#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*/ drawRectangle2D(float, float);
float fabs(float);
int /*<<< orphan*/ glPopMatrix();
int /*<<< orphan*/ glPushMatrix();
int /*<<< orphan*/ glRotatef(float, double, int, int);
int /*<<< orphan*/ glTranslatef(float, float, float);
void drawParaCube(float inXR, float inYR, float inZR) {
  float sx = fabs(inXR * 0.5f);
  float sy = fabs(inYR * 0.5f);
  float sz = fabs(inZR * 0.5f);
  glPushMatrix();
  glTranslatef(.0f, .0f, -sz);
  glRotatef(180.0, 0., 1., 0.);
  drawRectangle2D(inXR, inYR);
  glPopMatrix();
  glPushMatrix();
  glRotatef(180.0f, 0., 1., 0.);
  glTranslatef(.0f, .0f, -sz);
  glRotatef(180.0f, 0., 1., 0.);
  drawRectangle2D(inXR, inYR);
  glPopMatrix();
  glPushMatrix();
  glRotatef(90., 1.0f, 0.f, 0.f);
  glPushMatrix();
  glTranslatef(0.f, 0.f, -sx);
  glRotatef(180., 0.f, 1.f, 0.f);
  drawRectangle2D(inZR, inYR);
  glPopMatrix();
  glPushMatrix();
  glRotatef(180.0f, 0., 0., 1.);
  glTranslatef(.0f, 0.0f, sx);
  drawRectangle2D(inZR, inYR);
  glPopMatrix();
  glPopMatrix();
  glPushMatrix();
  glRotatef(180., 0.f, 0.0f, 1.0f);
  glRotatef(90., 0.f, 1.0f, 0.0f);
  glPushMatrix();
  glTranslatef(0.f, 0.f, sy);
  drawRectangle2D(inXR, inZR);
  glPopMatrix();
  glPushMatrix();
  glRotatef(180.0f, 1.0, 0., 0.);
  glTranslatef(0.0f, 0.f, sy);
  drawRectangle2D(inXR, inZR);
  glPopMatrix();
  glPopMatrix();
}


x86 assembly (clang, -O0):
<drawParaCube>:
push   %rbp
mov    %rsp,%rbp
sub    $0x20,%rsp
movss  %xmm0,-0x4(%rbp)
movss  %xmm1,-0x8(%rbp)
movss  %xmm2,-0xc(%rbp)
movss  0xe89(%rip),%xmm0
mulss  -0x4(%rbp),%xmm0
call   1040 <fabs@plt>
movss  %xmm0,-0x10(%rbp)
movss  0xe72(%rip),%xmm0
mulss  -0x8(%rbp),%xmm0
call   1040 <fabs@plt>
movss  %xmm0,-0x14(%rbp)
movss  0xe5b(%rip),%xmm0
mulss  -0xc(%rbp),%xmm0
call   1040 <fabs@plt>
movss  %xmm0,-0x18(%rbp)
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  -0x18(%rbp),%xmm0
movd   %xmm0,%eax
xor    $0x80000000,%eax
movd   %eax,%xmm2
xorps  %xmm1,%xmm1
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
movss  0xe18(%rip),%xmm0
xorps  %xmm1,%xmm1
mov    $0x1,%edi
xor    %esi,%esi
call   1080 <glRotatef@plt>
movss  -0x4(%rbp),%xmm0
movss  -0x8(%rbp),%xmm1
call   1030 <drawRectangle2D@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  0xde4(%rip),%xmm0
xorps  %xmm1,%xmm1
mov    $0x1,%edi
xor    %esi,%esi
call   1080 <glRotatef@plt>
movss  -0x18(%rbp),%xmm0
movd   %xmm0,%eax
xor    $0x80000000,%eax
movd   %eax,%xmm2
xorps  %xmm1,%xmm1
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
movss  0xdb0(%rip),%xmm0
xorps  %xmm1,%xmm1
mov    $0x1,%edi
xor    %esi,%esi
call   1080 <glRotatef@plt>
movss  -0x4(%rbp),%xmm0
movss  -0x8(%rbp),%xmm1
call   1030 <drawRectangle2D@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  0xd80(%rip),%xmm0
movsd  0xd84(%rip),%xmm1
xor    %esi,%esi
mov    %esi,%edi
call   1080 <glRotatef@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  -0x10(%rbp),%xmm0
movd   %xmm0,%eax
xor    $0x80000000,%eax
movd   %eax,%xmm2
xorps  %xmm1,%xmm1
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
movss  0xd3f(%rip),%xmm0
xorps  %xmm1,%xmm1
mov    $0x1,%edi
xor    %esi,%esi
call   1080 <glRotatef@plt>
movss  -0xc(%rbp),%xmm0
movss  -0x8(%rbp),%xmm1
call   1030 <drawRectangle2D@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  0xd0b(%rip),%xmm0
xorps  %xmm1,%xmm1
xor    %edi,%edi
mov    $0x1,%esi
call   1080 <glRotatef@plt>
movss  -0x10(%rbp),%xmm2
xorps  %xmm1,%xmm1
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
movss  -0xc(%rbp),%xmm0
movss  -0x8(%rbp),%xmm1
call   1030 <drawRectangle2D@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  0xcc0(%rip),%xmm0
xorps  %xmm1,%xmm1
xor    %edi,%edi
mov    $0x1,%esi
call   1080 <glRotatef@plt>
movss  0xcad(%rip),%xmm0
xorps  %xmm1,%xmm1
mov    $0x1,%edi
xor    %esi,%esi
call   1080 <glRotatef@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  -0x14(%rbp),%xmm2
xorps  %xmm1,%xmm1
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
movss  -0x4(%rbp),%xmm0
movss  -0xc(%rbp),%xmm1
call   1030 <drawRectangle2D@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
movss  0xc5e(%rip),%xmm0
movsd  0xc66(%rip),%xmm1
xor    %esi,%esi
mov    %esi,%edi
call   1080 <glRotatef@plt>
movss  -0x14(%rbp),%xmm2
xorps  %xmm1,%xmm1
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
movss  -0x4(%rbp),%xmm0
movss  -0xc(%rbp),%xmm1
call   1030 <drawRectangle2D@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
mov    $0x0,%al
call   1050 <glPopMatrix@plt>
add    $0x20,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<drawParaCube>:
sub    $0x58,%rsp
movss  %xmm2,0x8(%rsp)
movss  %xmm1,0x4(%rsp)
movss  %xmm0,0xc(%rsp)
movss  0xe92(%rip),%xmm4
movaps %xmm0,%xmm3
mulss  %xmm4,%xmm3
movaps %xmm3,0x30(%rsp)
movaps 0xe8f(%rip),%xmm0
andps  %xmm0,%xmm3
movaps %xmm3,0x40(%rsp)
movaps %xmm1,%xmm3
mulss  %xmm4,%xmm3
andps  %xmm0,%xmm3
movaps %xmm3,0x20(%rsp)
mulss  %xmm2,%xmm4
movaps %xmm4,0x10(%rsp)
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
movaps 0x10(%rsp),%xmm2
orps   0xe6c(%rip),%xmm2
movaps %xmm2,0x10(%rsp)
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
call   1060 <glTranslatef@plt>
movss  0xe38(%rip),%xmm0
xorps  %xmm1,%xmm1
mov    $0x1,%edi
xor    %esi,%esi
call   1070 <glRotatef@plt>
movss  0xc(%rsp),%xmm0
movss  0x4(%rsp),%xmm1
call   1030 <drawRectangle2D@plt>
xor    %eax,%eax
call   1040 <glPopMatrix@plt>
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
xorps  %xmm1,%xmm1
movss  0xdff(%rip),%xmm0
mov    $0x1,%edi
xor    %esi,%esi
call   1070 <glRotatef@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
movaps 0x10(%rsp),%xmm2
call   1060 <glTranslatef@plt>
xorps  %xmm1,%xmm1
movss  0xdd8(%rip),%xmm0
mov    $0x1,%edi
xor    %esi,%esi
call   1070 <glRotatef@plt>
movss  0xc(%rsp),%xmm0
movss  0x4(%rsp),%xmm1
call   1030 <drawRectangle2D@plt>
xor    %eax,%eax
call   1040 <glPopMatrix@plt>
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
movss  0xda9(%rip),%xmm0
movsd  0xdc9(%rip),%xmm1
xor    %edi,%edi
xor    %esi,%esi
call   1070 <glRotatef@plt>
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
movaps 0x30(%rsp),%xmm2
orps   0xd9d(%rip),%xmm2
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
call   1060 <glTranslatef@plt>
xorps  %xmm1,%xmm1
movss  0xd6b(%rip),%xmm0
mov    $0x1,%edi
xor    %esi,%esi
call   1070 <glRotatef@plt>
movss  0x8(%rsp),%xmm0
movss  0x4(%rsp),%xmm1
call   1030 <drawRectangle2D@plt>
xor    %eax,%eax
call   1040 <glPopMatrix@plt>
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
xorps  %xmm1,%xmm1
movss  0xd35(%rip),%xmm0
xor    %edi,%edi
mov    $0x1,%esi
call   1070 <glRotatef@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
movaps 0x40(%rsp),%xmm2
call   1060 <glTranslatef@plt>
movss  0x8(%rsp),%xmm0
movss  0x4(%rsp),%xmm1
call   1030 <drawRectangle2D@plt>
xor    %eax,%eax
call   1040 <glPopMatrix@plt>
xor    %eax,%eax
call   1040 <glPopMatrix@plt>
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
xorps  %xmm1,%xmm1
movss  0xce8(%rip),%xmm0
xor    %edi,%edi
mov    $0x1,%esi
call   1070 <glRotatef@plt>
xorps  %xmm1,%xmm1
movss  0xcd5(%rip),%xmm0
mov    $0x1,%edi
xor    %esi,%esi
call   1070 <glRotatef@plt>
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
movaps 0x20(%rsp),%xmm2
call   1060 <glTranslatef@plt>
movss  0xc(%rsp),%xmm0
movss  0x8(%rsp),%xmm1
call   1030 <drawRectangle2D@plt>
xor    %eax,%eax
call   1040 <glPopMatrix@plt>
xor    %eax,%eax
call   1050 <glPushMatrix@plt>
movss  0xc87(%rip),%xmm0
movsd  0xcab(%rip),%xmm1
xor    %edi,%edi
xor    %esi,%esi
call   1070 <glRotatef@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
movaps 0x20(%rsp),%xmm2
call   1060 <glTranslatef@plt>
movss  0xc(%rsp),%xmm0
movss  0x8(%rsp),%xmm1
call   1030 <drawRectangle2D@plt>
xor    %eax,%eax
call   1040 <glPopMatrix@plt>
xor    %eax,%eax
add    $0x58,%rsp
jmp    1040 <glPopMatrix@plt>

LLVM IR (-O0):
define void @drawParaCube(float %0, float %1, float %2) {
%4 = alloca float
%5 = alloca float
%6 = alloca float
%7 = alloca float
%8 = alloca float
%9 = alloca float
store float %0, float* %4
store float %1, float* %5
store float %2, float* %6
%10 = load float, float* %4
%11 = fmul float %10, 5.000000e-01
%12 = call float @fabs(float %11)
store float %12, float* %7
%13 = load float, float* %5
%14 = fmul float %13, 5.000000e-01
%15 = call float @fabs(float %14)
store float %15, float* %8
%16 = load float, float* %6
%17 = fmul float %16, 5.000000e-01
%18 = call float @fabs(float %17)
store float %18, float* %9
%19 = call i32 (...) @glPushMatrix()
%20 = load float, float* %9
%21 = fneg float %20
%22 = call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %21)
%23 = call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%24 = load float, float* %4
%25 = load float, float* %5
%26 = call i32 @drawRectangle2D(float %24, float %25)
%27 = call i32 (...) @glPopMatrix()
%28 = call i32 (...) @glPushMatrix()
%29 = call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%30 = load float, float* %9
%31 = fneg float %30
%32 = call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %31)
%33 = call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%34 = load float, float* %4
%35 = load float, float* %5
%36 = call i32 @drawRectangle2D(float %34, float %35)
%37 = call i32 (...) @glPopMatrix()
%38 = call i32 (...) @glPushMatrix()
%39 = call i32 @glRotatef(float 9.000000e+01, double 1.000000e+00, i32 0, i32 0)
%40 = call i32 (...) @glPushMatrix()
%41 = load float, float* %7
%42 = fneg float %41
%43 = call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %42)
%44 = call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%45 = load float, float* %6
%46 = load float, float* %5
%47 = call i32 @drawRectangle2D(float %45, float %46)
%48 = call i32 (...) @glPopMatrix()
%49 = call i32 (...) @glPushMatrix()
%50 = call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 0, i32 1)
%51 = load float, float* %7
%52 = call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %51)
%53 = load float, float* %6
%54 = load float, float* %5
%55 = call i32 @drawRectangle2D(float %53, float %54)
%56 = call i32 (...) @glPopMatrix()
%57 = call i32 (...) @glPopMatrix()
%58 = call i32 (...) @glPushMatrix()
%59 = call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 0, i32 1)
%60 = call i32 @glRotatef(float 9.000000e+01, double 0.000000e+00, i32 1, i32 0)
%61 = call i32 (...) @glPushMatrix()
%62 = load float, float* %8
%63 = call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %62)
%64 = load float, float* %4
%65 = load float, float* %6
%66 = call i32 @drawRectangle2D(float %64, float %65)
%67 = call i32 (...) @glPopMatrix()
%68 = call i32 (...) @glPushMatrix()
%69 = call i32 @glRotatef(float 1.800000e+02, double 1.000000e+00, i32 0, i32 0)
%70 = load float, float* %8
%71 = call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %70)
%72 = load float, float* %4
%73 = load float, float* %6
%74 = call i32 @drawRectangle2D(float %72, float %73)
%75 = call i32 (...) @glPopMatrix()
%76 = call i32 (...) @glPopMatrix()
ret void
}

LLVM IR (-O2):
define void @drawParaCube(float %0, float %1, float %2) {
%4 = fmul float %0, 5.000000e-01
%5 = tail call float @llvm.fabs.f32(float %4)
%6 = fmul float %1, 5.000000e-01
%7 = tail call float @llvm.fabs.f32(float %6)
%8 = fmul float %2, 5.000000e-01
%9 = tail call float @llvm.fabs.f32(float %8)
%10 = tail call i32 (...) @glPushMatrix()
%11 = fneg float %9
%12 = tail call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %11)
%13 = tail call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%14 = tail call i32 @drawRectangle2D(float %0, float %1)
%15 = tail call i32 (...) @glPopMatrix()
%16 = tail call i32 (...) @glPushMatrix()
%17 = tail call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%18 = tail call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %11)
%19 = tail call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%20 = tail call i32 @drawRectangle2D(float %0, float %1)
%21 = tail call i32 (...) @glPopMatrix()
%22 = tail call i32 (...) @glPushMatrix()
%23 = tail call i32 @glRotatef(float 9.000000e+01, double 1.000000e+00, i32 0, i32 0)
%24 = tail call i32 (...) @glPushMatrix()
%25 = fneg float %5
%26 = tail call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %25)
%27 = tail call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 1, i32 0)
%28 = tail call i32 @drawRectangle2D(float %2, float %1)
%29 = tail call i32 (...) @glPopMatrix()
%30 = tail call i32 (...) @glPushMatrix()
%31 = tail call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 0, i32 1)
%32 = tail call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %5)
%33 = tail call i32 @drawRectangle2D(float %2, float %1)
%34 = tail call i32 (...) @glPopMatrix()
%35 = tail call i32 (...) @glPopMatrix()
%36 = tail call i32 (...) @glPushMatrix()
%37 = tail call i32 @glRotatef(float 1.800000e+02, double 0.000000e+00, i32 0, i32 1)
%38 = tail call i32 @glRotatef(float 9.000000e+01, double 0.000000e+00, i32 1, i32 0)
%39 = tail call i32 (...) @glPushMatrix()
%40 = tail call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %7)
%41 = tail call i32 @drawRectangle2D(float %0, float %2)
%42 = tail call i32 (...) @glPopMatrix()
%43 = tail call i32 (...) @glPushMatrix()
%44 = tail call i32 @glRotatef(float 1.800000e+02, double 1.000000e+00, i32 0, i32 0)
%45 = tail call i32 @glTranslatef(float 0.000000e+00, float 0.000000e+00, float %7)
%46 = tail call i32 @drawRectangle2D(float %0, float %2)
%47 = tail call i32 (...) @glPopMatrix()
%48 = tail call i32 (...) @glPopMatrix()
ret void
}