#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*/ GLubyte;
typedef int GLsizei;
typedef int /*<<< orphan*/ GLfloat;
typedef int /*<<< orphan*/ GLdouble;

/* Variables and functions */
int /*<<< orphan*/ GL_BLUE_BIAS;
int /*<<< orphan*/ GL_BLUE_SCALE;
int GL_CURRENT_BIT;
int GL_DEPTH_BUFFER_BIT;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_GREEN_BIAS;
int /*<<< orphan*/ GL_GREEN_SCALE;
int /*<<< orphan*/ GL_LUMINANCE;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_PACK_ALIGNMENT;
int GL_PIXEL_MODE_BIT;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ GL_RED_BIAS;
int /*<<< orphan*/ GL_RED_SCALE;
int GL_STENCIL_BUFFER_BIT;
int /*<<< orphan*/ GL_STENCIL_INDEX;
int /*<<< orphan*/ GL_STENCIL_TEST;
int GL_TRANSFORM_BIT;
int /*<<< orphan*/ GL_UNPACK_ALIGNMENT;
int /*<<< orphan*/ GL_UNSIGNED_BYTE;
int GL_VIEWPORT_BIT;
int /*<<< orphan*/ assert(int /*<<< orphan*/ *);
int /*<<< orphan*/ free(int /*<<< orphan*/ *);
int /*<<< orphan*/ glDisable(int /*<<< orphan*/);
int /*<<< orphan*/ glDrawPixels(int, int, int /*<<< orphan*/,
                                int /*<<< orphan*/, int /*<<< orphan*/ *);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glOrtho(double, int /*<<< orphan*/, double,
                           int /*<<< orphan*/, double, double);
int /*<<< orphan*/ glPixelStorei(int /*<<< orphan*/, int);
int /*<<< orphan*/ glPixelTransferf(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ glPopAttrib();
int /*<<< orphan*/ glPopMatrix();
int /*<<< orphan*/ glPushAttrib(int);
int /*<<< orphan*/ glPushMatrix();
int /*<<< orphan*/ glRasterPos2f(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ glReadPixels(int /*<<< orphan*/, int /*<<< orphan*/, int,
                                int, int /*<<< orphan*/, int /*<<< orphan*/,
                                int /*<<< orphan*/ *);
int /*<<< orphan*/ glViewport(int /*<<< orphan*/, int /*<<< orphan*/, int, int);
scalar_t__ malloc(int);
void ShowStencilBuffer(GLsizei winWidth, GLsizei winHeight, GLfloat scale,
                       GLfloat bias) {
  GLubyte *stencilValues;
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  glPixelStorei(GL_PACK_ALIGNMENT, 1);
  stencilValues = (GLubyte *)malloc(winWidth * winHeight * sizeof(GLubyte));
  assert(stencilValues);
  glReadPixels(0, 0, winWidth, winHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
               stencilValues);
  glPushAttrib(GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT |
               GL_PIXEL_MODE_BIT | GL_TRANSFORM_BIT | GL_VIEWPORT_BIT);
  glMatrixMode(GL_PROJECTION);
  glPushMatrix();
  glLoadIdentity();
  glOrtho(0.0, (GLdouble)winWidth, 0.0, (GLdouble)winHeight, -1.0, 1.0);
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();
  glLoadIdentity();
  glViewport(0, 0, winWidth, winHeight);
  glDisable(GL_STENCIL_TEST);
  glDisable(GL_DEPTH_TEST);
  glRasterPos2f(0, 0);
  glPixelTransferf(GL_RED_SCALE, scale);
  glPixelTransferf(GL_RED_BIAS, bias);
  glPixelTransferf(GL_GREEN_SCALE, scale);
  glPixelTransferf(GL_GREEN_BIAS, bias);
  glPixelTransferf(GL_BLUE_SCALE, scale);
  glPixelTransferf(GL_BLUE_BIAS, bias);
  glDrawPixels(winWidth, winHeight, GL_LUMINANCE, GL_UNSIGNED_BYTE,
               stencilValues);
  glPopMatrix();
  glMatrixMode(GL_PROJECTION);
  glPopMatrix();
  free(stencilValues);
  glPopAttrib();
}


x86 assembly (clang, -O0):
<ShowStencilBuffer>:
push   %rbp
mov    %rsp,%rbp
sub    $0x20,%rsp
mov    %edi,-0x4(%rbp)
mov    %esi,-0x8(%rbp)
mov    %edx,-0xc(%rbp)
mov    %ecx,-0x10(%rbp)
mov    0x2d85(%rip),%rax
mov    (%rax),%edi
mov    $0x1,%esi
call   1070 <glPixelStorei@plt>
mov    0x2d7a(%rip),%rax
mov    (%rax),%edi
mov    $0x1,%esi
call   1070 <glPixelStorei@plt>
mov    -0x4(%rbp),%eax
imul   -0x8(%rbp),%eax
cltq
shl    $0x2,%rax
mov    %eax,%edi
call   10e0 <malloc@plt>
mov    %rax,-0x18(%rbp)
mov    -0x18(%rbp),%rdi
call   1090 <assert@plt>
mov    -0x4(%rbp),%edx
mov    -0x8(%rbp),%ecx
mov    0x2d58(%rip),%rax
mov    (%rax),%r8d
mov    0x2cce(%rip),%rax
mov    (%rax),%r9d
mov    -0x18(%rbp),%rax
xor    %esi,%esi
mov    %esi,%edi
mov    %rax,(%rsp)
call   10d0 <glReadPixels@plt>
mov    0x2d4b(%rip),%rax
mov    (%rax),%edi
mov    0x2d02(%rip),%rax
or     (%rax),%edi
mov    0x2cd1(%rip),%rax
or     (%rax),%edi
mov    0x2cb8(%rip),%rax
or     (%rax),%edi
mov    0x2ca7(%rip),%rax
or     (%rax),%edi
mov    0x2cfe(%rip),%rax
or     (%rax),%edi
call   1100 <glPushAttrib@plt>
mov    0x2c88(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
mov    $0x0,%al
call   10c0 <glPushMatrix@plt>
mov    $0x0,%al
call   10b0 <glLoadIdentity@plt>
mov    -0x4(%rbp),%edi
mov    -0x8(%rbp),%esi
xorps  %xmm1,%xmm1
movsd  0xd02(%rip),%xmm2
movsd  0xd02(%rip),%xmm3
movaps %xmm1,%xmm0
call   1060 <glOrtho@plt>
mov    0x2c7b(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
mov    $0x0,%al
call   10c0 <glPushMatrix@plt>
mov    $0x0,%al
call   10b0 <glLoadIdentity@plt>
mov    -0x4(%rbp),%edx
mov    -0x8(%rbp),%ecx
xor    %esi,%esi
mov    %esi,%edi
call   1120 <glViewport@plt>
mov    0x2c18(%rip),%rax
mov    (%rax),%edi
call   1110 <glDisable@plt>
mov    0x2bfa(%rip),%rax
mov    (%rax),%edi
call   1110 <glDisable@plt>
xor    %esi,%esi
mov    %esi,%edi
call   1080 <glRasterPos2f@plt>
mov    0x2c33(%rip),%rax
mov    (%rax),%edi
mov    -0xc(%rbp),%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c2a(%rip),%rax
mov    (%rax),%edi
mov    -0x10(%rbp),%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c71(%rip),%rax
mov    (%rax),%edi
mov    -0xc(%rbp),%esi
call   1130 <glPixelTransferf@plt>
mov    0x2ba8(%rip),%rax
mov    (%rax),%edi
mov    -0x10(%rbp),%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c17(%rip),%rax
mov    (%rax),%edi
mov    -0xc(%rbp),%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c26(%rip),%rax
mov    (%rax),%edi
mov    -0x10(%rbp),%esi
call   1130 <glPixelTransferf@plt>
mov    -0x4(%rbp),%edi
mov    -0x8(%rbp),%esi
mov    0x2ba7(%rip),%rax
mov    (%rax),%edx
mov    0x2b76(%rip),%rax
mov    (%rax),%ecx
mov    -0x18(%rbp),%r8
call   1030 <glDrawPixels@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
mov    0x2b6d(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
mov    -0x18(%rbp),%rdi
call   1040 <free@plt>
mov    $0x0,%al
call   10f0 <glPopAttrib@plt>
add    $0x20,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<ShowStencilBuffer>:
push   %rbp
push   %r15
push   %r14
push   %r13
push   %r12
push   %rbx
push   %rax
mov    %ecx,%r15d
mov    %edx,%r12d
mov    %esi,%ebx
mov    %edi,%ebp
mov    0x2d84(%rip),%rax
mov    (%rax),%edi
mov    $0x1,%esi
call   1070 <glPixelStorei@plt>
mov    0x2d79(%rip),%rax
mov    (%rax),%edi
mov    $0x1,%esi
call   1070 <glPixelStorei@plt>
mov    %ebp,%edi
imul   %ebx,%edi
shl    $0x2,%edi
call   10e0 <malloc@plt>
mov    %rax,%r14
mov    %rax,%rdi
call   1090 <assert@plt>
mov    0x2d66(%rip),%rax
mov    (%rax),%r8d
mov    0x2cdc(%rip),%rax
mov    (%rax),%r9d
mov    %r14,(%rsp)
xor    %edi,%edi
xor    %esi,%esi
mov    %ebp,%edx
mov    %ebx,%ecx
call   10d0 <glReadPixels@plt>
mov    0x2d59(%rip),%rax
mov    0x2d12(%rip),%rcx
mov    (%rcx),%edi
or     (%rax),%edi
mov    0x2cdf(%rip),%rax
or     (%rax),%edi
mov    0x2cc6(%rip),%rax
or     (%rax),%edi
mov    0x2cb5(%rip),%rax
or     (%rax),%edi
mov    0x2d0c(%rip),%rax
or     (%rax),%edi
call   1100 <glPushAttrib@plt>
mov    0x2c96(%rip),%r13
mov    0x0(%r13),%edi
call   1050 <glMatrixMode@plt>
xor    %eax,%eax
call   10c0 <glPushMatrix@plt>
xor    %eax,%eax
call   10b0 <glLoadIdentity@plt>
movsd  0xd17(%rip),%xmm2
movsd  0xd17(%rip),%xmm3
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
mov    %ebp,%edi
mov    %ebx,%esi
call   1060 <glOrtho@plt>
mov    0x2c89(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
xor    %eax,%eax
call   10c0 <glPushMatrix@plt>
xor    %eax,%eax
call   10b0 <glLoadIdentity@plt>
xor    %edi,%edi
xor    %esi,%esi
mov    %ebp,%edx
mov    %ebx,%ecx
call   1120 <glViewport@plt>
mov    0x2c28(%rip),%rax
mov    (%rax),%edi
call   1110 <glDisable@plt>
mov    0x2c0a(%rip),%rax
mov    (%rax),%edi
call   1110 <glDisable@plt>
xor    %edi,%edi
xor    %esi,%esi
call   1080 <glRasterPos2f@plt>
mov    0x2c43(%rip),%rax
mov    (%rax),%edi
mov    %r12d,%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c3a(%rip),%rax
mov    (%rax),%edi
mov    %r15d,%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c81(%rip),%rax
mov    (%rax),%edi
mov    %r12d,%esi
call   1130 <glPixelTransferf@plt>
mov    0x2bb8(%rip),%rax
mov    (%rax),%edi
mov    %r15d,%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c27(%rip),%rax
mov    (%rax),%edi
mov    %r12d,%esi
call   1130 <glPixelTransferf@plt>
mov    0x2c36(%rip),%rax
mov    (%rax),%edi
mov    %r15d,%esi
call   1130 <glPixelTransferf@plt>
mov    0x2bbd(%rip),%rax
mov    (%rax),%edx
mov    0x2b8c(%rip),%rax
mov    (%rax),%ecx
mov    %ebp,%edi
mov    %ebx,%esi
mov    %r14,%r8
call   1030 <glDrawPixels@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
mov    0x0(%r13),%edi
call   1050 <glMatrixMode@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
mov    %r14,%rdi
call   1040 <free@plt>
xor    %eax,%eax
add    $0x8,%rsp
pop    %rbx
pop    %r12
pop    %r13
pop    %r14
pop    %r15
pop    %rbp
jmp    10f0 <glPopAttrib@plt>

LLVM IR (-O0):
@GL_UNPACK_ALIGNMENT = global i32 0
@GL_PACK_ALIGNMENT = global i32 0
@GL_STENCIL_INDEX = global i32 0
@GL_UNSIGNED_BYTE = global i32 0
@GL_CURRENT_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
@GL_STENCIL_BUFFER_BIT = global i32 0
@GL_PIXEL_MODE_BIT = global i32 0
@GL_TRANSFORM_BIT = global i32 0
@GL_VIEWPORT_BIT = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_STENCIL_TEST = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_RED_SCALE = global i32 0
@GL_RED_BIAS = global i32 0
@GL_GREEN_SCALE = global i32 0
@GL_GREEN_BIAS = global i32 0
@GL_BLUE_SCALE = global i32 0
@GL_BLUE_BIAS = global i32 0
@GL_LUMINANCE = global i32 0
define void @ShowStencilBuffer(i32 %0, i32 %1, i32 %2, i32 %3) {
%5 = alloca i32
%6 = alloca i32
%7 = alloca i32
%8 = alloca i32
%9 = alloca i32*
store i32 %0, i32* %5
store i32 %1, i32* %6
store i32 %2, i32* %7
store i32 %3, i32* %8
%10 = load i32, i32* @GL_UNPACK_ALIGNMENT
%11 = call i32 @glPixelStorei(i32 %10, i32 1)
%12 = load i32, i32* @GL_PACK_ALIGNMENT
%13 = call i32 @glPixelStorei(i32 %12, i32 1)
%14 = load i32, i32* %5
%15 = load i32, i32* %6
%16 = mul nsw i32 %14, %15
%17 = sext i32 %16 to i64
%18 = mul i64 %17, 4
%19 = trunc i64 %18 to i32
%20 = call i64 @malloc(i32 %19)
%21 = inttoptr i64 %20 to i32*
store i32* %21, i32** %9
%22 = load i32*, i32** %9
%23 = call i32 @assert(i32* %22)
%24 = load i32, i32* %5
%25 = load i32, i32* %6
%26 = load i32, i32* @GL_STENCIL_INDEX
%27 = load i32, i32* @GL_UNSIGNED_BYTE
%28 = load i32*, i32** %9
%29 = call i32 @glReadPixels(i32 0, i32 0, i32 %24, i32 %25, i32 %26, i32 %27, i32* %28)
%30 = load i32, i32* @GL_CURRENT_BIT
%31 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%32 = or i32 %30, %31
%33 = load i32, i32* @GL_STENCIL_BUFFER_BIT
%34 = or i32 %32, %33
%35 = load i32, i32* @GL_PIXEL_MODE_BIT
%36 = or i32 %34, %35
%37 = load i32, i32* @GL_TRANSFORM_BIT
%38 = or i32 %36, %37
%39 = load i32, i32* @GL_VIEWPORT_BIT
%40 = or i32 %38, %39
%41 = call i32 @glPushAttrib(i32 %40)
%42 = load i32, i32* @GL_PROJECTION
%43 = call i32 @glMatrixMode(i32 %42)
%44 = call i32 (...) @glPushMatrix()
%45 = call i32 (...) @glLoadIdentity()
%46 = load i32, i32* %5
%47 = load i32, i32* %6
%48 = call i32 @glOrtho(double 0.000000e+00, i32 %46, double 0.000000e+00, i32 %47, double -1.000000e+00, double 1.000000e+00)
%49 = load i32, i32* @GL_MODELVIEW
%50 = call i32 @glMatrixMode(i32 %49)
%51 = call i32 (...) @glPushMatrix()
%52 = call i32 (...) @glLoadIdentity()
%53 = load i32, i32* %5
%54 = load i32, i32* %6
%55 = call i32 @glViewport(i32 0, i32 0, i32 %53, i32 %54)
%56 = load i32, i32* @GL_STENCIL_TEST
%57 = call i32 @glDisable(i32 %56)
%58 = load i32, i32* @GL_DEPTH_TEST
%59 = call i32 @glDisable(i32 %58)
%60 = call i32 @glRasterPos2f(i32 0, i32 0)
%61 = load i32, i32* @GL_RED_SCALE
%62 = load i32, i32* %7
%63 = call i32 @glPixelTransferf(i32 %61, i32 %62)
%64 = load i32, i32* @GL_RED_BIAS
%65 = load i32, i32* %8
%66 = call i32 @glPixelTransferf(i32 %64, i32 %65)
%67 = load i32, i32* @GL_GREEN_SCALE
%68 = load i32, i32* %7
%69 = call i32 @glPixelTransferf(i32 %67, i32 %68)
%70 = load i32, i32* @GL_GREEN_BIAS
%71 = load i32, i32* %8
%72 = call i32 @glPixelTransferf(i32 %70, i32 %71)
%73 = load i32, i32* @GL_BLUE_SCALE
%74 = load i32, i32* %7
%75 = call i32 @glPixelTransferf(i32 %73, i32 %74)
%76 = load i32, i32* @GL_BLUE_BIAS
%77 = load i32, i32* %8
%78 = call i32 @glPixelTransferf(i32 %76, i32 %77)
%79 = load i32, i32* %5
%80 = load i32, i32* %6
%81 = load i32, i32* @GL_LUMINANCE
%82 = load i32, i32* @GL_UNSIGNED_BYTE
%83 = load i32*, i32** %9
%84 = call i32 @glDrawPixels(i32 %79, i32 %80, i32 %81, i32 %82, i32* %83)
%85 = call i32 (...) @glPopMatrix()
%86 = load i32, i32* @GL_PROJECTION
%87 = call i32 @glMatrixMode(i32 %86)
%88 = call i32 (...) @glPopMatrix()
%89 = load i32*, i32** %9
%90 = call i32 @free(i32* %89)
%91 = call i32 (...) @glPopAttrib()
ret void
}

LLVM IR (-O2):
@GL_UNPACK_ALIGNMENT = global i32 0
@GL_PACK_ALIGNMENT = global i32 0
@GL_STENCIL_INDEX = global i32 0
@GL_UNSIGNED_BYTE = global i32 0
@GL_CURRENT_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
@GL_STENCIL_BUFFER_BIT = global i32 0
@GL_PIXEL_MODE_BIT = global i32 0
@GL_TRANSFORM_BIT = global i32 0
@GL_VIEWPORT_BIT = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_STENCIL_TEST = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_RED_SCALE = global i32 0
@GL_RED_BIAS = global i32 0
@GL_GREEN_SCALE = global i32 0
@GL_GREEN_BIAS = global i32 0
@GL_BLUE_SCALE = global i32 0
@GL_BLUE_BIAS = global i32 0
@GL_LUMINANCE = global i32 0
define void @ShowStencilBuffer(i32 %0, i32 %1, i32 %2, i32 %3) {
%5 = load i32, i32* @GL_UNPACK_ALIGNMENT
%6 = tail call i32 @glPixelStorei(i32 %5, i32 1)
%7 = load i32, i32* @GL_PACK_ALIGNMENT
%8 = tail call i32 @glPixelStorei(i32 %7, i32 1)
%9 = shl i32 %0, 2
%10 = mul i32 %9, %1
%11 = tail call i64 @malloc(i32 %10)
%12 = inttoptr i64 %11 to i32*
%13 = tail call i32 @assert(i32* %12)
%14 = load i32, i32* @GL_STENCIL_INDEX
%15 = load i32, i32* @GL_UNSIGNED_BYTE
%16 = tail call i32 @glReadPixels(i32 0, i32 0, i32 %0, i32 %1, i32 %14, i32 %15, i32* %12)
%17 = load i32, i32* @GL_CURRENT_BIT
%18 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%19 = or i32 %18, %17
%20 = load i32, i32* @GL_STENCIL_BUFFER_BIT
%21 = or i32 %19, %20
%22 = load i32, i32* @GL_PIXEL_MODE_BIT
%23 = or i32 %21, %22
%24 = load i32, i32* @GL_TRANSFORM_BIT
%25 = or i32 %23, %24
%26 = load i32, i32* @GL_VIEWPORT_BIT
%27 = or i32 %25, %26
%28 = tail call i32 @glPushAttrib(i32 %27)
%29 = load i32, i32* @GL_PROJECTION
%30 = tail call i32 @glMatrixMode(i32 %29)
%31 = tail call i32 (...) @glPushMatrix()
%32 = tail call i32 (...) @glLoadIdentity()
%33 = tail call i32 @glOrtho(double 0.000000e+00, i32 %0, double 0.000000e+00, i32 %1, double -1.000000e+00, double 1.000000e+00)
%34 = load i32, i32* @GL_MODELVIEW
%35 = tail call i32 @glMatrixMode(i32 %34)
%36 = tail call i32 (...) @glPushMatrix()
%37 = tail call i32 (...) @glLoadIdentity()
%38 = tail call i32 @glViewport(i32 0, i32 0, i32 %0, i32 %1)
%39 = load i32, i32* @GL_STENCIL_TEST
%40 = tail call i32 @glDisable(i32 %39)
%41 = load i32, i32* @GL_DEPTH_TEST
%42 = tail call i32 @glDisable(i32 %41)
%43 = tail call i32 @glRasterPos2f(i32 0, i32 0)
%44 = load i32, i32* @GL_RED_SCALE
%45 = tail call i32 @glPixelTransferf(i32 %44, i32 %2)
%46 = load i32, i32* @GL_RED_BIAS
%47 = tail call i32 @glPixelTransferf(i32 %46, i32 %3)
%48 = load i32, i32* @GL_GREEN_SCALE
%49 = tail call i32 @glPixelTransferf(i32 %48, i32 %2)
%50 = load i32, i32* @GL_GREEN_BIAS
%51 = tail call i32 @glPixelTransferf(i32 %50, i32 %3)
%52 = load i32, i32* @GL_BLUE_SCALE
%53 = tail call i32 @glPixelTransferf(i32 %52, i32 %2)
%54 = load i32, i32* @GL_BLUE_BIAS
%55 = tail call i32 @glPixelTransferf(i32 %54, i32 %3)
%56 = load i32, i32* @GL_LUMINANCE
%57 = load i32, i32* @GL_UNSIGNED_BYTE
%58 = tail call i32 @glDrawPixels(i32 %0, i32 %1, i32 %56, i32 %57, i32* %12)
%59 = tail call i32 (...) @glPopMatrix()
%60 = load i32, i32* @GL_PROJECTION
%61 = tail call i32 @glMatrixMode(i32 %60)
%62 = tail call i32 (...) @glPopMatrix()
%63 = tail call i32 @free(i32* %12)
%64 = tail call i32 (...) @glPopAttrib()
ret void
}