#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_DEPTH_TEST;
int /*<<< orphan*/ GL_LINEAR;
int /*<<< orphan*/ GL_LINEAR_MIPMAP_NEAREST;
int /*<<< orphan*/ GL_NICEST;
int /*<<< orphan*/ GL_PERSPECTIVE_CORRECTION_HINT;
int /*<<< orphan*/ GL_TEXTURE_2D;
int /*<<< orphan*/ GL_TEXTURE_MAG_FILTER;
int /*<<< orphan*/ GL_TEXTURE_MIN_FILTER;
int /*<<< orphan*/ InitMatrices();
int /*<<< orphan*/ glClearColor(float, float, float, float);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glHint(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ glTexParameteri(int /*<<< orphan*/, int /*<<< orphan*/,
                                   int /*<<< orphan*/);
int /*<<< orphan*/ setCheckedTexture();
void Init(void) {
  glClearColor(0.2f, 0.2f, 0.6f, 1.0f);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                  GL_LINEAR_MIPMAP_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glEnable(GL_TEXTURE_2D);
  glEnable(GL_DEPTH_TEST);
  setCheckedTexture();
  InitMatrices();
}


x86 assembly (clang, -O0):
<Init>:
push   %rbp
mov    %rsp,%rbp
movss  0xe94(%rip),%xmm1
movss  0xe90(%rip),%xmm2
movss  0xe8c(%rip),%xmm3
movaps %xmm1,%xmm0
call   1070 <glClearColor@plt>
mov    0x2e45(%rip),%rax
mov    (%rax),%edi
mov    0x2e54(%rip),%rax
mov    (%rax),%esi
mov    0x2e03(%rip),%rax
mov    (%rax),%edx
call   1050 <glTexParameteri@plt>
mov    0x2e25(%rip),%rax
mov    (%rax),%edi
mov    0x2e04(%rip),%rax
mov    (%rax),%esi
mov    0x2e23(%rip),%rax
mov    (%rax),%edx
call   1050 <glTexParameteri@plt>
mov    0x2ddd(%rip),%rax
mov    (%rax),%edi
mov    0x2df4(%rip),%rax
mov    (%rax),%esi
call   1080 <glHint@plt>
mov    0x2dee(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2dd0(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    $0x0,%al
call   1030 <setCheckedTexture@plt>
mov    $0x0,%al
call   1040 <InitMatrices@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<Init>:
push   %rbx
movss  0xe97(%rip),%xmm0
movss  0xe93(%rip),%xmm2
movss  0xe8f(%rip),%xmm3
movaps %xmm0,%xmm1
call   1070 <glClearColor@plt>
mov    0x2e48(%rip),%rbx
mov    (%rbx),%edi
mov    0x2e57(%rip),%rax
mov    (%rax),%esi
mov    0x2e06(%rip),%rax
mov    (%rax),%edx
call   1050 <glTexParameteri@plt>
mov    (%rbx),%edi
mov    0x2e0e(%rip),%rax
mov    (%rax),%esi
mov    0x2e2d(%rip),%rax
mov    (%rax),%edx
call   1050 <glTexParameteri@plt>
mov    0x2de7(%rip),%rax
mov    (%rax),%edi
mov    0x2dfe(%rip),%rax
mov    (%rax),%esi
call   1080 <glHint@plt>
mov    (%rbx),%edi
call   1060 <glEnable@plt>
mov    0x2de1(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
xor    %eax,%eax
call   1030 <setCheckedTexture@plt>
xor    %eax,%eax
pop    %rbx
jmp    1040 <InitMatrices@plt>

LLVM IR (-O0):
@GL_TEXTURE_2D = global i32 0
@GL_TEXTURE_MIN_FILTER = global i32 0
@GL_LINEAR_MIPMAP_NEAREST = global i32 0
@GL_TEXTURE_MAG_FILTER = global i32 0
@GL_LINEAR = global i32 0
@GL_PERSPECTIVE_CORRECTION_HINT = global i32 0
@GL_NICEST = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @Init() {
%1 = call i32 @glClearColor(float 0x3FC99999A0000000, float 0x3FC99999A0000000, float 0x3FE3333340000000, float 1.000000e+00)
%2 = load i32, i32* @GL_TEXTURE_2D
%3 = load i32, i32* @GL_TEXTURE_MIN_FILTER
%4 = load i32, i32* @GL_LINEAR_MIPMAP_NEAREST
%5 = call i32 @glTexParameteri(i32 %2, i32 %3, i32 %4)
%6 = load i32, i32* @GL_TEXTURE_2D
%7 = load i32, i32* @GL_TEXTURE_MAG_FILTER
%8 = load i32, i32* @GL_LINEAR
%9 = call i32 @glTexParameteri(i32 %6, i32 %7, i32 %8)
%10 = load i32, i32* @GL_PERSPECTIVE_CORRECTION_HINT
%11 = load i32, i32* @GL_NICEST
%12 = call i32 @glHint(i32 %10, i32 %11)
%13 = load i32, i32* @GL_TEXTURE_2D
%14 = call i32 @glEnable(i32 %13)
%15 = load i32, i32* @GL_DEPTH_TEST
%16 = call i32 @glEnable(i32 %15)
%17 = call i32 (...) @setCheckedTexture()
%18 = call i32 (...) @InitMatrices()
ret void
}

LLVM IR (-O2):
@GL_TEXTURE_2D = global i32 0
@GL_TEXTURE_MIN_FILTER = global i32 0
@GL_LINEAR_MIPMAP_NEAREST = global i32 0
@GL_TEXTURE_MAG_FILTER = global i32 0
@GL_LINEAR = global i32 0
@GL_PERSPECTIVE_CORRECTION_HINT = global i32 0
@GL_NICEST = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @Init() {
%1 = tail call i32 @glClearColor(float 0x3FC99999A0000000, float 0x3FC99999A0000000, float 0x3FE3333340000000, float 1.000000e+00)
%2 = load i32, i32* @GL_TEXTURE_2D
%3 = load i32, i32* @GL_TEXTURE_MIN_FILTER
%4 = load i32, i32* @GL_LINEAR_MIPMAP_NEAREST
%5 = tail call i32 @glTexParameteri(i32 %2, i32 %3, i32 %4)
%6 = load i32, i32* @GL_TEXTURE_2D
%7 = load i32, i32* @GL_TEXTURE_MAG_FILTER
%8 = load i32, i32* @GL_LINEAR
%9 = tail call i32 @glTexParameteri(i32 %6, i32 %7, i32 %8)
%10 = load i32, i32* @GL_PERSPECTIVE_CORRECTION_HINT
%11 = load i32, i32* @GL_NICEST
%12 = tail call i32 @glHint(i32 %10, i32 %11)
%13 = load i32, i32* @GL_TEXTURE_2D
%14 = tail call i32 @glEnable(i32 %13)
%15 = load i32, i32* @GL_DEPTH_TEST
%16 = tail call i32 @glEnable(i32 %15)
%17 = tail call i32 (...) @setCheckedTexture()
%18 = tail call i32 (...) @InitMatrices()
ret void
}