#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_BACK;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_FILL;
int /*<<< orphan*/ GL_FRONT;
int /*<<< orphan*/ GL_LESS;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_SMOOTH;
int /*<<< orphan*/ glClearColor(double, double, double, double);
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glPolygonMode(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ glShadeModel(int /*<<< orphan*/);
void init() {
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);
  glShadeModel(GL_SMOOTH);
  glPolygonMode(GL_FRONT, GL_FILL);
  glPolygonMode(GL_BACK, GL_FILL);
  glMatrixMode(GL_MODELVIEW);
  glClearColor(0.0, 0.0, 0.0, 0.0);
}


x86 assembly (clang, -O0):
<init>:
push   %rbp
mov    %rsp,%rbp
mov    0x2e55(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2e2f(%rip),%rax
mov    (%rax),%edi
call   1050 <glDepthFunc@plt>
mov    0x2e41(%rip),%rax
mov    (%rax),%edi
call   1070 <glShadeModel@plt>
mov    0x2e53(%rip),%rax
mov    (%rax),%edi
mov    0x2e1a(%rip),%rax
mov    (%rax),%esi
call   1080 <glPolygonMode@plt>
mov    0x2e24(%rip),%rax
mov    (%rax),%edi
mov    0x2e03(%rip),%rax
mov    (%rax),%esi
call   1080 <glPolygonMode@plt>
mov    0x2e1d(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xorps  %xmm3,%xmm3
movaps %xmm3,%xmm0
movaps %xmm3,%xmm1
movaps %xmm3,%xmm2
call   1060 <glClearColor@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<init>:
push   %rbx
mov    0x2e58(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2e32(%rip),%rax
mov    (%rax),%edi
call   1050 <glDepthFunc@plt>
mov    0x2e44(%rip),%rax
mov    (%rax),%edi
call   1070 <glShadeModel@plt>
mov    0x2e56(%rip),%rax
mov    (%rax),%edi
mov    0x2e1d(%rip),%rbx
mov    (%rbx),%esi
call   1080 <glPolygonMode@plt>
mov    0x2e27(%rip),%rax
mov    (%rax),%edi
mov    (%rbx),%esi
call   1080 <glPolygonMode@plt>
mov    0x2e27(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
pop    %rbx
jmp    1060 <glClearColor@plt>

LLVM IR (-O0):
@GL_DEPTH_TEST = global i32 0
@GL_LESS = global i32 0
@GL_SMOOTH = global i32 0
@GL_FRONT = global i32 0
@GL_FILL = global i32 0
@GL_BACK = global i32 0
@GL_MODELVIEW = global i32 0
define void @init() {
%1 = load i32, i32* @GL_DEPTH_TEST
%2 = call i32 @glEnable(i32 %1)
%3 = load i32, i32* @GL_LESS
%4 = call i32 @glDepthFunc(i32 %3)
%5 = load i32, i32* @GL_SMOOTH
%6 = call i32 @glShadeModel(i32 %5)
%7 = load i32, i32* @GL_FRONT
%8 = load i32, i32* @GL_FILL
%9 = call i32 @glPolygonMode(i32 %7, i32 %8)
%10 = load i32, i32* @GL_BACK
%11 = load i32, i32* @GL_FILL
%12 = call i32 @glPolygonMode(i32 %10, i32 %11)
%13 = load i32, i32* @GL_MODELVIEW
%14 = call i32 @glMatrixMode(i32 %13)
%15 = call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
ret void
}

LLVM IR (-O2):
@GL_DEPTH_TEST = global i32 0
@GL_LESS = global i32 0
@GL_SMOOTH = global i32 0
@GL_FRONT = global i32 0
@GL_FILL = global i32 0
@GL_BACK = global i32 0
@GL_MODELVIEW = global i32 0
define void @init() {
%1 = load i32, i32* @GL_DEPTH_TEST
%2 = tail call i32 @glEnable(i32 %1)
%3 = load i32, i32* @GL_LESS
%4 = tail call i32 @glDepthFunc(i32 %3)
%5 = load i32, i32* @GL_SMOOTH
%6 = tail call i32 @glShadeModel(i32 %5)
%7 = load i32, i32* @GL_FRONT
%8 = load i32, i32* @GL_FILL
%9 = tail call i32 @glPolygonMode(i32 %7, i32 %8)
%10 = load i32, i32* @GL_BACK
%11 = load i32, i32* @GL_FILL
%12 = tail call i32 @glPolygonMode(i32 %10, i32 %11)
%13 = load i32, i32* @GL_MODELVIEW
%14 = tail call i32 @glMatrixMode(i32 %13)
%15 = tail call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
ret void
}