#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_MODELVIEW;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glOrtho(int /*<<< orphan*/, int, int /*<<< orphan*/, int,
                           int, int);
int /*<<< orphan*/ glPushMatrix();
void begin2D(int width, int height) {
  glMatrixMode(GL_PROJECTION);
  glPushMatrix();
  glLoadIdentity();
  glOrtho(0, width, 0, height, -1, 1);
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();
  glLoadIdentity();
}


x86 assembly (clang, -O0):
<begin2D>:
push   %rbp
mov    %rsp,%rbp
sub    $0x10,%rsp
mov    %edi,-0x4(%rbp)
mov    %esi,-0x8(%rbp)
mov    0x2e83(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
mov    $0x0,%al
call   1050 <glLoadIdentity@plt>
mov    -0x4(%rbp),%esi
mov    -0x8(%rbp),%ecx
xor    %edx,%edx
mov    $0xffffffff,%r8d
mov    $0x1,%r9d
mov    %edx,%edi
call   1040 <glOrtho@plt>
mov    0x2e5c(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
mov    $0x0,%al
call   1050 <glLoadIdentity@plt>
add    $0x10,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<begin2D>:
push   %rbp
push   %rbx
push   %rax
mov    %esi,%ebx
mov    %edi,%ebp
mov    0x2e8a(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1060 <glPushMatrix@plt>
xor    %eax,%eax
call   1050 <glLoadIdentity@plt>
xor    %edi,%edi
mov    %ebp,%esi
xor    %edx,%edx
mov    %ebx,%ecx
mov    $0xffffffff,%r8d
mov    $0x1,%r9d
call   1040 <glOrtho@plt>
mov    0x2e65(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1060 <glPushMatrix@plt>
xor    %eax,%eax
add    $0x8,%rsp
pop    %rbx
pop    %rbp
jmp    1050 <glLoadIdentity@plt>

LLVM IR (-O0):
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @begin2D(i32 %0, i32 %1) {
%3 = alloca i32
%4 = alloca i32
store i32 %0, i32* %3
store i32 %1, i32* %4
%5 = load i32, i32* @GL_PROJECTION
%6 = call i32 @glMatrixMode(i32 %5)
%7 = call i32 (...) @glPushMatrix()
%8 = call i32 (...) @glLoadIdentity()
%9 = load i32, i32* %3
%10 = load i32, i32* %4
%11 = call i32 @glOrtho(i32 0, i32 %9, i32 0, i32 %10, i32 -1, i32 1)
%12 = load i32, i32* @GL_MODELVIEW
%13 = call i32 @glMatrixMode(i32 %12)
%14 = call i32 (...) @glPushMatrix()
%15 = call i32 (...) @glLoadIdentity()
ret void
}

LLVM IR (-O2):
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @begin2D(i32 %0, i32 %1) {
%3 = load i32, i32* @GL_PROJECTION
%4 = tail call i32 @glMatrixMode(i32 %3)
%5 = tail call i32 (...) @glPushMatrix()
%6 = tail call i32 (...) @glLoadIdentity()
%7 = tail call i32 @glOrtho(i32 0, i32 %0, i32 0, i32 %1, i32 -1, i32 1)
%8 = load i32, i32* @GL_MODELVIEW
%9 = tail call i32 @glMatrixMode(i32 %8)
%10 = tail call i32 (...) @glPushMatrix()
%11 = tail call i32 (...) @glLoadIdentity()
ret void
}