void bioD1_3d(invector, HHH, HHL, HLH, HLL, LHH, LHL, LLH, LLL, xlength,
              ylength, zlength, ifnotAllskip) float *invector;
float *HLL, *HLH, *HHL, *HHH;
float *LLL, *LLH, *LHL, *LHH;
int xlength, ylength, zlength;
int ifnotAllskip;
{
  float X0 = 1.0;
  float Norm = 1.0;
  if (ifnotAllskip)
    bioD1__3d(invector, HHH, HHL, HLH, HLL, LHH, LHL, LLH, LLL, xlength,
              ylength, zlength, X0, Norm);
  else
    bioD1_3dskip(invector, LLL, xlength, ylength, zlength, X0, Norm);
}


x86 assembly (clang, -O0):
<bioD1_3d>:
push   %rbp
mov    %rsp,%rbp
push   %r15
push   %r14
push   %rbx
sub    $0x68,%rsp
mov    0x40(%rbp),%eax
mov    0x38(%rbp),%eax
mov    0x30(%rbp),%eax
mov    0x28(%rbp),%eax
mov    0x20(%rbp),%rax
mov    0x18(%rbp),%rax
mov    0x10(%rbp),%rax
mov    %rdi,-0x20(%rbp)
mov    %rsi,-0x28(%rbp)
mov    %rdx,-0x30(%rbp)
mov    %rcx,-0x38(%rbp)
mov    %r8,-0x40(%rbp)
mov    %r9,-0x48(%rbp)
movss  0xe9b(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xe8e(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
cmpl   $0x0,0x40(%rbp)
je     11ea <bioD1_3d+0xca>
mov    -0x20(%rbp),%rdi
mov    -0x28(%rbp),%rsi
mov    -0x30(%rbp),%rdx
mov    -0x38(%rbp),%rcx
mov    -0x40(%rbp),%r8
mov    -0x48(%rbp),%r9
mov    0x10(%rbp),%r15
mov    0x18(%rbp),%r14
mov    0x20(%rbp),%rbx
mov    0x28(%rbp),%r11d
mov    0x30(%rbp),%r10d
mov    0x38(%rbp),%eax
movss  -0x4c(%rbp),%xmm0
cvtss2sd %xmm0,%xmm0
movss  -0x50(%rbp),%xmm1
cvtss2sd %xmm1,%xmm1
mov    %r15,(%rsp)
mov    %r14,0x8(%rsp)
mov    %rbx,0x10(%rsp)
mov    %r11d,0x18(%rsp)
mov    %r10d,0x20(%rsp)
mov    %eax,0x28(%rsp)
mov    $0x2,%al
call   1030 <bioD1__3d@plt>
jmp    1215 <bioD1_3d+0xf5>
mov    -0x20(%rbp),%rdi
mov    0x20(%rbp),%rsi
mov    0x28(%rbp),%edx
mov    0x30(%rbp),%ecx
mov    0x38(%rbp),%r8d
movss  -0x4c(%rbp),%xmm0
cvtss2sd %xmm0,%xmm0
movss  -0x50(%rbp),%xmm1
cvtss2sd %xmm1,%xmm1
mov    $0x2,%al
call   1040 <bioD1_3dskip@plt>
add    $0x68,%rsp
pop    %rbx
pop    %r14
pop    %r15
pop    %rbp
ret

x86 assembly (clang, -O2):
<bioD1_3d>:
push   %r14
push   %rbx
push   %rax
mov    0x48(%rsp),%ebx
mov    0x40(%rsp),%r14d
mov    0x38(%rsp),%r11d
mov    0x30(%rsp),%r10
cmpl   $0x0,0x50(%rsp)
je     1167 <bioD1_3d+0x47>
movsd  0xeba(%rip),%xmm0
movaps %xmm0,%xmm1
mov    $0x2,%al
push   %rbx
push   %r14
push   %r11
push   %r10
push   0x48(%rsp)
push   0x48(%rsp)
call   1030 <bioD1__3d@plt>
add    $0x38,%rsp
pop    %rbx
pop    %r14
ret
movsd  0xe91(%rip),%xmm0
mov    %r10,%rsi
mov    %r11d,%edx
mov    %r14d,%ecx
mov    %ebx,%r8d
movaps %xmm0,%xmm1
mov    $0x2,%al
add    $0x8,%rsp
pop    %rbx
pop    %r14
jmp    1040 <bioD1_3dskip@plt>

LLVM IR (-O0):
define void @bioD1_3d(float* %0, float* %1, float* %2, float* %3, float* %4, float* %5, float* %6, float* %7, float* %8, i32 %9, i32 %10, i32 %11, i32 %12) {
%14 = alloca float*
%15 = alloca float*
%16 = alloca float*
%17 = alloca float*
%18 = alloca float*
%19 = alloca float*
%20 = alloca float*
%21 = alloca float*
%22 = alloca float*
%23 = alloca i32
%24 = alloca i32
%25 = alloca i32
%26 = alloca i32
%27 = alloca float
%28 = alloca float
store float* %0, float** %14
store float* %1, float** %15
store float* %2, float** %16
store float* %3, float** %17
store float* %4, float** %18
store float* %5, float** %19
store float* %6, float** %20
store float* %7, float** %21
store float* %8, float** %22
store i32 %9, i32* %23
store i32 %10, i32* %24
store i32 %11, i32* %25
store i32 %12, i32* %26
store float 1.000000e+00, float* %27
store float 1.000000e+00, float* %28
%29 = load i32, i32* %26
%30 = icmp ne i32 %29, 0
br i1 %30, label %31, label %49
31: ; preds = %13
%32 = load float*, float** %14
%33 = load float*, float** %15
%34 = load float*, float** %16
%35 = load float*, float** %17
%36 = load float*, float** %18
%37 = load float*, float** %19
%38 = load float*, float** %20
%39 = load float*, float** %21
%40 = load float*, float** %22
%41 = load i32, i32* %23
%42 = load i32, i32* %24
%43 = load i32, i32* %25
%44 = load float, float* %27
%45 = fpext float %44 to double
%46 = load float, float* %28
%47 = fpext float %46 to double
%48 = call i32 (float*, float*, float*, float*, float*, float*, float*, float*, float*, i32, i32, i32, double, double, ...) bitcast (i32 (...)* @bioD1__3d to i32 (float*, float*, float*, float*, float*, float*, float*, float*, float*, i32, i32, i32, double, double, ...)*)(float* %32, float* %33, float* %34, float* %35, float* %36, float* %37, float* %38, float* %39, float* %40, i32 %41, i32 %42, i32 %43, double %45, double %47)
br label %60
49: ; preds = %13
%50 = load float*, float** %14
%51 = load float*, float** %22
%52 = load i32, i32* %23
%53 = load i32, i32* %24
%54 = load i32, i32* %25
%55 = load float, float* %27
%56 = fpext float %55 to double
%57 = load float, float* %28
%58 = fpext float %57 to double
%59 = call i32 (float*, float*, i32, i32, i32, double, double, ...) bitcast (i32 (...)* @bioD1_3dskip to i32 (float*, float*, i32, i32, i32, double, double, ...)*)(float* %50, float* %51, i32 %52, i32 %53, i32 %54, double %56, double %58)
br label %60
60: ; preds = %49, %31
ret void
}

LLVM IR (-O2):
define void @bioD1_3d(float* %0, float* %1, float* %2, float* %3, float* %4, float* %5, float* %6, float* %7, float* %8, i32 %9, i32 %10, i32 %11, i32 %12) {
%14 = icmp eq i32 %12, 0
br i1 %14, label %17, label %15
15: ; preds = %13
%16 = tail call i32 (float*, float*, float*, float*, float*, float*, float*, float*, float*, i32, i32, i32, double, double, ...) bitcast (i32 (...)* @bioD1__3d to i32 (float*, float*, float*, float*, float*, float*, float*, float*, float*, i32, i32, i32, double, double, ...)*)(float* %0, float* %1, float* %2, float* %3, float* %4, float* %5, float* %6, float* %7, float* %8, i32 %9, i32 %10, i32 %11, double 1.000000e+00, double 1.000000e+00)
br label %19
17: ; preds = %13
%18 = tail call i32 (float*, float*, i32, i32, i32, double, double, ...) bitcast (i32 (...)* @bioD1_3dskip to i32 (float*, float*, i32, i32, i32, double, double, ...)*)(float* %0, float* %8, i32 %9, i32 %10, i32 %11, double 1.000000e+00, double 1.000000e+00)
br label %19
19: ; preds = %17, %15
ret void
}