blob: d488213fd92da6e6672a10704ec41c445be6497f [file] [log] [blame] [edit]
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 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, y) | 0 | 0;
}
function $14(x, y) {
x = x | 0;
y = y | 0;
return __wasm_rotr_i32(x, y) | 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;
}
function $17(x) {
x = x | 0;
return __wasm_popcnt_i32(x) | 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(x) {
x = x | 0;
var $1 = 0;
if ((x | 0) == (0 | 0)) $1 = 32; else $1 = 31 - Math_clz32(x ^ (x - 1 | 0) | 0) | 0;
return $1 | 0;
}
function __wasm_popcnt_i32(x) {
x = x | 0;
var count = 0, $2 = 0;
count = 0;
b : {
l : do {
$2 = count;
if ((x | 0) == (0 | 0)) break b;
x = x & (x - 1 | 0) | 0;
count = count + 1 | 0;
continue l;
break l;
} while (1);
};
return $2 | 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 {
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
};
}