function asmFunc(global, env, buffer) { "use asm"; var HEAP8 = new global.Int8Array(buffer); var HEAP16 = new global.Int16Array(buffer); var HEAP32 = new global.Int32Array(buffer); var HEAPU8 = new global.Uint8Array(buffer); var HEAPU16 = new global.Uint16Array(buffer); var HEAPU32 = new global.Uint32Array(buffer); var HEAPF32 = new global.Float32Array(buffer); var HEAPF64 = new global.Float64Array(buffer); var Math_imul = global.Math.imul; var Math_fround = global.Math.fround; var Math_abs = global.Math.abs; var Math_clz32 = global.Math.clz32; function $$0(x, y) { x = x | 0; y = y | 0; return x + y | 0 | 0; } function $$1(x, y) { x = x | 0; y = y | 0; return x - y | 0 | 0; } function $$2(x, y) { x = x | 0; y = y | 0; return Math_imul(x, y) | 0; } function $$3(x, y) { x = x | 0; y = y | 0; return (x | 0) / (y | 0) | 0 | 0; } function $$4(x, y) { x = x | 0; y = y | 0; return (x >>> 0) / (y >>> 0) | 0 | 0; } function $$5(x, y) { x = x | 0; y = y | 0; return (x | 0) % (y | 0) | 0 | 0; } function $$6(x, y) { x = x | 0; y = y | 0; return (x >>> 0) % (y >>> 0) | 0 | 0; } function $$7(x, y) { x = x | 0; y = y | 0; return x & y | 0 | 0; } function $$8(x, y) { x = x | 0; y = y | 0; return x | y | 0 | 0; } function $$9(x, y) { x = x | 0; y = y | 0; return x ^ y | 0 | 0; } function $$10(x, y) { x = x | 0; y = y | 0; return x << y | 0 | 0; } function $$11(x, y) { x = x | 0; y = y | 0; return x >> y | 0 | 0; } function $$12(x, y) { x = x | 0; y = y | 0; return x >>> y | 0 | 0; } function $$13(x, y) { x = x | 0; y = y | 0; return __wasm_rotl_i32(x, y) | 0; } function $$14(x, y) { x = x | 0; y = y | 0; return __wasm_rotr_i32(x, y) | 0; } function $$15(x) { x = x | 0; return Math_clz32(x) | 0; } function $$16(x) { x = x | 0; return __wasm_ctz_i32(x) | 0; } function $$17(x) { x = x | 0; return __wasm_popcnt_i32(x) | 0; } function $$18(x) { x = x | 0; return (x | 0) == (0 | 0) | 0; } function $$19(x, y) { x = x | 0; y = y | 0; return (x | 0) == (y | 0) | 0; } function $$20(x, y) { x = x | 0; y = y | 0; return (x | 0) != (y | 0) | 0; } function $$21(x, y) { x = x | 0; y = y | 0; return (x | 0) < (y | 0) | 0; } function $$22(x, y) { x = x | 0; y = y | 0; return x >>> 0 < y >>> 0 | 0; } function $$23(x, y) { x = x | 0; y = y | 0; return (x | 0) <= (y | 0) | 0; } function $$24(x, y) { x = x | 0; y = y | 0; return x >>> 0 <= y >>> 0 | 0; } function $$25(x, y) { x = x | 0; y = y | 0; return (x | 0) > (y | 0) | 0; } function $$26(x, y) { x = x | 0; y = y | 0; return x >>> 0 > y >>> 0 | 0; } function $$27(x, y) { x = x | 0; y = y | 0; return (x | 0) >= (y | 0) | 0; } function $$28(x, y) { x = x | 0; y = y | 0; return x >>> 0 >= y >>> 0 | 0; } function __wasm_ctz_i32(x) { x = x | 0; var wasm2asm_i32$0 = 0; if ((x | 0) == (0 | 0)) wasm2asm_i32$0 = 32; else wasm2asm_i32$0 = 31 - Math_clz32(x ^ (x - 1 | 0) | 0) | 0; return wasm2asm_i32$0 | 0; } function __wasm_popcnt_i32(x) { x = x | 0; var count = 0, wasm2asm_i32$0 = 0; count = 0; b : { l : do { if ((x | 0) == (0 | 0)) { wasm2asm_i32$0 = count; break b; } x = x & (x - 1 | 0) | 0; count = count + 1 | 0; continue l; break l; } while (1); }; return wasm2asm_i32$0 | 0; } function __wasm_rotl_i32(x, k) { x = x | 0; k = k | 0; return ((4294967295 >>> (k & 31 | 0) | 0) & x | 0) << (k & 31 | 0) | 0 | (((4294967295 << (32 - (k & 31 | 0) | 0) | 0) & x | 0) >>> (32 - (k & 31 | 0) | 0) | 0) | 0 | 0; } function __wasm_rotr_i32(x, k) { x = x | 0; k = k | 0; return ((4294967295 << (k & 31 | 0) | 0) & x | 0) >>> (k & 31 | 0) | 0 | (((4294967295 >>> (32 - (k & 31 | 0) | 0) | 0) & x | 0) << (32 - (k & 31 | 0) | 0) | 0) | 0 | 0; } return { add: $$0, sub: $$1, mul: $$2, div_s: $$3, div_u: $$4, rem_s: $$5, rem_u: $$6, and: $$7, or: $$8, xor: $$9, shl: $$10, shr_s: $$11, shr_u: $$12, rotl: $$13, rotr: $$14, clz: $$15, ctz: $$16, popcnt: $$17, eqz: $$18, eq: $$19, ne: $$20, lt_s: $$21, lt_u: $$22, le_s: $$23, le_u: $$24, gt_s: $$25, gt_u: $$26, ge_s: $$27, ge_u: $$28 }; }