#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 GLsizei;
typedef int GLfloat;

/* Variables and functions */
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glViewport(int /*<<< orphan*/, int /*<<< orphan*/, int, int);
int /*<<< orphan*/ gluPerspective(float, int, float, float);
void reshape(GLsizei width, GLsizei height) {
  if (height == 0)
    height = 1;
  GLfloat aspect = (GLfloat)width / (GLfloat)height;
  glViewport(0, 0, width, height);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}


x86 assembly (clang, -O0):
<reshape>:
push   %rbp
mov    %rsp,%rbp
sub    $0x10,%rsp
mov    %edi,-0x4(%rbp)
mov    %esi,-0x8(%rbp)
cmpl   $0x0,-0x8(%rbp)
jne    115f <reshape+0x1f>
movl   $0x1,-0x8(%rbp)
mov    -0x4(%rbp),%eax
cltd
idivl  -0x8(%rbp)
mov    %eax,-0xc(%rbp)
mov    -0x4(%rbp),%edx
mov    -0x8(%rbp),%ecx
xor    %esi,%esi
mov    %esi,%edi
call   1060 <glViewport@plt>
mov    0x2e61(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1050 <glLoadIdentity@plt>
mov    -0xc(%rbp),%edi
movss  0xe68(%rip),%xmm0
movss  0xe64(%rip),%xmm1
movss  0xe60(%rip),%xmm2
call   1040 <gluPerspective@plt>
add    $0x10,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<reshape>:
push   %rbx
mov    %edi,%r8d
test   %esi,%esi
mov    $0x1,%ecx
cmovne %esi,%ecx
mov    %edi,%eax
cltd
idiv   %ecx
mov    %eax,%ebx
xor    %edi,%edi
xor    %esi,%esi
mov    %r8d,%edx
call   1060 <glViewport@plt>
mov    0x2e78(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1050 <glLoadIdentity@plt>
movss  0xe82(%rip),%xmm0
movss  0xe7e(%rip),%xmm1
movss  0xe7a(%rip),%xmm2
mov    %ebx,%edi
pop    %rbx
jmp    1040 <gluPerspective@plt>

LLVM IR (-O0):
@GL_PROJECTION = global i32 0
define void @reshape(i32 %0, i32 %1) {
%3 = alloca i32
%4 = alloca i32
%5 = alloca i32
store i32 %0, i32* %3
store i32 %1, i32* %4
%6 = load i32, i32* %4
%7 = icmp eq i32 %6, 0
br i1 %7, label %8, label %9
8: ; preds = %2
store i32 1, i32* %4
br label %9
9: ; preds = %8, %2
%10 = load i32, i32* %3
%11 = load i32, i32* %4
%12 = sdiv i32 %10, %11
store i32 %12, i32* %5
%13 = load i32, i32* %3
%14 = load i32, i32* %4
%15 = call i32 @glViewport(i32 0, i32 0, i32 %13, i32 %14)
%16 = load i32, i32* @GL_PROJECTION
%17 = call i32 @glMatrixMode(i32 %16)
%18 = call i32 (...) @glLoadIdentity()
%19 = load i32, i32* %5
%20 = call i32 @gluPerspective(float 4.500000e+01, i32 %19, float 0x3FB99999A0000000, float 1.000000e+02)
ret void
}

LLVM IR (-O2):
@GL_PROJECTION = global i32 0
define void @reshape(i32 %0, i32 %1) {
%3 = icmp eq i32 %1, 0
%4 = select i1 %3, i32 1, i32 %1
%5 = sdiv i32 %0, %4
%6 = tail call i32 @glViewport(i32 0, i32 0, i32 %0, i32 %4)
%7 = load i32, i32* @GL_PROJECTION
%8 = tail call i32 @glMatrixMode(i32 %7)
%9 = tail call i32 (...) @glLoadIdentity()
%10 = tail call i32 @gluPerspective(float 4.500000e+01, i32 %5, float 0x3FB99999A0000000, float 1.000000e+02)
ret void
}