#define NULL ((void *)0)
typedef unsigned long size_t; // Customize by platform.
typedef long intptr_t;
typedef unsigned long uintptr_t;
typedef long scalar_t__; // Either arithmetic or pointer type.
/* By default, we understand bool (as a convenience). */
typedef int bool;
#define false 0
#define true 1

/* Forward declarations */

/* Type definitions */

/* Variables and functions */
int /*<<< orphan*/ GL_COMPILE;
int /*<<< orphan*/ GL_QUADS;
int /*<<< orphan*/ GL_TEXTURE_2D;
int /*<<< orphan*/ glBegin(int /*<<< orphan*/);
int /*<<< orphan*/ glClearColor(double, int /*<<< orphan*/, double,
                                int /*<<< orphan*/);
int /*<<< orphan*/ glColor3f(int, int, int);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glEnd();
int /*<<< orphan*/ glEndList();
int /*<<< orphan*/ glNewList(int, int /*<<< orphan*/);
int /*<<< orphan*/ glTexCoord2f(int, int);
int /*<<< orphan*/ glVertex3f(int, int /*<<< orphan*/, int);
int /*<<< orphan*/ init_textures(char *);
void init(char *filename) {
  glEnable(GL_TEXTURE_2D);
  init_textures(filename);
  glNewList(1, GL_COMPILE);
  glColor3f(1., 1., 1.);
  glBegin(GL_QUADS);
  glTexCoord2f(0, 1);
  glVertex3f(-4, 0, -10);
  glTexCoord2f(1, 1);
  glVertex3f(4, 0, -10);
  glTexCoord2f(1, 0);
  glVertex3f(4, 0, 3);
  glTexCoord2f(0, 0);
  glVertex3f(-4, 0, 3);
  glEnd();
  glEndList();
  glClearColor(.2, 0, .9, 0);
}


x86 assembly (clang, -O0):
<init>:
push   %rbp
mov    %rsp,%rbp
sub    $0x10,%rsp
mov    %rdi,-0x8(%rbp)
mov    0x2e25(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    -0x8(%rbp),%rdi
call   10a0 <init_textures@plt>
mov    0x2e06(%rip),%rax
mov    (%rax),%esi
mov    $0x1,%edi
call   1050 <glNewList@plt>
mov    $0x1,%edx
mov    %edx,%edi
mov    %edx,%esi
call   1080 <glColor3f@plt>
mov    0x2dfd(%rip),%rax
mov    (%rax),%edi
call   10b0 <glBegin@plt>
xor    %edi,%edi
mov    $0x1,%esi
call   1090 <glTexCoord2f@plt>
mov    $0xfffffffc,%edi
xor    %esi,%esi
mov    $0xfffffff6,%edx
call   1030 <glVertex3f@plt>
mov    $0x1,%esi
mov    %esi,%edi
call   1090 <glTexCoord2f@plt>
mov    $0x4,%edi
xor    %esi,%esi
mov    $0xfffffff6,%edx
call   1030 <glVertex3f@plt>
mov    $0x1,%edi
xor    %esi,%esi
call   1090 <glTexCoord2f@plt>
mov    $0x4,%edi
xor    %esi,%esi
mov    $0x3,%edx
call   1030 <glVertex3f@plt>
xor    %esi,%esi
mov    %esi,%edi
call   1090 <glTexCoord2f@plt>
mov    $0xfffffffc,%edi
xor    %esi,%esi
mov    $0x3,%edx
call   1030 <glVertex3f@plt>
mov    $0x0,%al
call   1060 <glEnd@plt>
mov    $0x0,%al
call   10c0 <glEndList@plt>
movsd  0xd87(%rip),%xmm0
xor    %esi,%esi
movsd  0xd85(%rip),%xmm1
mov    %esi,%edi
call   1070 <glClearColor@plt>
add    $0x10,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<init>:
push   %rbx
mov    %rdi,%rbx
mov    0x2e2d(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    %rbx,%rdi
call   10a0 <init_textures@plt>
mov    0x2e0f(%rip),%rax
mov    (%rax),%esi
mov    $0x1,%edi
call   1050 <glNewList@plt>
mov    $0x1,%edi
mov    $0x1,%esi
mov    $0x1,%edx
call   1080 <glColor3f@plt>
mov    0x2e00(%rip),%rax
mov    (%rax),%edi
call   10b0 <glBegin@plt>
xor    %edi,%edi
mov    $0x1,%esi
call   1090 <glTexCoord2f@plt>
mov    $0xfffffffc,%edi
xor    %esi,%esi
mov    $0xfffffff6,%edx
call   1030 <glVertex3f@plt>
mov    $0x1,%edi
mov    $0x1,%esi
call   1090 <glTexCoord2f@plt>
mov    $0x4,%edi
xor    %esi,%esi
mov    $0xfffffff6,%edx
call   1030 <glVertex3f@plt>
mov    $0x1,%edi
xor    %esi,%esi
call   1090 <glTexCoord2f@plt>
mov    $0x4,%edi
xor    %esi,%esi
mov    $0x3,%edx
call   1030 <glVertex3f@plt>
xor    %edi,%edi
xor    %esi,%esi
call   1090 <glTexCoord2f@plt>
mov    $0xfffffffc,%edi
xor    %esi,%esi
mov    $0x3,%edx
call   1030 <glVertex3f@plt>
xor    %eax,%eax
call   1060 <glEnd@plt>
xor    %eax,%eax
call   10c0 <glEndList@plt>
movsd  0xd87(%rip),%xmm0
movsd  0xd87(%rip),%xmm1
xor    %edi,%edi
xor    %esi,%esi
pop    %rbx
jmp    1070 <glClearColor@plt>

LLVM IR (-O0):
@GL_TEXTURE_2D = global i32 0
@GL_COMPILE = global i32 0
@GL_QUADS = global i32 0
define void @init(i8* %0) {
%2 = alloca i8*
store i8* %0, i8** %2
%3 = load i32, i32* @GL_TEXTURE_2D
%4 = call i32 @glEnable(i32 %3)
%5 = load i8*, i8** %2
%6 = call i32 @init_textures(i8* %5)
%7 = load i32, i32* @GL_COMPILE
%8 = call i32 @glNewList(i32 1, i32 %7)
%9 = call i32 @glColor3f(i32 1, i32 1, i32 1)
%10 = load i32, i32* @GL_QUADS
%11 = call i32 @glBegin(i32 %10)
%12 = call i32 @glTexCoord2f(i32 0, i32 1)
%13 = call i32 @glVertex3f(i32 -4, i32 0, i32 -10)
%14 = call i32 @glTexCoord2f(i32 1, i32 1)
%15 = call i32 @glVertex3f(i32 4, i32 0, i32 -10)
%16 = call i32 @glTexCoord2f(i32 1, i32 0)
%17 = call i32 @glVertex3f(i32 4, i32 0, i32 3)
%18 = call i32 @glTexCoord2f(i32 0, i32 0)
%19 = call i32 @glVertex3f(i32 -4, i32 0, i32 3)
%20 = call i32 (...) @glEnd()
%21 = call i32 (...) @glEndList()
%22 = call i32 @glClearColor(double 2.000000e-01, i32 0, double 9.000000e-01, i32 0)
ret void
}

LLVM IR (-O2):
@GL_TEXTURE_2D = global i32 0
@GL_COMPILE = global i32 0
@GL_QUADS = global i32 0
define void @init(i8* %0) {
%2 = load i32, i32* @GL_TEXTURE_2D
%3 = tail call i32 @glEnable(i32 %2)
%4 = tail call i32 @init_textures(i8* %0)
%5 = load i32, i32* @GL_COMPILE
%6 = tail call i32 @glNewList(i32 1, i32 %5)
%7 = tail call i32 @glColor3f(i32 1, i32 1, i32 1)
%8 = load i32, i32* @GL_QUADS
%9 = tail call i32 @glBegin(i32 %8)
%10 = tail call i32 @glTexCoord2f(i32 0, i32 1)
%11 = tail call i32 @glVertex3f(i32 -4, i32 0, i32 -10)
%12 = tail call i32 @glTexCoord2f(i32 1, i32 1)
%13 = tail call i32 @glVertex3f(i32 4, i32 0, i32 -10)
%14 = tail call i32 @glTexCoord2f(i32 1, i32 0)
%15 = tail call i32 @glVertex3f(i32 4, i32 0, i32 3)
%16 = tail call i32 @glTexCoord2f(i32 0, i32 0)
%17 = tail call i32 @glVertex3f(i32 -4, i32 0, i32 3)
%18 = tail call i32 (...) @glEnd()
%19 = tail call i32 (...) @glEndList()
%20 = tail call i32 @glClearColor(double 2.000000e-01, i32 0, double 9.000000e-01, i32 0)
ret void
}