	.asciz	"BASE "

l_.str.2:                               ; @.str.2
	.asciz	"GAME "

l_.str.3:                               ; @.str.3
	.asciz	"LOWER"

l_.str.4:                               ; @.str.4
	.asciz	"RAISE"

	.no_dead_strip	_render_layer
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.render_layer
l_switch.table.render_layer:
	.quad	l_.str.4
	.quad	l_.str.1
	.quad	l_.str.3
	.quad	l_.str.2

.subsections_via_symbols
