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; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x + y | 0 | 0; return wasm2asm_i32$0 | 0; } function $1(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x - y | 0 | 0; return wasm2asm_i32$0 | 0; } function $2(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return Math_imul(x, y) | 0; return wasm2asm_i32$0 | 0; } function $3(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) / (y | 0) | 0 | 0; return wasm2asm_i32$0 | 0; } function $4(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x >>> 0) / (y >>> 0) | 0 | 0; return wasm2asm_i32$0 | 0; } function $5(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) % (y | 0) | 0 | 0; return wasm2asm_i32$0 | 0; } function $6(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x >>> 0) % (y >>> 0) | 0 | 0; return wasm2asm_i32$0 | 0; } function $7(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x & y | 0 | 0; return wasm2asm_i32$0 | 0; } function $8(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x | y | 0 | 0; return wasm2asm_i32$0 | 0; } function $9(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x ^ y | 0 | 0; return wasm2asm_i32$0 | 0; } function $10(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x << y | 0 | 0; return wasm2asm_i32$0 | 0; } function $11(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x >> y | 0 | 0; return wasm2asm_i32$0 | 0; } function $12(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x >>> y | 0 | 0; return wasm2asm_i32$0 | 0; } function $13(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return __wasm_rotl_i32(x, y) | 0 | 0; return wasm2asm_i32$0 | 0; } function $14(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return __wasm_rotr_i32(x, y) | 0 | 0; return wasm2asm_i32$0 | 0; } function $15(x) { x = x | 0; var $1 = 0, $2 = 0, wasm2asm_i32$0 = 0; return Math_clz32(x) | 0; return wasm2asm_i32$0 | 0; } function $16(x) { x = x | 0; var $1 = 0, $2 = 0, wasm2asm_i32$0 = 0; return __wasm_ctz_i32(x) | 0 | 0; return wasm2asm_i32$0 | 0; } function $17(x) { x = x | 0; var $1 = 0, $2 = 0, wasm2asm_i32$0 = 0; return __wasm_popcnt_i32(x) | 0 | 0; return wasm2asm_i32$0 | 0; } function $18(x) { x = x | 0; var $1 = 0, $2 = 0, wasm2asm_i32$0 = 0; return (x | 0) == (0 | 0) | 0; return wasm2asm_i32$0 | 0; } function $19(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) == (y | 0) | 0; return wasm2asm_i32$0 | 0; } function $20(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) != (y | 0) | 0; return wasm2asm_i32$0 | 0; } function $21(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) < (y | 0) | 0; return wasm2asm_i32$0 | 0; } function $22(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x >>> 0 < y >>> 0 | 0; return wasm2asm_i32$0 | 0; } function $23(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) <= (y | 0) | 0; return wasm2asm_i32$0 | 0; } function $24(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x >>> 0 <= y >>> 0 | 0; return wasm2asm_i32$0 | 0; } function $25(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) > (y | 0) | 0; return wasm2asm_i32$0 | 0; } function $26(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x >>> 0 > y >>> 0 | 0; return wasm2asm_i32$0 | 0; } function $27(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return (x | 0) >= (y | 0) | 0; return wasm2asm_i32$0 | 0; } function $28(x, y) { x = x | 0; y = y | 0; var $2 = 0, $3 = 0, $4 = 0, wasm2asm_i32$0 = 0; return x >>> 0 >= y >>> 0 | 0; return wasm2asm_i32$0 | 0; } function __wasm_ctz_i32(x) { x = x | 0; var $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $9 = 0, $10 = 0; if ((x | 0) == (0 | 0)) $9 = 32; else $9 = 31 - Math_clz32(x ^ (x - 1 | 0) | 0) | 0; return $9 | 0; } function __wasm_popcnt_i32(x) { x = x | 0; var count = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $9 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0; count = 0; b : { l : do { $5 = count; if ((x | 0) == (0 | 0)) break b; x = x & (x - 1 | 0) | 0; count = count + 1 | 0; continue l; break l; } while (1); }; return $5 | 0; } function __wasm_rotl_i32(x, k) { x = x | 0; k = k | 0; var $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $9 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $20 = 0, wasm2asm_i32$0 = 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 wasm2asm_i32$0 | 0; } function __wasm_rotr_i32(x, k) { x = x | 0; k = k | 0; var $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $9 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $20 = 0, wasm2asm_i32$0 = 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 wasm2asm_i32$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 }; }