#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 */

/* Variables and functions */
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glFrustum(double, double, double, double, double, double);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glTranslatef(double, double, double);
int /*<<< orphan*/ glViewport(int /*<<< orphan*/, int /*<<< orphan*/, int, int);
void reshape(int width, int height) {
  glViewport(0, 0, width, height);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(-1.0, 1.0, -1.0, 1.0, 3.0, 20.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef(0.0, 0.0, -10.0);
  glEnable(GL_DEPTH_TEST);
}


x86 assembly (clang, -O0):
<reshape>:
push   %rbp
mov    %rsp,%rbp
sub    $0x10,%rsp
mov    %edi,-0x4(%rbp)
mov    %esi,-0x8(%rbp)
mov    -0x4(%rbp),%edx
mov    -0x8(%rbp),%ecx
xor    %esi,%esi
mov    %esi,%edi
call   1080 <glViewport@plt>
mov    0x2e54(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1050 <glLoadIdentity@plt>
movsd  0xe6e(%rip),%xmm2
movsd  0xe6e(%rip),%xmm3
movsd  0xe6e(%rip),%xmm4
movsd  0xe6e(%rip),%xmm5
movaps %xmm2,%xmm0
movaps %xmm3,%xmm1
call   1060 <glFrustum@plt>
mov    0x2e24(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1050 <glLoadIdentity@plt>
xorps  %xmm1,%xmm1
movsd  0xe23(%rip),%xmm2
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
mov    0x2de4(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
add    $0x10,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<reshape>:
push   %rax
mov    %esi,%ecx
mov    %edi,%edx
xor    %edi,%edi
xor    %esi,%esi
call   1080 <glViewport@plt>
mov    0x2e63(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1050 <glLoadIdentity@plt>
movsd  0xe75(%rip),%xmm0
movsd  0xe75(%rip),%xmm1
movsd  0xe75(%rip),%xmm4
movsd  0xe75(%rip),%xmm5
movaps %xmm0,%xmm2
movaps %xmm1,%xmm3
call   1060 <glFrustum@plt>
mov    0x2e33(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1050 <glLoadIdentity@plt>
movsd  0xe55(%rip),%xmm2
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
call   1070 <glTranslatef@plt>
mov    0x2df3(%rip),%rax
mov    (%rax),%edi
pop    %rax
jmp    1040 <glEnable@plt>

LLVM IR (-O0):
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @reshape(i32 %0, i32 %1) {
%3 = alloca i32
%4 = alloca i32
store i32 %0, i32* %3
store i32 %1, i32* %4
%5 = load i32, i32* %3
%6 = load i32, i32* %4
%7 = call i32 @glViewport(i32 0, i32 0, i32 %5, i32 %6)
%8 = load i32, i32* @GL_PROJECTION
%9 = call i32 @glMatrixMode(i32 %8)
%10 = call i32 (...) @glLoadIdentity()
%11 = call i32 @glFrustum(double -1.000000e+00, double 1.000000e+00, double -1.000000e+00, double 1.000000e+00, double 3.000000e+00, double 2.000000e+01)
%12 = load i32, i32* @GL_MODELVIEW
%13 = call i32 @glMatrixMode(i32 %12)
%14 = call i32 (...) @glLoadIdentity()
%15 = call i32 @glTranslatef(double 0.000000e+00, double 0.000000e+00, double -1.000000e+01)
%16 = load i32, i32* @GL_DEPTH_TEST
%17 = call i32 @glEnable(i32 %16)
ret void
}

LLVM IR (-O2):
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @reshape(i32 %0, i32 %1) {
%3 = tail call i32 @glViewport(i32 0, i32 0, i32 %0, i32 %1)
%4 = load i32, i32* @GL_PROJECTION
%5 = tail call i32 @glMatrixMode(i32 %4)
%6 = tail call i32 (...) @glLoadIdentity()
%7 = tail call i32 @glFrustum(double -1.000000e+00, double 1.000000e+00, double -1.000000e+00, double 1.000000e+00, double 3.000000e+00, double 2.000000e+01)
%8 = load i32, i32* @GL_MODELVIEW
%9 = tail call i32 @glMatrixMode(i32 %8)
%10 = tail call i32 (...) @glLoadIdentity()
%11 = tail call i32 @glTranslatef(double 0.000000e+00, double 0.000000e+00, double -1.000000e+01)
%12 = load i32, i32* @GL_DEPTH_TEST
%13 = tail call i32 @glEnable(i32 %12)
ret void
}