#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_DEPTH_TEST;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ glDisable(int /*<<< orphan*/);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glOrtho(scalar_t__, int, scalar_t__, int, int,
                           int /*<<< orphan*/);
int /*<<< orphan*/ glPushMatrix();
void switch_to_ortho() {
  glDisable(GL_DEPTH_TEST);
  glMatrixMode(GL_PROJECTION);
  glPushMatrix();
  glLoadIdentity();
  glOrtho(0 - 0.01, 1 + 0.01, 0 - 0.01, 1 + 0.01, -1, 0);
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();
  glLoadIdentity();
}


x86 assembly (clang, -O0):
<switch_to_ortho>:
push   %rbp
mov    %rsp,%rbp
mov    0x2e75(%rip),%rax
mov    (%rax),%edi
call   1070 <glDisable@plt>
mov    0x2e6f(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
mov    $0x0,%al
call   1050 <glLoadIdentity@plt>
xor    %eax,%eax
mov    %eax,%edx
mov    $0x1,%ecx
mov    $0xffffffff,%r8d
xor    %r9d,%r9d
mov    %rdx,%rdi
mov    %ecx,%esi
call   1040 <glOrtho@plt>
mov    0x2e47(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1060 <glPushMatrix@plt>
mov    $0x0,%al
call   1050 <glLoadIdentity@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<switch_to_ortho>:
push   %rax
mov    0x2e78(%rip),%rax
mov    (%rax),%edi
call   1070 <glDisable@plt>
mov    0x2e72(%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    $0x1,%esi
xor    %edx,%edx
mov    $0x1,%ecx
mov    $0xffffffff,%r8d
xor    %r9d,%r9d
call   1040 <glOrtho@plt>
mov    0x2e4a(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1060 <glPushMatrix@plt>
xor    %eax,%eax
pop    %rcx
jmp    1050 <glLoadIdentity@plt>

LLVM IR (-O0):
@GL_DEPTH_TEST = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @switch_to_ortho() {
%1 = load i32, i32* @GL_DEPTH_TEST
%2 = call i32 @glDisable(i32 %1)
%3 = load i32, i32* @GL_PROJECTION
%4 = call i32 @glMatrixMode(i32 %3)
%5 = call i32 (...) @glPushMatrix()
%6 = call i32 (...) @glLoadIdentity()
%7 = call i32 @glOrtho(i64 0, i32 1, i64 0, i32 1, i32 -1, i32 0)
%8 = load i32, i32* @GL_MODELVIEW
%9 = call i32 @glMatrixMode(i32 %8)
%10 = call i32 (...) @glPushMatrix()
%11 = call i32 (...) @glLoadIdentity()
ret void
}

LLVM IR (-O2):
@GL_DEPTH_TEST = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @switch_to_ortho() {
%1 = load i32, i32* @GL_DEPTH_TEST
%2 = tail call i32 @glDisable(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(i64 0, i32 1, i64 0, i32 1, i32 -1, i32 0)
%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
}