#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 float GLfloat;

/* Variables and functions */
int /*<<< orphan*/ GL_AMBIENT;
int GL_COLOR_BUFFER_BIT;
int GL_DEPTH_BUFFER_BIT;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_FRONT;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ GL_SHININESS;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glClear(int);
int /*<<< orphan*/ glFlush();
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, float *);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMaterialfv(int /*<<< orphan*/, int /*<<< orphan*/,
                                float *);
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glOrtho(double, double, double, double, double, double);
int /*<<< orphan*/ glPopMatrix();
int /*<<< orphan*/ glPushMatrix();
int /*<<< orphan*/ glRotated(double, double, double, double);
int /*<<< orphan*/ glScaled(double, double, double);
int /*<<< orphan*/ glTranslated(double, double, double);
int /*<<< orphan*/ gluLookAt(double, double, double, double, double, double,
                             double, double, double);
int /*<<< orphan*/ glutSolidTeapot(double);
int /*<<< orphan*/ table(double, double, double, double);
int /*<<< orphan*/ wall(double);
void displaySolid(void) {
  GLfloat mat_ambient[] = {0.7f, 0.7f, 0.7f, 1.0f};
  GLfloat mat_diffuse[] = {.5f, .5f, .5f, 1.0f};
  GLfloat mat_specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
  GLfloat mat_shininess[] = {50.0f};
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
  GLfloat lightIntensity[] = {0.7f, 0.7f, 0.7f, 1.0f};
  GLfloat light_position[] = {2.0f, 6.0f, 3.0f, 0.0f};
  glLightfv(GL_LIGHT0, GL_POSITION, light_position);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, lightIntensity);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  double winHt = 1.0;
  glOrtho(-winHt * 64 / 48.0, winHt * 64 / 48.0, -winHt, winHt, 0.1, 100.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt(2.3, 1.3, 2.0, 0.0, 0.25, 0.0, 0.0, 1.0, 0.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glPushMatrix();
  glTranslated(0.4, 0.4, 0.6);
  glRotated(45, 0, 0, 1);
  glScaled(0.08, 0.08, 0.08);
  glPopMatrix();
  glPushMatrix();
  glTranslated(0.6, 0.38, 0.5);
  glRotated(30, 0, 1, 0);
  glutSolidTeapot(0.08);
  glPopMatrix();
  glPushMatrix();
  glTranslated(0.25, 0.42, 0.35);
  glPopMatrix();
  glPushMatrix();
  glTranslated(0.4, 0, 0.4);
  table(0.6, 0.02, 0.02, 0.3);
  glPopMatrix();
  wall(0.02);
  glPushMatrix();
  glRotated(90.0, 0.0, 0.0, 1.0);
  wall(0.02);
  glPopMatrix();
  glPushMatrix();
  glRotated(-90.0, 1.0, 0.0, 0.0);
  wall(0.02);
  glPopMatrix();
  glFlush();
}


x86 assembly (clang, -O0):
<displaySolid>:
push   %rbp
mov    %rsp,%rbp
sub    $0x70,%rsp
mov    0xea1(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xe9e(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0xe9b(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe98(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xe95(%rip),%rax
mov    %rax,-0x30(%rbp)
mov    0xe92(%rip),%rax
mov    %rax,-0x28(%rbp)
mov    0xea0(%rip),%eax
mov    %eax,-0x34(%rbp)
mov    0x2d76(%rip),%rax
mov    (%rax),%edi
mov    0x2d8d(%rip),%rax
mov    (%rax),%esi
lea    -0x10(%rbp),%rdx
call   1110 <glMaterialfv@plt>
mov    0x2d5b(%rip),%rax
mov    (%rax),%edi
mov    0x2d1a(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1110 <glMaterialfv@plt>
mov    0x2d40(%rip),%rax
mov    (%rax),%edi
mov    0x2d47(%rip),%rax
mov    (%rax),%esi
lea    -0x30(%rbp),%rdx
call   1110 <glMaterialfv@plt>
mov    0x2d25(%rip),%rax
mov    (%rax),%edi
mov    0x2d34(%rip),%rax
mov    (%rax),%esi
lea    -0x34(%rbp),%rdx
call   1110 <glMaterialfv@plt>
mov    0xdea(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xde7(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe04(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe01(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0x2cce(%rip),%rax
mov    (%rax),%edi
mov    0x2cad(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2cb3(%rip),%rax
mov    (%rax),%edi
mov    0x2c82(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c78(%rip),%rax
mov    (%rax),%edi
call   1070 <glMatrixMode@plt>
mov    $0x0,%al
call   10b0 <glLoadIdentity@plt>
movsd  0xcd2(%rip),%xmm0
movsd  %xmm0,-0x68(%rbp)
movsd  -0x68(%rbp),%xmm0
movq   %xmm0,%rax
movabs $0x8000000000000000,%rcx
xor    %rcx,%rax
movq   %rax,%xmm0
movsd  0xd41(%rip),%xmm1
mulsd  %xmm1,%xmm0
movsd  0xd2d(%rip),%xmm1
divsd  %xmm1,%xmm0
movsd  0xd29(%rip),%xmm1
mulsd  -0x68(%rbp),%xmm1
movsd  0xd14(%rip),%xmm2
divsd  %xmm2,%xmm1
movsd  -0x68(%rbp),%xmm2
movq   %xmm2,%rax
movabs $0x8000000000000000,%rcx
xor    %rcx,%rax
movq   %rax,%xmm2
movsd  -0x68(%rbp),%xmm3
movsd  0xcd7(%rip),%xmm4
movsd  0xcd7(%rip),%xmm5
call   1080 <glOrtho@plt>
mov    0x2beb(%rip),%rax
mov    (%rax),%edi
call   1070 <glMatrixMode@plt>
mov    $0x0,%al
call   10b0 <glLoadIdentity@plt>
movsd  0xc95(%rip),%xmm0
movsd  0xc95(%rip),%xmm1
movsd  0xc95(%rip),%xmm2
xorps  %xmm8,%xmm8
movsd  0xc39(%rip),%xmm4
movsd  0xc09(%rip),%xmm7
movaps %xmm8,%xmm3
movaps %xmm8,%xmm5
movaps %xmm8,%xmm6
movsd  %xmm8,(%rsp)
call   1040 <gluLookAt@plt>
mov    0x2b6b(%rip),%rax
mov    (%rax),%edi
mov    0x2b9a(%rip),%rax
or     (%rax),%edi
call   1060 <glClear@plt>
mov    $0x0,%al
call   10f0 <glPushMatrix@plt>
movsd  0xbec(%rip),%xmm1
movsd  0xbd4(%rip),%xmm2
movaps %xmm1,%xmm0
call   1100 <glTranslated@plt>
movsd  0xc14(%rip),%xmm0
xorps  %xmm2,%xmm2
movsd  0xba9(%rip),%xmm3
movaps %xmm2,%xmm1
call   1120 <glRotated@plt>
movsd  0xbd9(%rip),%xmm2
movaps %xmm2,%xmm0
movaps %xmm2,%xmm1
call   10e0 <glScaled@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
mov    $0x0,%al
call   10f0 <glPushMatrix@plt>
movsd  0xb88(%rip),%xmm0
movsd  0xbc0(%rip),%xmm1
movsd  0xbc0(%rip),%xmm2
call   1100 <glTranslated@plt>
movsd  0xba3(%rip),%xmm0
xorps  %xmm3,%xmm3
movsd  0xb50(%rip),%xmm2
movaps %xmm3,%xmm1
call   1120 <glRotated@plt>
movsd  0xb80(%rip),%xmm0
call   1050 <glutSolidTeapot@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
mov    $0x0,%al
call   10f0 <glPushMatrix@plt>
movsd  0xb4d(%rip),%xmm0
movsd  0xb4d(%rip),%xmm1
movsd  0xb4d(%rip),%xmm2
call   1100 <glTranslated@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
mov    $0x0,%al
call   10f0 <glPushMatrix@plt>
movsd  0xb1a(%rip),%xmm2
xorps  %xmm1,%xmm1
movaps %xmm2,%xmm0
call   1100 <glTranslated@plt>
movsd  0xaf7(%rip),%xmm0
movsd  0xacf(%rip),%xmm2
movsd  0xaef(%rip),%xmm3
movaps %xmm2,%xmm1
call   1090 <table@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
movsd  0xab0(%rip),%xmm0
call   10c0 <wall@plt>
mov    $0x0,%al
call   10f0 <glPushMatrix@plt>
movsd  0xab4(%rip),%xmm0
xorps  %xmm2,%xmm2
movsd  0xaa1(%rip),%xmm3
movaps %xmm2,%xmm1
call   1120 <glRotated@plt>
movsd  0xa81(%rip),%xmm0
call   10c0 <wall@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
mov    $0x0,%al
call   10f0 <glPushMatrix@plt>
movsd  0xa6e(%rip),%xmm0
movsd  0xa6e(%rip),%xmm1
xorps  %xmm3,%xmm3
movaps %xmm3,%xmm2
call   1120 <glRotated@plt>
movsd  0xa4b(%rip),%xmm0
call   10c0 <wall@plt>
mov    $0x0,%al
call   10a0 <glPopMatrix@plt>
mov    $0x0,%al
call   10d0 <glFlush@plt>
add    $0x70,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<displaySolid>:
push   %r14
push   %rbx
sub    $0x68,%rsp
movaps 0xed2(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movaps 0xea6(%rip),%xmm0
movaps %xmm0,0x40(%rsp)
movaps 0xeaa(%rip),%xmm0
movaps %xmm0,0x30(%rsp)
movl   $0x42480000,0xc(%rsp)
42
mov    0x2d96(%rip),%rbx
mov    (%rbx),%edi
mov    0x2dad(%rip),%rax
mov    (%rax),%esi
lea    0x50(%rsp),%rdx
call   1110 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d40(%rip),%r14
mov    (%r14),%esi
lea    0x40(%rsp),%rdx
call   1110 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d72(%rip),%rax
mov    (%rax),%esi
lea    0x30(%rsp),%rdx
call   1110 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d65(%rip),%rax
mov    (%rax),%esi
lea    0xc(%rsp),%rdx
call   1110 <glMaterialfv@plt>
movaps 0xe4a(%rip),%xmm0
movaps %xmm0,0x20(%rsp)
movaps 0xe4e(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
mov    0x2d12(%rip),%rbx
mov    (%rbx),%edi
mov    0x2cf1(%rip),%rax
mov    (%rax),%esi
lea    0x10(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    (%r14),%esi
lea    0x20(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    0x2cc7(%rip),%rax
mov    (%rax),%edi
call   1070 <glMatrixMode@plt>
xor    %eax,%eax
call   10b0 <glLoadIdentity@plt>
movsd  0xd11(%rip),%xmm0
movsd  0xd11(%rip),%xmm1
movsd  0xd11(%rip),%xmm2
movsd  0xd11(%rip),%xmm3
movsd  0xd11(%rip),%xmm4
movsd  0xd11(%rip),%xmm5
call   1080 <glOrtho@plt>
mov    0x2c95(%rip),%rax
mov    (%rax),%edi
call   1070 <glMatrixMode@plt>
xor    %eax,%eax
call   10b0 <glLoadIdentity@plt>
movq   $0x0,(%rsp)
movsd  0xcef(%rip),%xmm0
movsd  0xcef(%rip),%xmm1
movsd  0xcef(%rip),%xmm2
movsd  0xcef(%rip),%xmm4
xorps  %xmm3,%xmm3
xorps  %xmm5,%xmm5
xorps  %xmm6,%xmm6
movsd  0xcae(%rip),%xmm7
call   1040 <gluLookAt@plt>
mov    0x2c1a(%rip),%rax
mov    0x2c4b(%rip),%rcx
mov    (%rcx),%edi
or     (%rax),%edi
call   1060 <glClear@plt>
xor    %eax,%eax
call   10f0 <glPushMatrix@plt>
movsd  0xcbb(%rip),%xmm0
movsd  0xcbb(%rip),%xmm2
movaps %xmm0,%xmm1
call   1100 <glTranslated@plt>
movsd  0xcb3(%rip),%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
movsd  0xc5d(%rip),%xmm3
call   1120 <glRotated@plt>
movsd  0xca0(%rip),%xmm0
movaps %xmm0,%xmm1
movaps %xmm0,%xmm2
call   10e0 <glScaled@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
xor    %eax,%eax
call   10f0 <glPushMatrix@plt>
movsd  0xc87(%rip),%xmm1
movsd  0xc87(%rip),%xmm2
movsd  0xc5f(%rip),%xmm0
call   1100 <glTranslated@plt>
movsd  0xc7a(%rip),%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm3,%xmm3
movsd  0xc04(%rip),%xmm2
call   1120 <glRotated@plt>
movsd  0xc47(%rip),%xmm0
call   1050 <glutSolidTeapot@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
xor    %eax,%eax
call   10f0 <glPushMatrix@plt>
movsd  0xc4c(%rip),%xmm1
movsd  0xc4c(%rip),%xmm2
movsd  0xbfc(%rip),%xmm0
call   1100 <glTranslated@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
xor    %eax,%eax
call   10f0 <glPushMatrix@plt>
xorps  %xmm1,%xmm1
movsd  0xbe6(%rip),%xmm0
movaps %xmm0,%xmm2
call   1100 <glTranslated@plt>
movsd  0xc1e(%rip),%xmm1
movsd  0xc1e(%rip),%xmm3
movsd  0xbce(%rip),%xmm0
movaps %xmm1,%xmm2
call   1090 <table@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
movsd  0xbf7(%rip),%xmm0
call   10c0 <wall@plt>
xor    %eax,%eax
call   10f0 <glPushMatrix@plt>
movsd  0xbf3(%rip),%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
movsd  0xb55(%rip),%xmm3
call   1120 <glRotated@plt>
movsd  0xbc8(%rip),%xmm0
call   10c0 <wall@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
xor    %eax,%eax
call   10f0 <glPushMatrix@plt>
movsd  0xbc5(%rip),%xmm0
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
movsd  0xb1f(%rip),%xmm1
call   1120 <glRotated@plt>
movsd  0xb92(%rip),%xmm0
call   10c0 <wall@plt>
xor    %eax,%eax
call   10a0 <glPopMatrix@plt>
xor    %eax,%eax
call   10d0 <glFlush@plt>
add    $0x68,%rsp
pop    %rbx
pop    %r14
ret

LLVM IR (-O0):
@__const.displaySolid.mat_ambient = [4 x float] [float 0x3FE6666660000000, float 0x3FE6666660000000, float 0x3FE6666660000000, float 1.000000e+00]
@__const.displaySolid.mat_diffuse = [4 x float] [float 5.000000e-01, float 5.000000e-01, float 5.000000e-01, float 1.000000e+00]
@__const.displaySolid.mat_specular = [4 x float] [float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00]
@__const.displaySolid.mat_shininess = [1 x float] [float 5.000000e+01]
@GL_FRONT = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SHININESS = global i32 0
@__const.displaySolid.lightIntensity = [4 x float] [float 0x3FE6666660000000, float 0x3FE6666660000000, float 0x3FE6666660000000, float 1.000000e+00]
@__const.displaySolid.light_position = [4 x float] [float 2.000000e+00, float 6.000000e+00, float 3.000000e+00, float 0.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
define void @displaySolid() {
%1 = alloca [4 x float]
%2 = alloca [4 x float]
%3 = alloca [4 x float]
%4 = alloca [1 x float]
%5 = alloca [4 x float]
%6 = alloca [4 x float]
%7 = alloca double
%8 = bitcast [4 x float]* %1 to i8*
%9 = bitcast [4 x float]* %2 to i8*
%10 = bitcast [4 x float]* %3 to i8*
%11 = bitcast [1 x float]* %4 to i8*
%12 = load i32, i32* @GL_FRONT
%13 = load i32, i32* @GL_AMBIENT
%14 = getelementptr inbounds [4 x float], [4 x float]* %1, i64 0, i64 0
%15 = call i32 @glMaterialfv(i32 %12, i32 %13, float* %14)
%16 = load i32, i32* @GL_FRONT
%17 = load i32, i32* @GL_DIFFUSE
%18 = getelementptr inbounds [4 x float], [4 x float]* %2, i64 0, i64 0
%19 = call i32 @glMaterialfv(i32 %16, i32 %17, float* %18)
%20 = load i32, i32* @GL_FRONT
%21 = load i32, i32* @GL_SPECULAR
%22 = getelementptr inbounds [4 x float], [4 x float]* %3, i64 0, i64 0
%23 = call i32 @glMaterialfv(i32 %20, i32 %21, float* %22)
%24 = load i32, i32* @GL_FRONT
%25 = load i32, i32* @GL_SHININESS
%26 = getelementptr inbounds [1 x float], [1 x float]* %4, i64 0, i64 0
%27 = call i32 @glMaterialfv(i32 %24, i32 %25, float* %26)
%28 = bitcast [4 x float]* %5 to i8*
%29 = bitcast [4 x float]* %6 to i8*
%30 = load i32, i32* @GL_LIGHT0
%31 = load i32, i32* @GL_POSITION
%32 = getelementptr inbounds [4 x float], [4 x float]* %6, i64 0, i64 0
%33 = call i32 @glLightfv(i32 %30, i32 %31, float* %32)
%34 = load i32, i32* @GL_LIGHT0
%35 = load i32, i32* @GL_DIFFUSE
%36 = getelementptr inbounds [4 x float], [4 x float]* %5, i64 0, i64 0
%37 = call i32 @glLightfv(i32 %34, i32 %35, float* %36)
%38 = load i32, i32* @GL_PROJECTION
%39 = call i32 @glMatrixMode(i32 %38)
%40 = call i32 (...) @glLoadIdentity()
store double 1.000000e+00, double* %7
%41 = load double, double* %7
%42 = fneg double %41
%43 = fmul double %42, 6.400000e+01
%44 = fdiv double %43, 4.800000e+01
%45 = load double, double* %7
%46 = fmul double %45, 6.400000e+01
%47 = fdiv double %46, 4.800000e+01
%48 = load double, double* %7
%49 = fneg double %48
%50 = load double, double* %7
%51 = call i32 @glOrtho(double %44, double %47, double %49, double %50, double 1.000000e-01, double 1.000000e+02)
%52 = load i32, i32* @GL_MODELVIEW
%53 = call i32 @glMatrixMode(i32 %52)
%54 = call i32 (...) @glLoadIdentity()
%55 = call i32 @gluLookAt(double 2.300000e+00, double 1.300000e+00, double 2.000000e+00, double 0.000000e+00, double 2.500000e-01, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00, double 0.000000e+00)
%56 = load i32, i32* @GL_COLOR_BUFFER_BIT
%57 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%58 = or i32 %56, %57
%59 = call i32 @glClear(i32 %58)
%60 = call i32 (...) @glPushMatrix()
%61 = call i32 @glTranslated(double 4.000000e-01, double 4.000000e-01, double 6.000000e-01)
%62 = call i32 @glRotated(double 4.500000e+01, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%63 = call i32 @glScaled(double 8.000000e-02, double 8.000000e-02, double 8.000000e-02)
%64 = call i32 (...) @glPopMatrix()
%65 = call i32 (...) @glPushMatrix()
%66 = call i32 @glTranslated(double 6.000000e-01, double 3.800000e-01, double 5.000000e-01)
%67 = call i32 @glRotated(double 3.000000e+01, double 0.000000e+00, double 1.000000e+00, double 0.000000e+00)
%68 = call i32 @glutSolidTeapot(double 8.000000e-02)
%69 = call i32 (...) @glPopMatrix()
%70 = call i32 (...) @glPushMatrix()
%71 = call i32 @glTranslated(double 2.500000e-01, double 4.200000e-01, double 3.500000e-01)
%72 = call i32 (...) @glPopMatrix()
%73 = call i32 (...) @glPushMatrix()
%74 = call i32 @glTranslated(double 4.000000e-01, double 0.000000e+00, double 4.000000e-01)
%75 = call i32 @table(double 6.000000e-01, double 2.000000e-02, double 2.000000e-02, double 3.000000e-01)
%76 = call i32 (...) @glPopMatrix()
%77 = call i32 @wall(double 2.000000e-02)
%78 = call i32 (...) @glPushMatrix()
%79 = call i32 @glRotated(double 9.000000e+01, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%80 = call i32 @wall(double 2.000000e-02)
%81 = call i32 (...) @glPopMatrix()
%82 = call i32 (...) @glPushMatrix()
%83 = call i32 @glRotated(double -9.000000e+01, double 1.000000e+00, double 0.000000e+00, double 0.000000e+00)
%84 = call i32 @wall(double 2.000000e-02)
%85 = call i32 (...) @glPopMatrix()
%86 = call i32 (...) @glFlush()
ret void
}

LLVM IR (-O2):
@__const.displaySolid.mat_diffuse = [4 x float] [float 5.000000e-01, float 5.000000e-01, float 5.000000e-01, float 1.000000e+00]
@__const.displaySolid.mat_specular = [4 x float] [float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00]
@GL_FRONT = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SHININESS = global i32 0
@__const.displaySolid.lightIntensity = [4 x float] [float 0x3FE6666660000000, float 0x3FE6666660000000, float 0x3FE6666660000000, float 1.000000e+00]
@__const.displaySolid.light_position = [4 x float] [float 2.000000e+00, float 6.000000e+00, float 3.000000e+00, float 0.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
define void @displaySolid() {
%1 = alloca [4 x float]
%2 = alloca [4 x float]
%3 = alloca [4 x float]
%4 = alloca [1 x float]
%5 = alloca [4 x float]
%6 = alloca [4 x float]
%7 = bitcast [4 x float]* %1 to i8*
%8 = bitcast [4 x float]* %2 to i8*
%9 = bitcast [4 x float]* %3 to i8*
%10 = bitcast [1 x float]* %4 to i8*
%11 = bitcast [1 x float]* %4 to i32*
store i32 1112014848, i32* %11
%12 = load i32, i32* @GL_FRONT
%13 = load i32, i32* @GL_AMBIENT
%14 = getelementptr inbounds [4 x float], [4 x float]* %1, i64 0, i64 0
%15 = call i32 @glMaterialfv(i32 %12, i32 %13, float* %14)
%16 = load i32, i32* @GL_FRONT
%17 = load i32, i32* @GL_DIFFUSE
%18 = getelementptr inbounds [4 x float], [4 x float]* %2, i64 0, i64 0
%19 = call i32 @glMaterialfv(i32 %16, i32 %17, float* %18)
%20 = load i32, i32* @GL_FRONT
%21 = load i32, i32* @GL_SPECULAR
%22 = getelementptr inbounds [4 x float], [4 x float]* %3, i64 0, i64 0
%23 = call i32 @glMaterialfv(i32 %20, i32 %21, float* %22)
%24 = load i32, i32* @GL_FRONT
%25 = load i32, i32* @GL_SHININESS
%26 = getelementptr inbounds [1 x float], [1 x float]* %4, i64 0, i64 0
%27 = call i32 @glMaterialfv(i32 %24, i32 %25, float* %26)
%28 = bitcast [4 x float]* %5 to i8*
%29 = bitcast [4 x float]* %6 to i8*
%30 = load i32, i32* @GL_LIGHT0
%31 = load i32, i32* @GL_POSITION
%32 = getelementptr inbounds [4 x float], [4 x float]* %6, i64 0, i64 0
%33 = call i32 @glLightfv(i32 %30, i32 %31, float* %32)
%34 = load i32, i32* @GL_LIGHT0
%35 = load i32, i32* @GL_DIFFUSE
%36 = getelementptr inbounds [4 x float], [4 x float]* %5, i64 0, i64 0
%37 = call i32 @glLightfv(i32 %34, i32 %35, float* %36)
%38 = load i32, i32* @GL_PROJECTION
%39 = call i32 @glMatrixMode(i32 %38)
%40 = call i32 (...) @glLoadIdentity()
%41 = call i32 @glOrtho(double 0xBFF5555555555555, double 0x3FF5555555555555, double -1.000000e+00, double 1.000000e+00, double 1.000000e-01, double 1.000000e+02)
%42 = load i32, i32* @GL_MODELVIEW
%43 = call i32 @glMatrixMode(i32 %42)
%44 = call i32 (...) @glLoadIdentity()
%45 = call i32 @gluLookAt(double 2.300000e+00, double 1.300000e+00, double 2.000000e+00, double 0.000000e+00, double 2.500000e-01, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00, double 0.000000e+00)
%46 = load i32, i32* @GL_COLOR_BUFFER_BIT
%47 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%48 = or i32 %47, %46
%49 = call i32 @glClear(i32 %48)
%50 = call i32 (...) @glPushMatrix()
%51 = call i32 @glTranslated(double 4.000000e-01, double 4.000000e-01, double 6.000000e-01)
%52 = call i32 @glRotated(double 4.500000e+01, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%53 = call i32 @glScaled(double 8.000000e-02, double 8.000000e-02, double 8.000000e-02)
%54 = call i32 (...) @glPopMatrix()
%55 = call i32 (...) @glPushMatrix()
%56 = call i32 @glTranslated(double 6.000000e-01, double 3.800000e-01, double 5.000000e-01)
%57 = call i32 @glRotated(double 3.000000e+01, double 0.000000e+00, double 1.000000e+00, double 0.000000e+00)
%58 = call i32 @glutSolidTeapot(double 8.000000e-02)
%59 = call i32 (...) @glPopMatrix()
%60 = call i32 (...) @glPushMatrix()
%61 = call i32 @glTranslated(double 2.500000e-01, double 4.200000e-01, double 3.500000e-01)
%62 = call i32 (...) @glPopMatrix()
%63 = call i32 (...) @glPushMatrix()
%64 = call i32 @glTranslated(double 4.000000e-01, double 0.000000e+00, double 4.000000e-01)
%65 = call i32 @table(double 6.000000e-01, double 2.000000e-02, double 2.000000e-02, double 3.000000e-01)
%66 = call i32 (...) @glPopMatrix()
%67 = call i32 @wall(double 2.000000e-02)
%68 = call i32 (...) @glPushMatrix()
%69 = call i32 @glRotated(double 9.000000e+01, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%70 = call i32 @wall(double 2.000000e-02)
%71 = call i32 (...) @glPopMatrix()
%72 = call i32 (...) @glPushMatrix()
%73 = call i32 @glRotated(double -9.000000e+01, double 1.000000e+00, double 0.000000e+00, double 0.000000e+00)
%74 = call i32 @wall(double 2.000000e-02)
%75 = call i32 (...) @glPopMatrix()
%76 = call i32 (...) @glFlush()
ret void
}