| function asmFunc(imports) { | |
| var Math_imul = Math.imul; | |
| var Math_fround = Math.fround; | |
| var Math_abs = Math.abs; | |
| var Math_clz32 = Math.clz32; | |
| var Math_min = Math.min; | |
| var Math_max = Math.max; | |
| var Math_floor = Math.floor; | |
| var Math_ceil = Math.ceil; | |
| var Math_trunc = Math.trunc; | |
| var Math_sqrt = Math.sqrt; | |
| 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(Math_trunc(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))) { | |
| 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); | |
| } | |
| return { | |
| "add": $0, | |
| "sub": $1, | |
| "mul": $2, | |
| "div": $3, | |
| "sqrt": $4, | |
| "min": $5, | |
| "max": $6, | |
| "ceil": $7, | |
| "floor": $8, | |
| "trunc": $9, | |
| "nearest": $10 | |
| }; | |
| } | |
| var retasmFunc = asmFunc({ | |
| }); | |
| 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; |