#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 */
typedef int /*<<< orphan*/ GLfloat;

/* Variables and functions */
int /*<<< orphan*/ GL_MODELVIEW_MATRIX;
int /*<<< orphan*/ glGetFloatv(int /*<<< orphan*/, int /*<<< orphan*/ *);
int /*<<< orphan*/ glLoadMatrixf(int /*<<< orphan*/ *);
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glRotatef(int /*<<< orphan*/, int /*<<< orphan*/,
                             int /*<<< orphan*/, int /*<<< orphan*/);
void vGLRotate(GLfloat mMatrix[16], GLfloat nRotation, GLfloat vAxis[3]) {
  glMatrixMode(GL_MODELVIEW_MATRIX);
  glLoadMatrixf(mMatrix);
  glRotatef(nRotation, vAxis[0], vAxis[1], vAxis[2]);
  glGetFloatv(GL_MODELVIEW_MATRIX, mMatrix);
}


x86 assembly (clang, -O0):
<vGLRotate>:
push   %rbp
mov    %rsp,%rbp
sub    $0x20,%rsp
mov    %rdi,-0x8(%rbp)
mov    %esi,-0xc(%rbp)
mov    %rdx,-0x18(%rbp)
mov    0x2e8e(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    -0x8(%rbp),%rdi
call   1040 <glLoadMatrixf@plt>
mov    -0xc(%rbp),%edi
mov    -0x18(%rbp),%rax
mov    (%rax),%esi
mov    -0x18(%rbp),%rax
mov    0x4(%rax),%edx
mov    -0x18(%rbp),%rax
mov    0x8(%rax),%ecx
call   1060 <glRotatef@plt>
mov    0x2e5b(%rip),%rax
mov    (%rax),%edi
mov    -0x8(%rbp),%rsi
call   1050 <glGetFloatv@plt>
add    $0x20,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<vGLRotate>:
push   %rbp
push   %r15
push   %r14
push   %rbx
push   %rax
mov    %rdx,%rbx
mov    %esi,%r14d
mov    %rdi,%rbp
mov    0x2e91(%rip),%r15
mov    (%r15),%edi
call   1030 <glMatrixMode@plt>
mov    %rbp,%rdi
call   1040 <glLoadMatrixf@plt>
mov    (%rbx),%esi
mov    0x4(%rbx),%edx
mov    0x8(%rbx),%ecx
mov    %r14d,%edi
call   1060 <glRotatef@plt>
mov    (%r15),%edi
mov    %rbp,%rsi
add    $0x8,%rsp
pop    %rbx
pop    %r14
pop    %r15
pop    %rbp
jmp    1050 <glGetFloatv@plt>

LLVM IR (-O0):
@GL_MODELVIEW_MATRIX = global i32 0
define void @vGLRotate(i32* %0, i32 %1, i32* %2) {
%4 = alloca i32*
%5 = alloca i32
%6 = alloca i32*
store i32* %0, i32** %4
store i32 %1, i32* %5
store i32* %2, i32** %6
%7 = load i32, i32* @GL_MODELVIEW_MATRIX
%8 = call i32 @glMatrixMode(i32 %7)
%9 = load i32*, i32** %4
%10 = call i32 @glLoadMatrixf(i32* %9)
%11 = load i32, i32* %5
%12 = load i32*, i32** %6
%13 = getelementptr inbounds i32, i32* %12, i64 0
%14 = load i32, i32* %13
%15 = load i32*, i32** %6
%16 = getelementptr inbounds i32, i32* %15, i64 1
%17 = load i32, i32* %16
%18 = load i32*, i32** %6
%19 = getelementptr inbounds i32, i32* %18, i64 2
%20 = load i32, i32* %19
%21 = call i32 @glRotatef(i32 %11, i32 %14, i32 %17, i32 %20)
%22 = load i32, i32* @GL_MODELVIEW_MATRIX
%23 = load i32*, i32** %4
%24 = call i32 @glGetFloatv(i32 %22, i32* %23)
ret void
}

LLVM IR (-O2):
@GL_MODELVIEW_MATRIX = global i32 0
define void @vGLRotate(i32* %0, i32 %1, i32* nocapture %2) {
%4 = load i32, i32* @GL_MODELVIEW_MATRIX
%5 = tail call i32 @glMatrixMode(i32 %4)
%6 = tail call i32 @glLoadMatrixf(i32* %0)
%7 = load i32, i32* %2
%8 = getelementptr inbounds i32, i32* %2, i64 1
%9 = load i32, i32* %8
%10 = getelementptr inbounds i32, i32* %2, i64 2
%11 = load i32, i32* %10
%12 = tail call i32 @glRotatef(i32 %1, i32 %7, i32 %9, i32 %11)
%13 = load i32, i32* @GL_MODELVIEW_MATRIX
%14 = tail call i32 @glGetFloatv(i32 %13, i32* %0)
ret void
}