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 dummy() { } function $1($0) { $0 = $0 | 0; return ((HEAPF32[0] = (HEAP32[0] = $0, HEAPF32[0]), HEAP32[0]) | 0) == ($0 | 0) | 0; } function $2($0, $0$hi) { $0 = $0 | 0; $0$hi = $0$hi | 0; var i64toi32_i32$0 = 0, $3$hi = 0; i64toi32_i32$0 = $0$hi; i64toi32_i32$0 = i64toi32_i32$0; HEAP32[0 >> 2] = $0; HEAP32[(0 + 4 | 0) >> 2] = i64toi32_i32$0; HEAPF64[0 >> 3] = +HEAPF64[0 >> 3]; i64toi32_i32$0 = HEAP32[(0 + 4 | 0) >> 2] | 0; $3$hi = i64toi32_i32$0; i64toi32_i32$0 = $0$hi; i64toi32_i32$0 = $3$hi; return (HEAP32[0 >> 2] | 0 | 0) == ($0 | 0) & (i64toi32_i32$0 | 0) == ($0$hi | 0) | 0 | 0; } return { i32_roundtrip: $1, i64_roundtrip: $2 }; }