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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;
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