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; var Math_min = global.Math.min; var Math_max = global.Math.max; var Math_floor = global.Math.floor; var Math_ceil = global.Math.ceil; var Math_sqrt = global.Math.sqrt; var i64toi32_i32$HIGH_BITS = 0; function $0(x, y) { x = Math_fround(x); y = Math_fround(y); return x == y | 0; } function $1(x, y) { x = Math_fround(x); y = Math_fround(y); return x != y | 0; } function $2(x, y) { x = Math_fround(x); y = Math_fround(y); return x < y | 0; } function $3(x, y) { x = Math_fround(x); y = Math_fround(y); return x <= y | 0; } function $4(x, y) { x = Math_fround(x); y = Math_fround(y); return x > y | 0; } function $5(x, y) { x = Math_fround(x); y = Math_fround(y); return x >= y | 0; } return { eq: $0, ne: $1, lt: $2, le: $3, gt: $4, ge: $5 }; }