| 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 import$table$0 = env.table; |
| function __wasm_ctz_i32(x) { |
| x = x | 0; |
| var wasm2asm_i32$0 = 0; |
| if ((x | 0) == (0 | 0)) wasm2asm_i32$0 = 32; else wasm2asm_i32$0 = 31 - Math_clz32(x ^ (x - 1 | 0) | 0) | 0; |
| return wasm2asm_i32$0 | 0; |
| } |
| |
| function __wasm_popcnt_i32(x) { |
| x = x | 0; |
| var count = 0, wasm2asm_i32$0 = 0; |
| count = 0; |
| b : { |
| l : do { |
| if ((x | 0) == (0 | 0)) { |
| wasm2asm_i32$0 = count; |
| break b; |
| } |
| x = x & (x - 1 | 0) | 0; |
| count = count + 1 | 0; |
| continue l; |
| break l; |
| } while (1); |
| }; |
| return wasm2asm_i32$0 | 0; |
| } |
| |
| function __wasm_rotl_i32(x, k) { |
| x = x | 0; |
| k = k | 0; |
| return ((4294967295 >>> (k & 31 | 0) | 0) & x | 0) << (k & 31 | 0) | 0 | (((4294967295 << (32 - (k & 31 | 0) | 0) | 0) & x | 0) >>> (32 - (k & 31 | 0) | 0) | 0) | 0 | 0; |
| } |
| |
| function __wasm_rotr_i32(x, k) { |
| x = x | 0; |
| k = k | 0; |
| return ((4294967295 << (k & 31 | 0) | 0) & x | 0) >>> (k & 31 | 0) | 0 | (((4294967295 >>> (32 - (k & 31 | 0) | 0) | 0) & x | 0) << (32 - (k & 31 | 0) | 0) | 0) | 0 | 0; |
| } |
| |
| return { |
| |
| }; |
| } |
| |