#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 double GLint;
typedef double GLfloat;
typedef double GLdouble;
typedef int /*<<< orphan*/ GLUquadricObj;

/* Variables and functions */
int /*<<< orphan*/ GL_QUAD_STRIP;
double M_PI;
double cos(double);
int /*<<< orphan*/ glBegin(int /*<<< orphan*/);
int /*<<< orphan*/ glEnd();
int /*<<< orphan*/ glTexCoord2f(double, double);
int /*<<< orphan*/ glVertex3f(double, double, double);
int /*<<< orphan*/ normal3f(double, double, double);
double sin(double);
void gluCylinder(GLUquadricObj *qobj, GLdouble baseRadius, GLdouble topRadius,
                 GLdouble height, GLint slices, GLint stacks) {
  GLdouble da, r, dr, dz;
  GLfloat z, nz, nsign;
  GLint i, j;
  GLfloat du = 1.0 / slices;
  GLfloat dv = 1.0 / stacks;
  GLfloat tcx = 0.0, tcy = 0.0;
  nsign = 1.0;
  da = 2.0 * M_PI / slices;
  dr = (topRadius - baseRadius) / stacks;
  dz = height / stacks;
  nz = (baseRadius - topRadius) / height;
  for (i = 0; i < slices; i++) {
    GLfloat x1 = -sin(i * da);
    GLfloat y1 = cos(i * da);
    GLfloat x2 = -sin((i + 1) * da);
    GLfloat y2 = cos((i + 1) * da);
    z = 0.0;
    r = baseRadius;
    tcy = 0.0;
    glBegin(GL_QUAD_STRIP);
    for (j = 0; j <= stacks; j++) {
      if (nsign == 1.0) {
        normal3f(x1 * nsign, y1 * nsign, nz * nsign);
        glTexCoord2f(tcx, tcy);
        glVertex3f(x1 * r, y1 * r, z);
        normal3f(x2 * nsign, y2 * nsign, nz * nsign);
        glTexCoord2f(tcx + du, tcy);
        glVertex3f(x2 * r, y2 * r, z);
      } else {
        normal3f(x2 * nsign, y2 * nsign, nz * nsign);
        glTexCoord2f(tcx, tcy);
        glVertex3f(x2 * r, y2 * r, z);
        normal3f(x1 * nsign, y1 * nsign, nz * nsign);
        glTexCoord2f(tcx + du, tcy);
        glVertex3f(x1 * r, y1 * r, z);
      }
      z += dz;
      r += dr;
      tcy += dv;
    }
    glEnd();
    tcx += du;
  }
}


x86 assembly (clang, -O0):
<gluCylinder>:
push   %rbp
mov    %rsp,%rbp
sub    $0xc0,%rsp
mov    %rdi,-0x8(%rbp)
movsd  %xmm0,-0x10(%rbp)
movsd  %xmm1,-0x18(%rbp)
movsd  %xmm2,-0x20(%rbp)
movsd  %xmm3,-0x28(%rbp)
movsd  %xmm4,-0x30(%rbp)
movsd  0xe68(%rip),%xmm0
divsd  -0x28(%rbp),%xmm0
movsd  %xmm0,-0x80(%rbp)
movsd  0xe56(%rip),%xmm0
divsd  -0x30(%rbp),%xmm0
movsd  %xmm0,-0x88(%rbp)
ff
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x90(%rbp)
ff
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x98(%rbp)
ff
movsd  0xe2b(%rip),%xmm0
movsd  %xmm0,-0x68(%rbp)
movsd  0xe16(%rip),%xmm0
mov    0x2df7(%rip),%rax
mulsd  (%rax),%xmm0
divsd  -0x28(%rbp),%xmm0
movsd  %xmm0,-0x38(%rbp)
movsd  -0x18(%rbp),%xmm0
subsd  -0x10(%rbp),%xmm0
divsd  -0x30(%rbp),%xmm0
movsd  %xmm0,-0x48(%rbp)
movsd  -0x20(%rbp),%xmm0
divsd  -0x30(%rbp),%xmm0
movsd  %xmm0,-0x50(%rbp)
movsd  -0x10(%rbp),%xmm0
subsd  -0x18(%rbp),%xmm0
divsd  -0x20(%rbp),%xmm0
movsd  %xmm0,-0x60(%rbp)
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x70(%rbp)
movsd  -0x70(%rbp),%xmm1
movsd  -0x28(%rbp),%xmm0
ucomisd %xmm1,%xmm0
jbe    1567 <gluCylinder+0x3f7>
movsd  -0x70(%rbp),%xmm0
mulsd  -0x38(%rbp),%xmm0
call   1050 <sin@plt>
movq   %xmm0,%rax
movabs $0x8000000000000000,%rcx
xor    %rcx,%rax
movq   %rax,%xmm0
movsd  %xmm0,-0xa0(%rbp)
ff
movsd  -0x70(%rbp),%xmm0
mulsd  -0x38(%rbp),%xmm0
call   1070 <cos@plt>
movsd  %xmm0,-0xa8(%rbp)
ff
movsd  0xd69(%rip),%xmm0
addsd  -0x70(%rbp),%xmm0
mulsd  -0x38(%rbp),%xmm0
call   1050 <sin@plt>
movq   %xmm0,%rax
movabs $0x8000000000000000,%rcx
xor    %rcx,%rax
movq   %rax,%xmm0
movsd  %xmm0,-0xb0(%rbp)
ff
movsd  0xd33(%rip),%xmm0
addsd  -0x70(%rbp),%xmm0
mulsd  -0x38(%rbp),%xmm0
call   1070 <cos@plt>
movsd  %xmm0,-0xb8(%rbp)
ff
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x58(%rbp)
movsd  -0x10(%rbp),%xmm0
movsd  %xmm0,-0x40(%rbp)
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x98(%rbp)
ff
mov    0x2cd0(%rip),%rax
mov    (%rax),%edi
call   1090 <glBegin@plt>
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x78(%rbp)
movsd  -0x78(%rbp),%xmm1
movsd  -0x30(%rbp),%xmm0
ucomisd %xmm1,%xmm0
jb     1534 <gluCylinder+0x3c4>
movsd  -0x68(%rbp),%xmm0
movsd  0xcc8(%rip),%xmm1
ucomisd %xmm1,%xmm0
jne    141e <gluCylinder+0x2ae>
jp     141e <gluCylinder+0x2ae>
movsd  -0xa0(%rbp),%xmm0
ff
mulsd  -0x68(%rbp),%xmm0
movsd  -0xa8(%rbp),%xmm1
ff
mulsd  -0x68(%rbp),%xmm1
movsd  -0x60(%rbp),%xmm2
mulsd  -0x68(%rbp),%xmm2
call   1080 <normal3f@plt>
movsd  -0x90(%rbp),%xmm0
ff
movsd  -0x98(%rbp),%xmm1
ff
call   1060 <glTexCoord2f@plt>
movsd  -0xa0(%rbp),%xmm0
ff
mulsd  -0x40(%rbp),%xmm0
movsd  -0xa8(%rbp),%xmm1
ff
mulsd  -0x40(%rbp),%xmm1
movsd  -0x58(%rbp),%xmm2
call   1030 <glVertex3f@plt>
movsd  -0xb0(%rbp),%xmm0
ff
mulsd  -0x68(%rbp),%xmm0
movsd  -0xb8(%rbp),%xmm1
ff
mulsd  -0x68(%rbp),%xmm1
movsd  -0x60(%rbp),%xmm2
mulsd  -0x68(%rbp),%xmm2
call   1080 <normal3f@plt>
movsd  -0x90(%rbp),%xmm0
ff
addsd  -0x80(%rbp),%xmm0
movsd  -0x98(%rbp),%xmm1
ff
call   1060 <glTexCoord2f@plt>
movsd  -0xb0(%rbp),%xmm0
ff
mulsd  -0x40(%rbp),%xmm0
movsd  -0xb8(%rbp),%xmm1
ff
mulsd  -0x40(%rbp),%xmm1
movsd  -0x58(%rbp),%xmm2
call   1030 <glVertex3f@plt>
jmp    14e7 <gluCylinder+0x377>
movsd  -0xb0(%rbp),%xmm0
ff
mulsd  -0x68(%rbp),%xmm0
movsd  -0xb8(%rbp),%xmm1
ff
mulsd  -0x68(%rbp),%xmm1
movsd  -0x60(%rbp),%xmm2
mulsd  -0x68(%rbp),%xmm2
call   1080 <normal3f@plt>
movsd  -0x90(%rbp),%xmm0
ff
movsd  -0x98(%rbp),%xmm1
ff
call   1060 <glTexCoord2f@plt>
movsd  -0xb0(%rbp),%xmm0
ff
mulsd  -0x40(%rbp),%xmm0
movsd  -0xb8(%rbp),%xmm1
ff
mulsd  -0x40(%rbp),%xmm1
movsd  -0x58(%rbp),%xmm2
call   1030 <glVertex3f@plt>
movsd  -0xa0(%rbp),%xmm0
ff
mulsd  -0x68(%rbp),%xmm0
movsd  -0xa8(%rbp),%xmm1
ff
mulsd  -0x68(%rbp),%xmm1
movsd  -0x60(%rbp),%xmm2
mulsd  -0x68(%rbp),%xmm2
call   1080 <normal3f@plt>
movsd  -0x90(%rbp),%xmm0
ff
addsd  -0x80(%rbp),%xmm0
movsd  -0x98(%rbp),%xmm1
ff
call   1060 <glTexCoord2f@plt>
movsd  -0xa0(%rbp),%xmm0
ff
mulsd  -0x40(%rbp),%xmm0
movsd  -0xa8(%rbp),%xmm1
ff
mulsd  -0x40(%rbp),%xmm1
movsd  -0x58(%rbp),%xmm2
call   1030 <glVertex3f@plt>
movsd  -0x50(%rbp),%xmm0
addsd  -0x58(%rbp),%xmm0
movsd  %xmm0,-0x58(%rbp)
movsd  -0x48(%rbp),%xmm0
addsd  -0x40(%rbp),%xmm0
movsd  %xmm0,-0x40(%rbp)
movsd  -0x88(%rbp),%xmm0
ff
addsd  -0x98(%rbp),%xmm0
ff
movsd  %xmm0,-0x98(%rbp)
ff
movsd  0xae3(%rip),%xmm0
addsd  -0x78(%rbp),%xmm0
movsd  %xmm0,-0x78(%rbp)
jmp    131f <gluCylinder+0x1af>
mov    $0x0,%al
call   1040 <glEnd@plt>
movsd  -0x80(%rbp),%xmm0
addsd  -0x90(%rbp),%xmm0
ff
movsd  %xmm0,-0x90(%rbp)
ff
movsd  0xab0(%rip),%xmm0
addsd  -0x70(%rbp),%xmm0
movsd  %xmm0,-0x70(%rbp)
jmp    123e <gluCylinder+0xce>
add    $0xc0,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<gluCylinder>:
push   %rbx
sub    $0xc0,%rsp
movsd  %xmm4,0x28(%rsp)
movsd  %xmm0,0x38(%rsp)
xorpd  %xmm0,%xmm0
movsd  %xmm3,0x40(%rsp)
ucomisd %xmm0,%xmm3
jbe    1478 <gluCylinder+0x308>
movsd  0xe60(%rip),%xmm0
movapd %xmm0,%xmm4
movsd  0x40(%rsp),%xmm3
divsd  %xmm3,%xmm4
movsd  %xmm4,0x98(%rsp)
movapd %xmm0,%xmm4
movsd  0x28(%rsp),%xmm0
divsd  %xmm0,%xmm4
movsd  %xmm4,0xa0(%rsp)
mov    0x2e13(%rip),%rax
movsd  (%rax),%xmm4
addsd  %xmm4,%xmm4
divsd  %xmm3,%xmm4
movsd  %xmm4,0x48(%rsp)
movsd  0x38(%rsp),%xmm3
movapd %xmm3,%xmm4
subsd  %xmm1,%xmm4
subsd  %xmm3,%xmm1
divsd  %xmm0,%xmm1
movsd  %xmm1,0xa8(%rsp)
divsd  %xmm2,%xmm4
movsd  %xmm4,0x30(%rsp)
divsd  %xmm0,%xmm2
movsd  %xmm2,0xb0(%rsp)
mov    0x2dbc(%rip),%rbx
xorpd  %xmm2,%xmm2
xorpd  %xmm1,%xmm1
jmp    1257 <gluCylinder+0xe7>
xchg   %ax,%ax
xor    %eax,%eax
call   1040 <glEnd@plt>
movsd  0x40(%rsp),%xmm0
movsd  0x20(%rsp),%xmm1
ucomisd %xmm1,%xmm0
movapd %xmm1,%xmm2
movsd  0x50(%rsp),%xmm1
jbe    1478 <gluCylinder+0x308>
movsd  %xmm2,0x20(%rsp)
movsd  %xmm1,0x58(%rsp)
movsd  0x48(%rsp),%xmm0
mulsd  %xmm2,%xmm0
movsd  %xmm0,0x8(%rsp)
call   1050 <sin@plt>
movapd %xmm0,0x80(%rsp)
movsd  0x8(%rsp),%xmm0
call   1070 <cos@plt>
movsd  %xmm0,0x68(%rsp)
movsd  0xd66(%rip),%xmm0
movsd  0x20(%rsp),%xmm1
addsd  %xmm0,%xmm1
movsd  0x48(%rsp),%xmm0
movsd  %xmm1,0x20(%rsp)
mulsd  %xmm1,%xmm0
movsd  %xmm0,0x8(%rsp)
call   1050 <sin@plt>
movapd %xmm0,0x70(%rsp)
movsd  0x8(%rsp),%xmm0
call   1070 <cos@plt>
movsd  %xmm0,0x60(%rsp)
mov    (%rbx),%edi
call   1090 <glBegin@plt>
movsd  0x28(%rsp),%xmm6
ucomisd 0xd1d(%rip),%xmm6
movsd  0x98(%rsp),%xmm0
addsd  0x58(%rsp),%xmm0
movsd  %xmm0,0x50(%rsp)
movsd  0x30(%rsp),%xmm2
jb     1230 <gluCylinder+0xc0>
movaps 0xcfd(%rip),%xmm0
movaps 0x80(%rsp),%xmm1
xorps  %xmm0,%xmm1
movaps %xmm1,0x80(%rsp)
movaps 0x70(%rsp),%xmm1
xorps  %xmm0,%xmm1
movaps %xmm1,0x70(%rsp)
xorps  %xmm0,%xmm0
movsd  %xmm0,0x18(%rsp)
movsd  0x38(%rsp),%xmm0
movsd  %xmm0,0x8(%rsp)
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
movsd  %xmm1,0x10(%rsp)
cs nopw 0x0(%rax,%rax,1)
xchg   %ax,%ax
movsd  %xmm0,0xb8(%rsp)
movaps 0x80(%rsp),%xmm0
movsd  0x68(%rsp),%xmm1
call   1080 <normal3f@plt>
movsd  0x58(%rsp),%xmm0
movsd  0x10(%rsp),%xmm1
call   1060 <glTexCoord2f@plt>
movsd  0x8(%rsp),%xmm2
movapd %xmm2,%xmm0
mulsd  0x80(%rsp),%xmm0
movsd  0x68(%rsp),%xmm1
mulsd  %xmm2,%xmm1
movsd  0x18(%rsp),%xmm2
call   1030 <glVertex3f@plt>
movaps 0x70(%rsp),%xmm0
movsd  0x60(%rsp),%xmm1
movsd  0x30(%rsp),%xmm2
call   1080 <normal3f@plt>
movsd  0x50(%rsp),%xmm0
movsd  0x10(%rsp),%xmm1
call   1060 <glTexCoord2f@plt>
movsd  0x8(%rsp),%xmm2
movapd %xmm2,%xmm0
mulsd  0x70(%rsp),%xmm0
movsd  0x60(%rsp),%xmm1
mulsd  %xmm2,%xmm1
movsd  0x18(%rsp),%xmm2
call   1030 <glVertex3f@plt>
movsd  0xb8(%rsp),%xmm0
movsd  0x30(%rsp),%xmm2
movsd  0xa0(%rsp),%xmm5
movsd  0xa8(%rsp),%xmm4
movsd  0xb0(%rsp),%xmm3
movsd  0x28(%rsp),%xmm6
movsd  0x18(%rsp),%xmm1
addsd  %xmm3,%xmm1
movsd  %xmm1,0x18(%rsp)
movsd  0x8(%rsp),%xmm1
addsd  %xmm4,%xmm1
movsd  %xmm1,0x8(%rsp)
movsd  0x10(%rsp),%xmm1
addsd  %xmm5,%xmm1
movsd  %xmm1,0x10(%rsp)
addsd  0xb97(%rip),%xmm0
ucomisd %xmm0,%xmm6
jae    1360 <gluCylinder+0x1f0>
jmp    1230 <gluCylinder+0xc0>
add    $0xc0,%rsp
pop    %rbx
ret

LLVM IR (-O0):
@M_PI = global double 0.000000e+00
@GL_QUAD_STRIP = global i32 0
define void @gluCylinder(i32* %0, double %1, double %2, double %3, double %4, double %5) {
%7 = alloca i32*
%8 = alloca double
%9 = alloca double
%10 = alloca double
%11 = alloca double
%12 = alloca double
%13 = alloca double
%14 = alloca double
%15 = alloca double
%16 = alloca double
%17 = alloca double
%18 = alloca double
%19 = alloca double
%20 = alloca double
%21 = alloca double
%22 = alloca double
%23 = alloca double
%24 = alloca double
%25 = alloca double
%26 = alloca double
%27 = alloca double
%28 = alloca double
%29 = alloca double
store i32* %0, i32** %7
store double %1, double* %8
store double %2, double* %9
store double %3, double* %10
store double %4, double* %11
store double %5, double* %12
%30 = load double, double* %11
%31 = fdiv double 1.000000e+00, %30
store double %31, double* %22
%32 = load double, double* %12
%33 = fdiv double 1.000000e+00, %32
store double %33, double* %23
store double 0.000000e+00, double* %24
store double 0.000000e+00, double* %25
store double 1.000000e+00, double* %19
%34 = load double, double* @M_PI
%35 = fmul double 2.000000e+00, %34
%36 = load double, double* %11
%37 = fdiv double %35, %36
store double %37, double* %13
%38 = load double, double* %9
%39 = load double, double* %8
%40 = fsub double %38, %39
%41 = load double, double* %12
%42 = fdiv double %40, %41
store double %42, double* %15
%43 = load double, double* %10
%44 = load double, double* %12
%45 = fdiv double %43, %44
store double %45, double* %16
%46 = load double, double* %8
%47 = load double, double* %9
%48 = fsub double %46, %47
%49 = load double, double* %10
%50 = fdiv double %48, %49
store double %50, double* %18
store double 0.000000e+00, double* %20
br label %51
51: ; preds = %194, %6
%52 = load double, double* %20
%53 = load double, double* %11
%54 = fcmp olt double %52, %53
br i1 %54, label %55, label %197
55: ; preds = %51
%56 = load double, double* %20
%57 = load double, double* %13
%58 = fmul double %56, %57
%59 = call double @sin(double %58)
%60 = fneg double %59
store double %60, double* %26
%61 = load double, double* %20
%62 = load double, double* %13
%63 = fmul double %61, %62
%64 = call double @cos(double %63)
store double %64, double* %27
%65 = load double, double* %20
%66 = fadd double %65, 1.000000e+00
%67 = load double, double* %13
%68 = fmul double %66, %67
%69 = call double @sin(double %68)
%70 = fneg double %69
store double %70, double* %28
%71 = load double, double* %20
%72 = fadd double %71, 1.000000e+00
%73 = load double, double* %13
%74 = fmul double %72, %73
%75 = call double @cos(double %74)
store double %75, double* %29
store double 0.000000e+00, double* %17
%76 = load double, double* %8
store double %76, double* %14
store double 0.000000e+00, double* %25
%77 = load i32, i32* @GL_QUAD_STRIP
%78 = call i32 @glBegin(i32 %77)
store double 0.000000e+00, double* %21
br label %79
79: ; preds = %186, %55
%80 = load double, double* %21
%81 = load double, double* %12
%82 = fcmp ole double %80, %81
br i1 %82, label %83, label %189
83: ; preds = %79
%84 = load double, double* %19
%85 = fcmp oeq double %84, 1.000000e+00
br i1 %85, label %86, label %131
86: ; preds = %83
%87 = load double, double* %26
%88 = load double, double* %19
%89 = fmul double %87, %88
%90 = load double, double* %27
%91 = load double, double* %19
%92 = fmul double %90, %91
%93 = load double, double* %18
%94 = load double, double* %19
%95 = fmul double %93, %94
%96 = call i32 @normal3f(double %89, double %92, double %95)
%97 = load double, double* %24
%98 = load double, double* %25
%99 = call i32 @glTexCoord2f(double %97, double %98)
%100 = load double, double* %26
%101 = load double, double* %14
%102 = fmul double %100, %101
%103 = load double, double* %27
%104 = load double, double* %14
%105 = fmul double %103, %104
%106 = load double, double* %17
%107 = call i32 @glVertex3f(double %102, double %105, double %106)
%108 = load double, double* %28
%109 = load double, double* %19
%110 = fmul double %108, %109
%111 = load double, double* %29
%112 = load double, double* %19
%113 = fmul double %111, %112
%114 = load double, double* %18
%115 = load double, double* %19
%116 = fmul double %114, %115
%117 = call i32 @normal3f(double %110, double %113, double %116)
%118 = load double, double* %24
%119 = load double, double* %22
%120 = fadd double %118, %119
%121 = load double, double* %25
%122 = call i32 @glTexCoord2f(double %120, double %121)
%123 = load double, double* %28
%124 = load double, double* %14
%125 = fmul double %123, %124
%126 = load double, double* %29
%127 = load double, double* %14
%128 = fmul double %126, %127
%129 = load double, double* %17
%130 = call i32 @glVertex3f(double %125, double %128, double %129)
br label %176
131: ; preds = %83
%132 = load double, double* %28
%133 = load double, double* %19
%134 = fmul double %132, %133
%135 = load double, double* %29
%136 = load double, double* %19
%137 = fmul double %135, %136
%138 = load double, double* %18
%139 = load double, double* %19
%140 = fmul double %138, %139
%141 = call i32 @normal3f(double %134, double %137, double %140)
%142 = load double, double* %24
%143 = load double, double* %25
%144 = call i32 @glTexCoord2f(double %142, double %143)
%145 = load double, double* %28
%146 = load double, double* %14
%147 = fmul double %145, %146
%148 = load double, double* %29
%149 = load double, double* %14
%150 = fmul double %148, %149
%151 = load double, double* %17
%152 = call i32 @glVertex3f(double %147, double %150, double %151)
%153 = load double, double* %26
%154 = load double, double* %19
%155 = fmul double %153, %154
%156 = load double, double* %27
%157 = load double, double* %19
%158 = fmul double %156, %157
%159 = load double, double* %18
%160 = load double, double* %19
%161 = fmul double %159, %160
%162 = call i32 @normal3f(double %155, double %158, double %161)
%163 = load double, double* %24
%164 = load double, double* %22
%165 = fadd double %163, %164
%166 = load double, double* %25
%167 = call i32 @glTexCoord2f(double %165, double %166)
%168 = load double, double* %26
%169 = load double, double* %14
%170 = fmul double %168, %169
%171 = load double, double* %27
%172 = load double, double* %14
%173 = fmul double %171, %172
%174 = load double, double* %17
%175 = call i32 @glVertex3f(double %170, double %173, double %174)
br label %176
176: ; preds = %131, %86
%177 = load double, double* %16
%178 = load double, double* %17
%179 = fadd double %178, %177
store double %179, double* %17
%180 = load double, double* %15
%181 = load double, double* %14
%182 = fadd double %181, %180
store double %182, double* %14
%183 = load double, double* %23
%184 = load double, double* %25
%185 = fadd double %184, %183
store double %185, double* %25
br label %186
186: ; preds = %176
%187 = load double, double* %21
%188 = fadd double %187, 1.000000e+00
store double %188, double* %21
br label %79
189: ; preds = %79
%190 = call i32 (...) @glEnd()
%191 = load double, double* %22
%192 = load double, double* %24
%193 = fadd double %192, %191
store double %193, double* %24
br label %194
194: ; preds = %189
%195 = load double, double* %20
%196 = fadd double %195, 1.000000e+00
store double %196, double* %20
br label %51
197: ; preds = %51
ret void
}

LLVM IR (-O2):
@M_PI = global double 0.000000e+00
@GL_QUAD_STRIP = global i32 0
define void @gluCylinder(i32* nocapture readnone %0, double %1, double %2, double %3, double %4, double %5) {
%7 = fdiv double 1.000000e+00, %4
%8 = fdiv double 1.000000e+00, %5
%9 = load double, double* @M_PI
%10 = fmul double %9, 2.000000e+00
%11 = fdiv double %10, %4
%12 = fsub double %2, %1
%13 = fdiv double %12, %5
%14 = fdiv double %3, %5
%15 = fsub double %1, %2
%16 = fdiv double %15, %3
%17 = fcmp ogt double %4, 0.000000e+00
br i1 %17, label %18, label %58
18: ; preds = %6
%19 = fcmp ult double %5, 0.000000e+00
br label %20
20: ; preds = %18, %55
%21 = phi double [ 0.000000e+00, %18 ], [ %27, %55 ]
%22 = phi double [ 0.000000e+00, %18 ], [ %34, %55 ]
%23 = fmul double %11, %21
%24 = tail call double @sin(double %23)
%25 = fneg double %24
%26 = tail call double @cos(double %23)
%27 = fadd double %21, 1.000000e+00
%28 = fmul double %11, %27
%29 = tail call double @sin(double %28)
%30 = fneg double %29
%31 = tail call double @cos(double %28)
%32 = load i32, i32* @GL_QUAD_STRIP
%33 = tail call i32 @glBegin(i32 %32)
%34 = fadd double %7, %22
br i1 %19, label %55, label %35
35: ; preds = %20, %35
%36 = phi double [ %51, %35 ], [ %1, %20 ]
%37 = phi double [ %50, %35 ], [ 0.000000e+00, %20 ]
%38 = phi double [ %53, %35 ], [ 0.000000e+00, %20 ]
%39 = phi double [ %52, %35 ], [ 0.000000e+00, %20 ]
%40 = tail call i32 @normal3f(double %25, double %26, double %16)
%41 = tail call i32 @glTexCoord2f(double %22, double %39)
%42 = fmul double %36, %25
%43 = fmul double %26, %36
%44 = tail call i32 @glVertex3f(double %42, double %43, double %37)
%45 = tail call i32 @normal3f(double %30, double %31, double %16)
%46 = tail call i32 @glTexCoord2f(double %34, double %39)
%47 = fmul double %36, %30
%48 = fmul double %31, %36
%49 = tail call i32 @glVertex3f(double %47, double %48, double %37)
%50 = fadd double %14, %37
%51 = fadd double %13, %36
%52 = fadd double %8, %39
%53 = fadd double %38, 1.000000e+00
%54 = fcmp ugt double %53, %5
br i1 %54, label %55, label %35
55: ; preds = %35, %20
%56 = tail call i32 (...) @glEnd()
%57 = fcmp olt double %27, %4
br i1 %57, label %20, label %58
58: ; preds = %55, %6
ret void
}