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path: root/test/wasm2js/i32.2asm.js
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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 abort = env.abort;
 var nan = global.NaN;
 var infinity = global.Infinity;
 var i64toi32_i32$HIGH_BITS = 0;
 function $0(x, y) {
  x = x | 0;
  y = y | 0;
  return x + y | 0 | 0;
 }
 
 function $1(x, y) {
  x = x | 0;
  y = y | 0;
  return x - y | 0 | 0;
 }
 
 function $2(x, y) {
  x = x | 0;
  y = y | 0;
  return Math_imul(x, y) | 0;
 }
 
 function $3(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) / (y | 0) | 0 | 0;
 }
 
 function $4(x, y) {
  x = x | 0;
  y = y | 0;
  return (x >>> 0) / (y >>> 0) | 0 | 0;
 }
 
 function $5(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) % (y | 0) | 0 | 0;
 }
 
 function $6(x, y) {
  x = x | 0;
  y = y | 0;
  return (x >>> 0) % (y >>> 0) | 0 | 0;
 }
 
 function $7(x, y) {
  x = x | 0;
  y = y | 0;
  return x & y | 0 | 0;
 }
 
 function $8(x, y) {
  x = x | 0;
  y = y | 0;
  return x | y | 0 | 0;
 }
 
 function $9(x, y) {
  x = x | 0;
  y = y | 0;
  return x ^ y | 0 | 0;
 }
 
 function $10(x, y) {
  x = x | 0;
  y = y | 0;
  return x << y | 0 | 0;
 }
 
 function $11(x, y) {
  x = x | 0;
  y = y | 0;
  return x >> y | 0 | 0;
 }
 
 function $12(x, y) {
  x = x | 0;
  y = y | 0;
  return x >>> y | 0 | 0;
 }
 
 function $13(x, y) {
  x = x | 0;
  y = y | 0;
  return __wasm_rotl_i32(x | 0, y | 0) | 0 | 0;
 }
 
 function $14(x, y) {
  x = x | 0;
  y = y | 0;
  return __wasm_rotr_i32(x | 0, y | 0) | 0 | 0;
 }
 
 function $15(x) {
  x = x | 0;
  return Math_clz32(x) | 0;
 }
 
 function $16(x) {
  x = x | 0;
  return __wasm_ctz_i32(x | 0) | 0 | 0;
 }
 
 function $17(x) {
  x = x | 0;
  return __wasm_popcnt_i32(x | 0) | 0 | 0;
 }
 
 function $18(x) {
  x = x | 0;
  return (x | 0) == (0 | 0) | 0;
 }
 
 function $19(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) == (y | 0) | 0;
 }
 
 function $20(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) != (y | 0) | 0;
 }
 
 function $21(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) < (y | 0) | 0;
 }
 
 function $22(x, y) {
  x = x | 0;
  y = y | 0;
  return x >>> 0 < y >>> 0 | 0;
 }
 
 function $23(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) <= (y | 0) | 0;
 }
 
 function $24(x, y) {
  x = x | 0;
  y = y | 0;
  return x >>> 0 <= y >>> 0 | 0;
 }
 
 function $25(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) > (y | 0) | 0;
 }
 
 function $26(x, y) {
  x = x | 0;
  y = y | 0;
  return x >>> 0 > y >>> 0 | 0;
 }
 
 function $27(x, y) {
  x = x | 0;
  y = y | 0;
  return (x | 0) >= (y | 0) | 0;
 }
 
 function $28(x, y) {
  x = x | 0;
  y = y | 0;
  return x >>> 0 >= y >>> 0 | 0;
 }
 
 function __wasm_ctz_i32(var$0) {
  var$0 = var$0 | 0;
  if (var$0) return 31 - Math_clz32((var$0 + 4294967295 | 0) ^ var$0 | 0) | 0 | 0;
  return 32 | 0;
 }
 
 function __wasm_popcnt_i32(var$0) {
  var$0 = var$0 | 0;
  var var$1 = 0, $5_1 = 0;
  label$1 : {
   label$2 : do {
    $5_1 = var$1;
    if ((var$0 | 0) == (0 | 0)) break label$1;
    var$0 = var$0 & (var$0 - 1 | 0) | 0;
    var$1 = var$1 + 1 | 0;
    continue label$2;
    break label$2;
   } while (1);
  };
  return $5_1 | 0;
 }
 
 function __wasm_rotl_i32(var$0, var$1) {
  var$0 = var$0 | 0;
  var$1 = var$1 | 0;
  var var$2 = 0;
  var$2 = var$1 & 31 | 0;
  var$1 = (0 - var$1 | 0) & 31 | 0;
  return ((4294967295 >>> var$2 | 0) & var$0 | 0) << var$2 | 0 | (((4294967295 << var$1 | 0) & var$0 | 0) >>> var$1 | 0) | 0 | 0;
 }
 
 function __wasm_rotr_i32(var$0, var$1) {
  var$0 = var$0 | 0;
  var$1 = var$1 | 0;
  var var$2 = 0;
  var$2 = var$1 & 31 | 0;
  var$1 = (0 - var$1 | 0) & 31 | 0;
  return ((4294967295 << var$2 | 0) & var$0 | 0) >>> var$2 | 0 | (((4294967295 >>> var$1 | 0) & var$0 | 0) << var$1 | 0) | 0 | 0;
 }
 
 return {
  add: $0, 
  sub: $1, 
  mul: $2, 
  div_s: $3, 
  div_u: $4, 
  rem_s: $5, 
  rem_u: $6, 
  and: $7, 
  or: $8, 
  xor: $9, 
  shl: $10, 
  shr_s: $11, 
  shr_u: $12, 
  rotl: $13, 
  rotr: $14, 
  clz: $15, 
  ctz: $16, 
  popcnt: $17, 
  eqz: $18, 
  eq: $19, 
  ne: $20, 
  lt_s: $21, 
  lt_u: $22, 
  le_s: $23, 
  le_u: $24, 
  gt_s: $25, 
  gt_u: $26, 
  ge_s: $27, 
  ge_u: $28
 };
}

const memasmFunc = new ArrayBuffer(65536);
const retasmFunc = asmFunc({Math,Int8Array,Uint8Array,Int16Array,Uint16Array,Int32Array,Uint32Array,Float32Array,Float64Array,NaN,Infinity}, {abort:function() { throw new Error('abort'); }},memasmFunc);
export const add = retasmFunc.add;
export const sub = retasmFunc.sub;
export const mul = retasmFunc.mul;
export const div_s = retasmFunc.div_s;
export const div_u = retasmFunc.div_u;
export const rem_s = retasmFunc.rem_s;
export const rem_u = retasmFunc.rem_u;
export const and = retasmFunc.and;
export const or = retasmFunc.or;
export const xor = retasmFunc.xor;
export const shl = retasmFunc.shl;
export const shr_s = retasmFunc.shr_s;
export const shr_u = retasmFunc.shr_u;
export const rotl = retasmFunc.rotl;
export const rotr = retasmFunc.rotr;
export const clz = retasmFunc.clz;
export const ctz = retasmFunc.ctz;
export const popcnt = retasmFunc.popcnt;
export const eqz = retasmFunc.eqz;
export const eq = retasmFunc.eq;
export const ne = retasmFunc.ne;
export const lt_s = retasmFunc.lt_s;
export const lt_u = retasmFunc.lt_u;
export const le_s = retasmFunc.le_s;
export const le_u = retasmFunc.le_u;
export const gt_s = retasmFunc.gt_s;
export const gt_u = retasmFunc.gt_u;
export const ge_s = retasmFunc.ge_s;
export const ge_u = retasmFunc.ge_u;