function asmFunc(global, env, buffer) { 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 abort = env.abort; var nan = global.NaN; var infinity = global.Infinity; function $0(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x + y)); } function $1(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x - y)); } function $2(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x * y)); } function $3(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x / y)); } function $4(x) { x = Math_fround(x); return Math_fround(Math_fround(Math_sqrt(x))); } function $5(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(Math_min(x, y))); } function $6(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(Math_max(x, y))); } function $7(x) { x = Math_fround(x); return Math_fround(Math_fround(Math_ceil(x))); } function $8(x) { x = Math_fround(x); return Math_fround(Math_fround(Math_floor(x))); } function $9(x) { x = Math_fround(x); return Math_fround(Math_fround(__wasm_trunc_f32(Math_fround(x)))); } function $10(x) { x = Math_fround(x); return Math_fround(Math_fround(__wasm_nearest_f32(Math_fround(x)))); } function __wasm_nearest_f32(var$0) { var$0 = Math_fround(var$0); var var$1 = Math_fround(0), var$2 = Math_fround(0); var$1 = Math_fround(Math_floor(var$0)); var$2 = Math_fround(var$0 - var$1); if (!(var$2 < Math_fround(.5))) { block : { var$0 = Math_fround(Math_ceil(var$0)); if (var$2 > Math_fround(.5)) { return Math_fround(var$0) } var$2 = Math_fround(var$1 * Math_fround(.5)); var$1 = Math_fround(var$2 - Math_fround(Math_floor(var$2))) == Math_fround(0.0) ? var$1 : var$0; } } return Math_fround(var$1); } function __wasm_trunc_f32(var$0) { var$0 = Math_fround(var$0); return Math_fround(var$0 < Math_fround(0.0) ? Math_fround(Math_ceil(var$0)) : Math_fround(Math_floor(var$0))); } return { "add": $0, "sub": $1, "mul": $2, "div": $3, "sqrt": $4, "min": $5, "max": $6, "ceil": $7, "floor": $8, "trunc": $9, "nearest": $10 }; } var memasmFunc = new ArrayBuffer(65536); var retasmFunc = asmFunc({Math,Int8Array,Uint8Array,Int16Array,Uint16Array,Int32Array,Uint32Array,Float32Array,Float64Array,NaN,Infinity}, {abort:function() { throw new Error('abort'); }},memasmFunc); export var add = retasmFunc.add; export var sub = retasmFunc.sub; export var mul = retasmFunc.mul; export var div = retasmFunc.div; export var sqrt = retasmFunc.sqrt; export var min = retasmFunc.min; export var max = retasmFunc.max; export var ceil = retasmFunc.ceil; export var floor = retasmFunc.floor; export var trunc = retasmFunc.trunc; export var nearest = retasmFunc.nearest;