| 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 i64toi32_i32$HIGH_BITS = 0; |
| function $0(x, y) { |
| x = Math_fround(x); |
| y = Math_fround(y); |
| return x == y | 0; |
| } |
| |
| function $1(x, y) { |
| x = Math_fround(x); |
| y = Math_fround(y); |
| return x != y | 0; |
| } |
| |
| function $2(x, y) { |
| x = Math_fround(x); |
| y = Math_fround(y); |
| return x < y | 0; |
| } |
| |
| function $3(x, y) { |
| x = Math_fround(x); |
| y = Math_fround(y); |
| return x <= y | 0; |
| } |
| |
| function $4(x, y) { |
| x = Math_fround(x); |
| y = Math_fround(y); |
| return x > y | 0; |
| } |
| |
| function $5(x, y) { |
| x = Math_fround(x); |
| y = Math_fround(y); |
| return x >= y | 0; |
| } |
| |
| return { |
| eq: $0, |
| ne: $1, |
| lt: $2, |
| le: $3, |
| gt: $4, |
| ge: $5 |
| }; |
| } |
| |