#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 GLubyte;

/* Variables and functions */
int /*<<< orphan*/ GL_MODULATE;
int /*<<< orphan*/ GL_NEAREST;
int /*<<< orphan*/ GL_RGBA;
int /*<<< orphan*/ GL_TEXTURE_2D;
int /*<<< orphan*/ GL_TEXTURE_ENV;
int /*<<< orphan*/ GL_TEXTURE_ENV_MODE;
int /*<<< orphan*/ GL_TEXTURE_MAG_FILTER;
int /*<<< orphan*/ GL_TEXTURE_MIN_FILTER;
int /*<<< orphan*/ GL_UNPACK_ALIGNMENT;
int /*<<< orphan*/ GL_UNSIGNED_BYTE;
int /*<<< orphan*/ exit(int);
int /*<<< orphan*/ fprintf(int /*<<< orphan*/, char *, char *);
int /*<<< orphan*/ free(unsigned int *);
int /*<<< orphan*/ glPixelStorei(int /*<<< orphan*/, int);
int /*<<< orphan*/ glTexEnvf(int /*<<< orphan*/, int /*<<< orphan*/,
                             int /*<<< orphan*/);
int /*<<< orphan*/ glTexImage2D(int /*<<< orphan*/, int /*<<< orphan*/, int,
                                int, int, int /*<<< orphan*/,
                                int /*<<< orphan*/, int /*<<< orphan*/,
                                unsigned int *);
int /*<<< orphan*/ glTexParameteri(int /*<<< orphan*/, int /*<<< orphan*/,
                                   int /*<<< orphan*/);
scalar_t__ malloc(int);
int /*<<< orphan*/ printf(char *, int, int);
unsigned int *read_texture(char *, int *, int *, int *);
int /*<<< orphan*/ stderr;
void init_textures(char *filename) {
  unsigned *buf;
  int width, height, components;
  if (filename) {
    buf = read_texture(filename, &width, &height, &components);
    if (buf == NULL) {
      fprintf(stderr, "Error: Can't load image file \"%s\".\n", filename);
      exit(1);
    } else {
      printf("%d x %d texture loaded\n", width, height);
    }
  } else {
    int i, j;
    GLubyte *p;
    components = 4;
    width = height = 512;
    buf = (unsigned *)malloc(width * height * sizeof(unsigned));
    p = (GLubyte *)buf;
    for (j = 0; j < height; j++) {
      for (i = 0; i < width; i++) {
        if (i & 1)
          p[4 * (i + j * width) + 0] = 0xff;
        else
          p[4 * (i + j * width) + 1] = 0xff;
        if (j & 1)
          p[4 * (i + j * width) + 2] = 0xff;
      }
    }
  }
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, GL_RGBA,
               GL_UNSIGNED_BYTE, buf);
  free(buf);
}


x86 assembly (clang, -O0):
<init_textures>:
push   %rbp
mov    %rsp,%rbp
sub    $0x50,%rsp
mov    %rdi,-0x8(%rbp)
cmpq   $0x0,-0x8(%rbp)
je     1215 <init_textures+0x75>
mov    -0x8(%rbp),%rdi
lea    -0x14(%rbp),%rsi
lea    -0x18(%rbp),%rdx
lea    -0x1c(%rbp),%rcx
call   10b0 <read_texture@plt>
mov    %rax,-0x10(%rbp)
cmpq   $0x0,-0x10(%rbp)
jne    11fe <init_textures+0x5e>
mov    0x2dc6(%rip),%rax
mov    (%rax),%edi
mov    -0x8(%rbp),%rdx
lea    0xe11(%rip),%rsi
call   1090 <fprintf@plt>
mov    $0x1,%edi
call   10c0 <exit@plt>
mov    -0x14(%rbp),%esi
mov    -0x18(%rbp),%edx
lea    0xe19(%rip),%rdi
call   1050 <printf@plt>
jmp    131e <init_textures+0x17e>
movl   $0x4,-0x1c(%rbp)
movl   $0x200,-0x18(%rbp)
movl   $0x200,-0x14(%rbp)
mov    -0x14(%rbp),%eax
imul   -0x18(%rbp),%eax
cltq
shl    $0x2,%rax
mov    %eax,%edi
call   10a0 <malloc@plt>
mov    %rax,-0x10(%rbp)
mov    -0x10(%rbp),%rax
mov    %rax,-0x30(%rbp)
movl   $0x0,-0x24(%rbp)
mov    -0x24(%rbp),%eax
cmp    -0x18(%rbp),%eax
jge    1319 <init_textures+0x179>
movl   $0x0,-0x20(%rbp)
mov    -0x20(%rbp),%eax
cmp    -0x14(%rbp),%eax
jge    1306 <init_textures+0x166>
mov    -0x20(%rbp),%eax
and    $0x1,%eax
cmp    $0x0,%eax
je     12a4 <init_textures+0x104>
mov    -0x30(%rbp),%rax
mov    -0x20(%rbp),%ecx
mov    -0x24(%rbp),%edx
imul   -0x14(%rbp),%edx
add    %edx,%ecx
shl    $0x2,%ecx
add    $0x0,%ecx
movslq %ecx,%rcx
movl   $0xff,(%rax,%rcx,4)
jmp    12c4 <init_textures+0x124>
mov    -0x30(%rbp),%rax
mov    -0x20(%rbp),%ecx
mov    -0x24(%rbp),%edx
imul   -0x14(%rbp),%edx
add    %edx,%ecx
shl    $0x2,%ecx
add    $0x1,%ecx
movslq %ecx,%rcx
movl   $0xff,(%rax,%rcx,4)
mov    -0x24(%rbp),%eax
and    $0x1,%eax
cmp    $0x0,%eax
je     12f3 <init_textures+0x153>
mov    -0x30(%rbp),%rax
mov    -0x20(%rbp),%ecx
mov    -0x24(%rbp),%edx
imul   -0x14(%rbp),%edx
add    %edx,%ecx
shl    $0x2,%ecx
add    $0x2,%ecx
movslq %ecx,%rcx
movl   $0xff,(%rax,%rcx,4)
jmp    12f8 <init_textures+0x158>
mov    -0x20(%rbp),%eax
add    $0x1,%eax
mov    %eax,-0x20(%rbp)
jmp    1264 <init_textures+0xc4>
jmp    130b <init_textures+0x16b>
mov    -0x24(%rbp),%eax
add    $0x1,%eax
mov    %eax,-0x24(%rbp)
jmp    1251 <init_textures+0xb1>
jmp    131e <init_textures+0x17e>
mov    0x2cb3(%rip),%rax
mov    (%rax),%edi
mov    $0x1,%esi
call   1070 <glPixelStorei@plt>
mov    0x2c98(%rip),%rax
mov    (%rax),%edi
mov    0x2c87(%rip),%rax
mov    (%rax),%esi
mov    0x2c76(%rip),%rax
mov    (%rax),%edx
call   1080 <glTexEnvf@plt>
mov    0x2c58(%rip),%rax
mov    (%rax),%edi
mov    0x2c7f(%rip),%rax
mov    (%rax),%esi
mov    0x2c36(%rip),%rax
mov    (%rax),%edx
call   1040 <glTexParameteri@plt>
mov    0x2c38(%rip),%rax
mov    (%rax),%edi
mov    0x2c0f(%rip),%rax
mov    (%rax),%esi
mov    0x2c16(%rip),%rax
mov    (%rax),%edx
call   1040 <glTexParameteri@plt>
mov    0x2c18(%rip),%rax
mov    (%rax),%edi
mov    -0x1c(%rbp),%edx
mov    -0x14(%rbp),%ecx
mov    -0x18(%rbp),%r8d
mov    0x2c45(%rip),%rax
mov    (%rax),%r11d
mov    0x2be3(%rip),%rax
mov    (%rax),%r10d
mov    -0x10(%rbp),%rax
xor    %r9d,%r9d
mov    %r9d,%esi
mov    %r11d,(%rsp)
mov    %r10d,0x8(%rsp)
mov    %rax,0x10(%rsp)
call   1060 <glTexImage2D@plt>
mov    -0x10(%rbp),%rdi
call   1030 <free@plt>
add    $0x50,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<init_textures>:
push   %r15
push   %r14
push   %rbx
sub    $0x10,%rsp
test   %rdi,%rdi
je     129d <init_textures+0xfd>
mov    %rdi,%r14
lea    0x4(%rsp),%rsi
lea    0x8(%rsp),%rdx
lea    0xc(%rsp),%rcx
call   10b0 <read_texture@plt>
test   %rax,%rax
je     1335 <init_textures+0x195>
mov    %rax,%rbx
mov    0x4(%rsp),%esi
mov    0x8(%rsp),%edx
lea    0xe40(%rip),%rdi
call   1050 <printf@plt>
mov    0x2de8(%rip),%rax
mov    (%rax),%edi
mov    $0x1,%esi
call   1070 <glPixelStorei@plt>
mov    0x2dcd(%rip),%rax
mov    (%rax),%edi
mov    0x2dbc(%rip),%rax
mov    (%rax),%esi
mov    0x2dab(%rip),%rax
mov    (%rax),%edx
call   1080 <glTexEnvf@plt>
mov    0x2d8d(%rip),%r14
mov    (%r14),%edi
mov    0x2db3(%rip),%rax
mov    (%rax),%esi
mov    0x2d6a(%rip),%r15
mov    (%r15),%edx
call   1040 <glTexParameteri@plt>
mov    (%r14),%edi
mov    0x2d48(%rip),%rax
mov    (%rax),%esi
mov    (%r15),%edx
call   1040 <glTexParameteri@plt>
mov    (%r14),%edi
mov    0xc(%rsp),%edx
mov    0x4(%rsp),%ecx
mov    0x8(%rsp),%r8d
mov    0x2d87(%rip),%rax
mov    (%rax),%r10d
mov    0x2d25(%rip),%rsi
mov    (%rsi),%eax
sub    $0x8,%rsp
xor    %esi,%esi
xor    %r9d,%r9d
push   %rbx
push   %rax
push   %r10
call   1060 <glTexImage2D@plt>
add    $0x20,%rsp
mov    %rbx,%rdi
call   1030 <free@plt>
add    $0x10,%rsp
pop    %rbx
pop    %r14
pop    %r15
ret
movl   $0x4,0xc(%rsp)
movl   $0x200,0x8(%rsp)
movl   $0x200,0x4(%rsp)
mov    $0x100000,%edi
call   10a0 <malloc@plt>
mov    %rax,%rbx
xor    %eax,%eax
mov    $0x200,%edx
mov    $0x200,%ecx
jmp    12df <init_textures+0x13f>
mov    0x8(%rsp),%edx
add    $0x1,%eax
cmp    %edx,%eax
jge    11e9 <init_textures+0x49>
test   %ecx,%ecx
jle    12d4 <init_textures+0x134>
xor    %edx,%edx
jmp    12fb <init_textures+0x15b>
nopw   0x0(%rax,%rax,1)
add    $0x1,%edx
mov    0x4(%rsp),%ecx
cmp    %ecx,%edx
jge    12d0 <init_textures+0x130>
mov    %edx,%esi
and    $0x1,%esi
imul   %eax,%ecx
add    %edx,%ecx
lea    (%rsi,%rcx,4),%ecx
xor    $0x1,%ecx
movslq %ecx,%rcx
movl   $0xff,(%rbx,%rcx,4)
test   $0x1,%al
je     12f0 <init_textures+0x150>
mov    0x4(%rsp),%ecx
imul   %eax,%ecx
add    %edx,%ecx
lea    0x2(,%rcx,4),%ecx
movslq %ecx,%rcx
movl   $0xff,(%rbx,%rcx,4)
jmp    12f0 <init_textures+0x150>
mov    0x2c6c(%rip),%rax
mov    (%rax),%edi
lea    0xcbb(%rip),%rsi
mov    %r14,%rdx
call   1090 <fprintf@plt>
mov    $0x1,%edi
call   10c0 <exit@plt>

LLVM IR (-O0):
@stderr = global i32 0
@.str = [36 x i8] c"Error: Can't load image file \22%s\22.\0A\00"
@.str.1 = [24 x i8] c"%d x %d texture loaded\0A\00"
@GL_UNPACK_ALIGNMENT = global i32 0
@GL_TEXTURE_ENV = global i32 0
@GL_TEXTURE_ENV_MODE = global i32 0
@GL_MODULATE = global i32 0
@GL_TEXTURE_2D = global i32 0
@GL_TEXTURE_MIN_FILTER = global i32 0
@GL_NEAREST = global i32 0
@GL_TEXTURE_MAG_FILTER = global i32 0
@GL_RGBA = global i32 0
@GL_UNSIGNED_BYTE = global i32 0
define void @init_textures(i8* %0) {
%2 = alloca i8*
%3 = alloca i32*
%4 = alloca i32
%5 = alloca i32
%6 = alloca i32
%7 = alloca i32
%8 = alloca i32
%9 = alloca i32*
store i8* %0, i8** %2
%10 = load i8*, i8** %2
%11 = icmp ne i8* %10, null
br i1 %11, label %12, label %27
12: ; preds = %1
%13 = load i8*, i8** %2
%14 = call i32* @read_texture(i8* %13, i32* %4, i32* %5, i32* %6)
store i32* %14, i32** %3
%15 = load i32*, i32** %3
%16 = icmp eq i32* %15, null
br i1 %16, label %17, label %22
17: ; preds = %12
%18 = load i32, i32* @stderr
%19 = load i8*, i8** %2
%20 = call i32 @fprintf(i32 %18, i8* getelementptr inbounds ([36 x i8], [36 x i8]* @.str, i64 0, i64 0), i8* %19)
%21 = call i32 @exit(i32 1)
unreachable
22: ; preds = %12
%23 = load i32, i32* %4
%24 = load i32, i32* %5
%25 = call i32 @printf(i8* getelementptr inbounds ([24 x i8], [24 x i8]* @.str.1, i64 0, i64 0), i32 %23, i32 %24)
br label %26
26: ; preds = %22
br label %96
27: ; preds = %1
store i32 4, i32* %6
store i32 512, i32* %5
store i32 512, i32* %4
%28 = load i32, i32* %4
%29 = load i32, i32* %5
%30 = mul nsw i32 %28, %29
%31 = sext i32 %30 to i64
%32 = mul i64 %31, 4
%33 = trunc i64 %32 to i32
%34 = call i64 @malloc(i32 %33)
%35 = inttoptr i64 %34 to i32*
store i32* %35, i32** %3
%36 = load i32*, i32** %3
store i32* %36, i32** %9
store i32 0, i32* %8
br label %37
37: ; preds = %92, %27
%38 = load i32, i32* %8
%39 = load i32, i32* %5
%40 = icmp slt i32 %38, %39
br i1 %40, label %41, label %95
41: ; preds = %37
store i32 0, i32* %7
br label %42
42: ; preds = %88, %41
%43 = load i32, i32* %7
%44 = load i32, i32* %4
%45 = icmp slt i32 %43, %44
br i1 %45, label %46, label %91
46: ; preds = %42
%47 = load i32, i32* %7
%48 = and i32 %47, 1
%49 = icmp ne i32 %48, 0
br i1 %49, label %50, label %61
50: ; preds = %46
%51 = load i32*, i32** %9
%52 = load i32, i32* %7
%53 = load i32, i32* %8
%54 = load i32, i32* %4
%55 = mul nsw i32 %53, %54
%56 = add nsw i32 %52, %55
%57 = mul nsw i32 4, %56
%58 = add nsw i32 %57, 0
%59 = sext i32 %58 to i64
%60 = getelementptr inbounds i32, i32* %51, i64 %59
store i32 255, i32* %60
br label %72
61: ; preds = %46
%62 = load i32*, i32** %9
%63 = load i32, i32* %7
%64 = load i32, i32* %8
%65 = load i32, i32* %4
%66 = mul nsw i32 %64, %65
%67 = add nsw i32 %63, %66
%68 = mul nsw i32 4, %67
%69 = add nsw i32 %68, 1
%70 = sext i32 %69 to i64
%71 = getelementptr inbounds i32, i32* %62, i64 %70
store i32 255, i32* %71
br label %72
72: ; preds = %61, %50
%73 = load i32, i32* %8
%74 = and i32 %73, 1
%75 = icmp ne i32 %74, 0
br i1 %75, label %76, label %87
76: ; preds = %72
%77 = load i32*, i32** %9
%78 = load i32, i32* %7
%79 = load i32, i32* %8
%80 = load i32, i32* %4
%81 = mul nsw i32 %79, %80
%82 = add nsw i32 %78, %81
%83 = mul nsw i32 4, %82
%84 = add nsw i32 %83, 2
%85 = sext i32 %84 to i64
%86 = getelementptr inbounds i32, i32* %77, i64 %85
store i32 255, i32* %86
br label %87
87: ; preds = %76, %72
br label %88
88: ; preds = %87
%89 = load i32, i32* %7
%90 = add nsw i32 %89, 1
store i32 %90, i32* %7
br label %42
91: ; preds = %42
br label %92
92: ; preds = %91
%93 = load i32, i32* %8
%94 = add nsw i32 %93, 1
store i32 %94, i32* %8
br label %37
95: ; preds = %37
br label %96
96: ; preds = %95, %26
%97 = load i32, i32* @GL_UNPACK_ALIGNMENT
%98 = call i32 @glPixelStorei(i32 %97, i32 1)
%99 = load i32, i32* @GL_TEXTURE_ENV
%100 = load i32, i32* @GL_TEXTURE_ENV_MODE
%101 = load i32, i32* @GL_MODULATE
%102 = call i32 @glTexEnvf(i32 %99, i32 %100, i32 %101)
%103 = load i32, i32* @GL_TEXTURE_2D
%104 = load i32, i32* @GL_TEXTURE_MIN_FILTER
%105 = load i32, i32* @GL_NEAREST
%106 = call i32 @glTexParameteri(i32 %103, i32 %104, i32 %105)
%107 = load i32, i32* @GL_TEXTURE_2D
%108 = load i32, i32* @GL_TEXTURE_MAG_FILTER
%109 = load i32, i32* @GL_NEAREST
%110 = call i32 @glTexParameteri(i32 %107, i32 %108, i32 %109)
%111 = load i32, i32* @GL_TEXTURE_2D
%112 = load i32, i32* %6
%113 = load i32, i32* %4
%114 = load i32, i32* %5
%115 = load i32, i32* @GL_RGBA
%116 = load i32, i32* @GL_UNSIGNED_BYTE
%117 = load i32*, i32** %3
%118 = call i32 @glTexImage2D(i32 %111, i32 0, i32 %112, i32 %113, i32 %114, i32 0, i32 %115, i32 %116, i32* %117)
%119 = load i32*, i32** %3
%120 = call i32 @free(i32* %119)
ret void
}

LLVM IR (-O2):
@stderr = global i32 0
@.str = [36 x i8] c"Error: Can't load image file \22%s\22.\0A\00"
@.str.1 = [24 x i8] c"%d x %d texture loaded\0A\00"
@GL_UNPACK_ALIGNMENT = global i32 0
@GL_TEXTURE_ENV = global i32 0
@GL_TEXTURE_ENV_MODE = global i32 0
@GL_MODULATE = global i32 0
@GL_TEXTURE_2D = global i32 0
@GL_TEXTURE_MIN_FILTER = global i32 0
@GL_NEAREST = global i32 0
@GL_TEXTURE_MAG_FILTER = global i32 0
@GL_RGBA = global i32 0
@GL_UNSIGNED_BYTE = global i32 0
define void @init_textures(i8* %0) {
%2 = alloca i32
%3 = alloca i32
%4 = alloca i32
%5 = bitcast i32* %2 to i8*
%6 = bitcast i32* %3 to i8*
%7 = bitcast i32* %4 to i8*
%8 = icmp eq i8* %0, null
br i1 %8, label %20, label %9
9: ; preds = %1
%10 = call i32* @read_texture(i8* %0, i32* %2, i32* %3, i32* %4)
%11 = icmp eq i32* %10, null
br i1 %11, label %12, label %16
12: ; preds = %9
%13 = load i32, i32* @stderr
%14 = call i32 @fprintf(i32 %13, i8* getelementptr inbounds ([36 x i8], [36 x i8]* @.str, i64 0, i64 0), i8* %0)
%15 = call i32 @exit(i32 1)
unreachable
16: ; preds = %9
%17 = load i32, i32* %2
%18 = load i32, i32* %3
%19 = call i32 @printf(i8* getelementptr inbounds ([24 x i8], [24 x i8]* @.str.1, i64 0, i64 0), i32 %17, i32 %18)
br label %61
20: ; preds = %1
store i32 4, i32* %4
store i32 512, i32* %3
store i32 512, i32* %2
%21 = tail call i64 @malloc(i32 1048576)
%22 = inttoptr i64 %21 to i32*
br label %23
23: ; preds = %20, %56
%24 = phi i32 [ %57, %56 ], [ 512, %20 ]
%25 = phi i32 [ %58, %56 ], [ 512, %20 ]
%26 = phi i32 [ %59, %56 ], [ 0, %20 ]
%27 = icmp sgt i32 %25, 0
br i1 %27, label %28, label %56
28: ; preds = %23
%29 = and i32 %26, 1
%30 = icmp eq i32 %29, 0
br label %31
31: ; preds = %28, %50
%32 = phi i32 [ %25, %28 ], [ %52, %50 ]
%33 = phi i32 [ 0, %28 ], [ %51, %50 ]
%34 = and i32 %33, 1
%35 = mul nsw i32 %32, %26
%36 = add nsw i32 %35, %33
%37 = shl nsw i32 %36, 2
%38 = or i32 %34, %37
%39 = xor i32 %38, 1
%40 = sext i32 %39 to i64
%41 = getelementptr inbounds i32, i32* %22, i64 %40
store i32 255, i32* %41
br i1 %30, label %50, label %42
42: ; preds = %31
%43 = load i32, i32* %2
%44 = mul nsw i32 %43, %26
%45 = add nsw i32 %44, %33
%46 = shl nsw i32 %45, 2
%47 = or i32 %46, 2
%48 = sext i32 %47 to i64
%49 = getelementptr inbounds i32, i32* %22, i64 %48
store i32 255, i32* %49
br label %50
50: ; preds = %31, %42
%51 = add nuw nsw i32 %33, 1
%52 = load i32, i32* %2
%53 = icmp slt i32 %51, %52
br i1 %53, label %31, label %54
54: ; preds = %50
%55 = load i32, i32* %3
br label %56
56: ; preds = %54, %23
%57 = phi i32 [ %55, %54 ], [ %24, %23 ]
%58 = phi i32 [ %52, %54 ], [ %25, %23 ]
%59 = add nuw nsw i32 %26, 1
%60 = icmp slt i32 %59, %57
br i1 %60, label %23, label %61
61: ; preds = %56, %16
%62 = phi i32* [ %10, %16 ], [ %22, %56 ]
%63 = load i32, i32* @GL_UNPACK_ALIGNMENT
%64 = call i32 @glPixelStorei(i32 %63, i32 1)
%65 = load i32, i32* @GL_TEXTURE_ENV
%66 = load i32, i32* @GL_TEXTURE_ENV_MODE
%67 = load i32, i32* @GL_MODULATE
%68 = call i32 @glTexEnvf(i32 %65, i32 %66, i32 %67)
%69 = load i32, i32* @GL_TEXTURE_2D
%70 = load i32, i32* @GL_TEXTURE_MIN_FILTER
%71 = load i32, i32* @GL_NEAREST
%72 = call i32 @glTexParameteri(i32 %69, i32 %70, i32 %71)
%73 = load i32, i32* @GL_TEXTURE_2D
%74 = load i32, i32* @GL_TEXTURE_MAG_FILTER
%75 = load i32, i32* @GL_NEAREST
%76 = call i32 @glTexParameteri(i32 %73, i32 %74, i32 %75)
%77 = load i32, i32* @GL_TEXTURE_2D
%78 = load i32, i32* %4
%79 = load i32, i32* %2
%80 = load i32, i32* %3
%81 = load i32, i32* @GL_RGBA
%82 = load i32, i32* @GL_UNSIGNED_BYTE
%83 = call i32 @glTexImage2D(i32 %77, i32 0, i32 %78, i32 %79, i32 %80, i32 0, i32 %81, i32 %82, i32* %62)
%84 = call i32 @free(i32* %62)
ret void
}