function asmFunc(global, env, buffer) { "almost 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 abort = env.abort; var nan = global.NaN; var infinity = global.Infinity; function $0($0_1, $1_1) { $0_1 = Math_fround($0_1); $1_1 = Math_fround($1_1); return $0_1 == $1_1 | 0; } function $1($0_1, $1_1) { $0_1 = Math_fround($0_1); $1_1 = Math_fround($1_1); return $0_1 != $1_1 | 0; } function $2($0_1, $1_1) { $0_1 = Math_fround($0_1); $1_1 = Math_fround($1_1); return $0_1 < $1_1 | 0; } function $3($0_1, $1_1) { $0_1 = Math_fround($0_1); $1_1 = Math_fround($1_1); return $0_1 <= $1_1 | 0; } function $4($0_1, $1_1) { $0_1 = Math_fround($0_1); $1_1 = Math_fround($1_1); return $0_1 > $1_1 | 0; } function $5($0_1, $1_1) { $0_1 = Math_fround($0_1); $1_1 = Math_fround($1_1); return $0_1 >= $1_1 | 0; } var FUNCTION_TABLE = []; return { "eq": $0, "ne": $1, "lt": $2, "le": $3, "gt": $4, "ge": $5 }; } 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 eq = retasmFunc.eq; export var ne = retasmFunc.ne; export var lt = retasmFunc.lt; export var le = retasmFunc.le; export var gt = retasmFunc.gt; export var ge = retasmFunc.ge;