[pypy-commit] lang-js default: added sunspider benchmarks

stepahn noreply at buildbot.pypy.org
Fri Dec 28 11:35:51 CET 2012


Author: Stephan <stephan at stzal.com>
Branch: 
Changeset: r329:1bf9b2bf5cd3
Date: 2012-12-28 11:09 +0100
http://bitbucket.org/pypy/lang-js/changeset/1bf9b2bf5cd3/

Log:	added sunspider benchmarks

diff too long, truncating to 2000 out of 5642 lines

diff --git a/js/bench/sunspider/run.js b/js/bench/sunspider/run.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/run.js
@@ -0,0 +1,32 @@
+function _run(file) {
+    var d = Date.now();
+    load(file);
+    print(file + ': ' + (Date.now() - d));
+}
+
+_run("t/3d-cube.js");
+//load("t/3d-morph.js");
+//load("t/3d-raytrace.js");
+_run("t/access-binary-trees.js");
+_run("t/access-fannkuch.js");
+_run("t/access-nbody.js");
+//_run("t/access-nsieve.js");
+_run("t/bitops-3bit-bits-in-byte.js");
+//_run("t/bitops-bits-in-byte.js");
+_run("t/bitops-bitwise-and.js");
+//_run("t/bitops-nsieve-bits.js");
+_run("t/controlflow-recursive.js");
+//load("t/crypto-aes.js");
+_run("t/crypto-md5.js");
+_run("t/crypto-sha1.js");
+//load("t/date-format-tofte.js");
+//load("t/date-format-xparb.js");
+_run("t/math-cordic.js");
+_run("t/math-partial-sums.js");
+_run("t/math-spectral-norm.js");
+//load("t/regexp-dna.js");
+_run("t/string-base64.js");
+load("t/string-fasta.js");
+//load("t/string-tagcloud.js");
+//load("t/string-unpack-code.js");
+//load("t/string-validate-input.js");
diff --git a/js/bench/sunspider/t/3d-cube.js b/js/bench/sunspider/t/3d-cube.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/3d-cube.js
@@ -0,0 +1,337 @@
+// 3D Cube Rotation
+// http://www.speich.net/computer/moztesting/3d.htm
+// Created by Simon Speich
+
+var Q = new Array();
+var MTrans = new Array();  // transformation matrix
+var MQube = new Array();  // position information of qube
+var I = new Array();      // entity matrix
+var Origin = new Object();
+var Testing = new Object();
+var LoopTimer;
+
+var DisplArea = new Object();
+DisplArea.Width = 300;
+DisplArea.Height = 300;
+
+function DrawLine(From, To) {
+  var x1 = From.V[0];
+  var x2 = To.V[0];
+  var y1 = From.V[1];
+  var y2 = To.V[1];
+  var dx = Math.abs(x2 - x1);
+  var dy = Math.abs(y2 - y1);
+  var x = x1;
+  var y = y1;
+  var IncX1, IncY1;
+  var IncX2, IncY2;  
+  var Den;
+  var Num;
+  var NumAdd;
+  var NumPix;
+
+  if (x2 >= x1) {  IncX1 = 1; IncX2 = 1;  }
+  else { IncX1 = -1; IncX2 = -1; }
+  if (y2 >= y1)  {  IncY1 = 1; IncY2 = 1; }
+  else { IncY1 = -1; IncY2 = -1; }
+  if (dx >= dy) {
+    IncX1 = 0;
+    IncY2 = 0;
+    Den = dx;
+    Num = dx / 2;
+    NumAdd = dy;
+    NumPix = dx;
+  }
+  else {
+    IncX2 = 0;
+    IncY1 = 0;
+    Den = dy;
+    Num = dy / 2;
+    NumAdd = dx;
+    NumPix = dy;
+  }
+
+  NumPix = Math.round(Q.LastPx + NumPix);
+
+  var i = Q.LastPx;
+  for (; i < NumPix; i++) {
+    Num += NumAdd;
+    if (Num >= Den) {
+      Num -= Den;
+      x += IncX1;
+      y += IncY1;
+    }
+    x += IncX2;
+    y += IncY2;
+  }
+  Q.LastPx = NumPix;
+}
+
+function CalcCross(V0, V1) {
+  var Cross = new Array();
+  Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
+  Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
+  Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
+  return Cross;
+}
+
+function CalcNormal(V0, V1, V2) {
+  var A = new Array();   var B = new Array(); 
+  for (var i = 0; i < 3; i++) {
+    A[i] = V0[i] - V1[i];
+    B[i] = V2[i] - V1[i];
+  }
+  A = CalcCross(A, B);
+  var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]); 
+  for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
+  A[3] = 1;
+  return A;
+}
+
+function CreateP(X,Y,Z) {
+  this.V = [X,Y,Z,1];
+}
+
+// multiplies two matrices
+function MMulti(M1, M2) {
+  var M = [[],[],[],[]];
+  var i = 0;
+  var j = 0;
+  for (; i < 4; i++) {
+    j = 0;
+    for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j];
+  }
+  return M;
+}
+
+//multiplies matrix with vector
+function VMulti(M, V) {
+  var Vect = new Array();
+  var i = 0;
+  for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3];
+  return Vect;
+}
+
+function VMulti2(M, V) {
+  var Vect = new Array();
+  var i = 0;
+  for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
+  return Vect;
+}
+
+// add to matrices
+function MAdd(M1, M2) {
+  var M = [[],[],[],[]];
+  var i = 0;
+  var j = 0;
+  for (; i < 4; i++) {
+    j = 0;
+    for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
+  }
+  return M;
+}
+
+function Translate(M, Dx, Dy, Dz) {
+  var T = [
+  [1,0,0,Dx],
+  [0,1,0,Dy],
+  [0,0,1,Dz],
+  [0,0,0,1]
+  ];
+  return MMulti(T, M);
+}
+
+function RotateX(M, Phi) {
+  var a = Phi;
+  a *= Math.PI / 180;
+  var Cos = Math.cos(a);
+  var Sin = Math.sin(a);
+  var R = [
+  [1,0,0,0],
+  [0,Cos,-Sin,0],
+  [0,Sin,Cos,0],
+  [0,0,0,1]
+  ];
+  return MMulti(R, M);
+}
+
+function RotateY(M, Phi) {
+  var a = Phi;
+  a *= Math.PI / 180;
+  var Cos = Math.cos(a);
+  var Sin = Math.sin(a);
+  var R = [
+  [Cos,0,Sin,0],
+  [0,1,0,0],
+  [-Sin,0,Cos,0],
+  [0,0,0,1]
+  ];
+  return MMulti(R, M);
+}
+
+function RotateZ(M, Phi) {
+  var a = Phi;
+  a *= Math.PI / 180;
+  var Cos = Math.cos(a);
+  var Sin = Math.sin(a);
+  var R = [
+  [Cos,-Sin,0,0],
+  [Sin,Cos,0,0],
+  [0,0,1,0],   
+  [0,0,0,1]
+  ];
+  return MMulti(R, M);
+}
+
+function DrawQube() {
+  // calc current normals
+  var CurN = new Array();
+  var i = 5;
+  Q.LastPx = 0;
+  for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
+  if (CurN[0][2] < 0) {
+    if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
+    if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
+    if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
+    if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
+  }
+  if (CurN[1][2] < 0) {
+    if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
+    if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
+    if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
+    if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
+  }
+  if (CurN[2][2] < 0) {
+    if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
+    if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
+    if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
+    if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
+  }
+  if (CurN[3][2] < 0) {
+    if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
+    if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
+    if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
+    if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
+  }
+  if (CurN[4][2] < 0) {
+    if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
+    if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
+    if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
+    if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
+  }
+  if (CurN[5][2] < 0) {
+    if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
+    if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
+    if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
+    if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
+  }
+  Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
+  Q.LastPx = 0;
+}
+
+function Loop() {
+  if (Testing.LoopCount > Testing.LoopMax) return;
+  var TestingStr = String(Testing.LoopCount);
+  while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
+  MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
+  MTrans = RotateX(MTrans, 1);
+  MTrans = RotateY(MTrans, 3);
+  MTrans = RotateZ(MTrans, 5);
+  MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
+  MQube = MMulti(MTrans, MQube);
+  var i = 8;
+  for (; i > -1; i--) {
+    Q[i].V = VMulti(MTrans, Q[i].V);
+  }
+  DrawQube();
+  Testing.LoopCount++;
+  Loop();
+}
+
+function Init(CubeSize) {
+  // init/reset vars
+  Origin.V = [150,150,20,1];
+  Testing.LoopCount = 0;
+  Testing.LoopMax = 50;
+  Testing.TimeMax = 0;
+  Testing.TimeAvg = 0;
+  Testing.TimeMin = 0;
+  Testing.TimeTemp = 0;
+  Testing.TimeTotal = 0;
+  Testing.Init = false;
+
+  // transformation matrix
+  MTrans = [
+  [1,0,0,0],
+  [0,1,0,0],
+  [0,0,1,0],
+  [0,0,0,1]
+  ];
+  
+  // position information of qube
+  MQube = [
+  [1,0,0,0],
+  [0,1,0,0],
+  [0,0,1,0],
+  [0,0,0,1]
+  ];
+  
+  // entity matrix
+  I = [
+  [1,0,0,0],
+  [0,1,0,0],
+  [0,0,1,0],
+  [0,0,0,1]
+  ];
+  
+  // create qube
+  Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
+  Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
+  Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
+  Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
+  Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
+  Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
+  Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
+  Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
+  
+  // center of gravity
+  Q[8] = new CreateP(0, 0, 0);
+  
+  // anti-clockwise edge check
+  Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
+  
+  // calculate squad normals
+  Q.Normal = new Array();
+  for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V);
+  
+  // line drawn ?
+  Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
+  
+  // create line pixels
+  Q.NumPx = 9 * 2 * CubeSize;
+  for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0);
+  
+  MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
+  MQube = MMulti(MTrans, MQube);
+
+  var i = 0;
+  for (; i < 9; i++) {
+    Q[i].V = VMulti(MTrans, Q[i].V);
+  }
+  DrawQube();
+  Testing.Init = true;
+  Loop();
+}
+
+for ( var i = 20; i <= 160; i *= 2 ) {
+  Init(i);
+}
+
+Q = null;
+MTrans = null;
+MQube = null;
+I = null;
+Origin = null;
+Testing = null;
+LoopTime = null;
+DisplArea = null;
diff --git a/js/bench/sunspider/t/3d-morph.js b/js/bench/sunspider/t/3d-morph.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/3d-morph.js
@@ -0,0 +1,54 @@
+/*
+ * Copyright (C) 2007 Apple Inc.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+var loops = 15;
+var nx = 120;
+var nz = 120;
+
+function morph(a, f) {
+    var PI2nx = Math.PI * 8/nx;
+    var sin = Math.sin;
+    var f30 = -(50 * sin(f*Math.PI*2));
+
+    for (var i = 0; i < nz; ++i) {
+        for (var j = 0; j < nx; ++j) {
+            a[3*(i*nx+j)+1]    = sin((j-1) * PI2nx ) * -f30;
+        }
+    }
+}
+
+
+var a = Array();
+for (var i=0; i < nx*nz*3; ++i)
+    a[i] = 0;
+
+for (var i = 0; i < loops; ++i) {
+    morph(a, i/loops);
+}
+
+testOutput = 0;
+for (var i = 0; i < nx; i++)
+    testOutput += a[3*(i*nx+i)+1];
+a = null;
diff --git a/js/bench/sunspider/t/3d-raytrace.js b/js/bench/sunspider/t/3d-raytrace.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/3d-raytrace.js
@@ -0,0 +1,441 @@
+/*
+ * Copyright (C) 2007 Apple Inc.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+function createVector(x,y,z) {
+    return new Array(x,y,z);
+}
+
+function sqrLengthVector(self) {
+    return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
+}
+
+function lengthVector(self) {
+    return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+}
+
+function addVector(self, v) {
+    self[0] += v[0];
+    self[1] += v[1];
+    self[2] += v[2];
+    return self;
+}
+
+function subVector(self, v) {
+    self[0] -= v[0];
+    self[1] -= v[1];
+    self[2] -= v[2];
+    return self;
+}
+
+function scaleVector(self, scale) {
+    self[0] *= scale;
+    self[1] *= scale;
+    self[2] *= scale;
+    return self;
+}
+
+function normaliseVector(self) {
+    var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+    self[0] /= len;
+    self[1] /= len;
+    self[2] /= len;
+    return self;
+}
+
+function add(v1, v2) {
+    return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
+}
+
+function sub(v1, v2) {
+    return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
+}
+
+function scalev(v1, v2) {
+    return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
+}
+
+function dot(v1, v2) {
+    return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
+}
+
+function scale(v, scale) {
+    return [v[0] * scale, v[1] * scale, v[2] * scale];
+}
+
+function cross(v1, v2) {
+    return [v1[1] * v2[2] - v1[2] * v2[1],
+            v1[2] * v2[0] - v1[0] * v2[2],
+            v1[0] * v2[1] - v1[1] * v2[0]];
+
+}
+
+function normalise(v) {
+    var len = lengthVector(v);
+    return [v[0] / len, v[1] / len, v[2] / len];
+}
+
+function transformMatrix(self, v) {
+    var vals = self;
+    var x  = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
+    var y  = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
+    var z  = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
+    return [x, y, z];
+}
+
+function invertMatrix(self) {
+    var temp = new Array(16);
+    var tx = -self[3];
+    var ty = -self[7];
+    var tz = -self[11];
+    for (h = 0; h < 3; h++)
+        for (v = 0; v < 3; v++)
+            temp[h + v * 4] = self[v + h * 4];
+    for (i = 0; i < 11; i++)
+        self[i] = temp[i];
+    self[3] = tx * self[0] + ty * self[1] + tz * self[2];
+    self[7] = tx * self[4] + ty * self[5] + tz * self[6];
+    self[11] = tx * self[8] + ty * self[9] + tz * self[10];
+    return self;
+}
+
+
+// Triangle intersection using barycentric coord method
+function Triangle(p1, p2, p3) {
+    var edge1 = sub(p3, p1);
+    var edge2 = sub(p2, p1);
+    var normal = cross(edge1, edge2);
+    if (Math.abs(normal[0]) > Math.abs(normal[1]))
+        if (Math.abs(normal[0]) > Math.abs(normal[2]))
+            this.axis = 0;
+        else
+            this.axis = 2;
+    else
+        if (Math.abs(normal[1]) > Math.abs(normal[2]))
+            this.axis = 1;
+        else
+            this.axis = 2;
+    var u = (this.axis + 1) % 3;
+    var v = (this.axis + 2) % 3;
+    var u1 = edge1[u];
+    var v1 = edge1[v];
+
+    var u2 = edge2[u];
+    var v2 = edge2[v];
+    this.normal = normalise(normal);
+    this.nu = normal[u] / normal[this.axis];
+    this.nv = normal[v] / normal[this.axis];
+    this.nd = dot(normal, p1) / normal[this.axis];
+    var det = u1 * v2 - v1 * u2;
+    this.eu = p1[u];
+    this.ev = p1[v];
+    this.nu1 = u1 / det;
+    this.nv1 = -v1 / det;
+    this.nu2 = v2 / det;
+    this.nv2 = -u2 / det;
+    this.material = [0.7, 0.7, 0.7];
+}
+
+Triangle.prototype.intersect = function(orig, dir, near, far) {
+    var u = (this.axis + 1) % 3;
+    var v = (this.axis + 2) % 3;
+    var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
+    var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
+    if (t < near || t > far)
+        return null;
+    var Pu = orig[u] + t * dir[u] - this.eu;
+    var Pv = orig[v] + t * dir[v] - this.ev;
+    var a2 = Pv * this.nu1 + Pu * this.nv1;
+    if (a2 < 0)
+        return null;
+    var a3 = Pu * this.nu2 + Pv * this.nv2;
+    if (a3 < 0)
+        return null;
+
+    if ((a2 + a3) > 1)
+        return null;
+    return t;
+};
+
+function Scene(a_triangles) {
+    this.triangles = a_triangles;
+    this.lights = [];
+    this.ambient = [0,0,0];
+    this.background = [0.8,0.8,1];
+}
+var zero = new Array(0,0,0);
+
+Scene.prototype.intersect = function(origin, dir, near, far) {
+    var closest = null;
+    for (i = 0; i < this.triangles.length; i++) {
+        var triangle = this.triangles[i];
+        var d = triangle.intersect(origin, dir, near, far);
+        if (d == null || d > far || d < near)
+            continue;
+        far = d;
+        closest = triangle;
+    }
+
+    if (!closest)
+        return [this.background[0],this.background[1],this.background[2]];
+
+    var normal = closest.normal;
+    var hit = add(origin, scale(dir, far));
+    if (dot(dir, normal) > 0)
+        normal = [-normal[0], -normal[1], -normal[2]];
+
+    var colour = null;
+    if (closest.shader) {
+        colour = closest.shader(closest, hit, dir);
+    } else {
+        colour = closest.material;
+    }
+
+    // do reflection
+    var reflected = null;
+    if (colour.reflection > 0.001) {
+        var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
+        reflected = this.intersect(hit, reflection, 0.0001, 1000000);
+        if (colour.reflection >= 0.999999)
+            return reflected;
+    }
+
+    var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
+    for (var i = 0; i < this.lights.length; i++) {
+        var light = this.lights[i];
+        var toLight = sub(light, hit);
+        var distance = lengthVector(toLight);
+        scaleVector(toLight, 1.0/distance);
+        distance -= 0.0001;
+        if (this.blocked(hit, toLight, distance))
+            continue;
+        var nl = dot(normal, toLight);
+        if (nl > 0)
+            addVector(l, scale(light.colour, nl));
+    }
+    l = scalev(l, colour);
+    if (reflected) {
+        l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
+    }
+    return l;
+};
+
+Scene.prototype.blocked = function(O, D, far) {
+    var near = 0.0001;
+    var closest = null;
+    for (i = 0; i < this.triangles.length; i++) {
+        var triangle = this.triangles[i];
+        var d = triangle.intersect(O, D, near, far);
+        if (d == null || d > far || d < near)
+            continue;
+        return true;
+    }
+
+    return false;
+};
+
+
+// this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
+// that somewhere is
+function Camera(origin, lookat, up) {
+    var zaxis = normaliseVector(subVector(lookat, origin));
+    var xaxis = normaliseVector(cross(up, zaxis));
+    var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
+    var m = new Array(16);
+    m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
+    m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
+    m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
+    invertMatrix(m);
+    m[3] = 0; m[7] = 0; m[11] = 0;
+    this.origin = origin;
+    this.directions = new Array(4);
+    this.directions[0] = normalise([-0.7,  0.7, 1]);
+    this.directions[1] = normalise([ 0.7,  0.7, 1]);
+    this.directions[2] = normalise([ 0.7, -0.7, 1]);
+    this.directions[3] = normalise([-0.7, -0.7, 1]);
+    this.directions[0] = transformMatrix(m, this.directions[0]);
+    this.directions[1] = transformMatrix(m, this.directions[1]);
+    this.directions[2] = transformMatrix(m, this.directions[2]);
+    this.directions[3] = transformMatrix(m, this.directions[3]);
+}
+
+Camera.prototype.generateRayPair = function(y) {
+    rays = new Array(new Object(), new Object());
+    rays[0].origin = this.origin;
+    rays[1].origin = this.origin;
+    rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
+    rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
+    return rays;
+};
+
+function renderRows(camera, scene, pixels, width, height, starty, stopy) {
+    for (var y = starty; y < stopy; y++) {
+        var rays = camera.generateRayPair(y / height);
+        for (var x = 0; x < width; x++) {
+            var xp = x / width;
+            var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
+            var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
+            var l = scene.intersect(origin, dir);
+            pixels[y][x] = l;
+        }
+    }
+}
+
+Camera.prototype.render = function(scene, pixels, width, height) {
+    var cam = this;
+    var row = 0;
+    renderRows(cam, scene, pixels, width, height, 0, height);
+};
+
+
+
+function raytraceScene()
+{
+    var startDate = new Date().getTime();
+    var numTriangles = 2 * 6;
+    var triangles = new Array();//numTriangles);
+    var tfl = createVector(-10,  10, -10);
+    var tfr = createVector( 10,  10, -10);
+    var tbl = createVector(-10,  10,  10);
+    var tbr = createVector( 10,  10,  10);
+    var bfl = createVector(-10, -10, -10);
+    var bfr = createVector( 10, -10, -10);
+    var bbl = createVector(-10, -10,  10);
+    var bbr = createVector( 10, -10,  10);
+
+    // cube!!!
+    // front
+    var i = 0;
+
+    triangles[i++] = new Triangle(tfl, tfr, bfr);
+    triangles[i++] = new Triangle(tfl, bfr, bfl);
+    // back
+    triangles[i++] = new Triangle(tbl, tbr, bbr);
+    triangles[i++] = new Triangle(tbl, bbr, bbl);
+    //        triangles[i-1].material = [0.7,0.2,0.2];
+    //            triangles[i-1].material.reflection = 0.8;
+    // left
+    triangles[i++] = new Triangle(tbl, tfl, bbl);
+    //            triangles[i-1].reflection = 0.6;
+    triangles[i++] = new Triangle(tfl, bfl, bbl);
+    //            triangles[i-1].reflection = 0.6;
+    // right
+    triangles[i++] = new Triangle(tbr, tfr, bbr);
+    triangles[i++] = new Triangle(tfr, bfr, bbr);
+    // top
+    triangles[i++] = new Triangle(tbl, tbr, tfr);
+    triangles[i++] = new Triangle(tbl, tfr, tfl);
+    // bottom
+    triangles[i++] = new Triangle(bbl, bbr, bfr);
+    triangles[i++] = new Triangle(bbl, bfr, bfl);
+
+    //Floor!!!!
+    var green = createVector(0.0, 0.4, 0.0);
+    var grey = createVector(0.4, 0.4, 0.4);
+    grey.reflection = 1.0;
+    var floorShader = function(tri, pos, view) {
+        var x = ((pos[0]/32) % 2 + 2) % 2;
+        var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
+        if (x < 1 != z < 1) {
+            //in the real world we use the fresnel term...
+            //    var angle = 1-dot(view, tri.normal);
+            //   angle *= angle;
+            //  angle *= angle;
+            // angle *= angle;
+            //grey.reflection = angle;
+            return grey;
+        } else
+            return green;
+    };
+    var ffl = createVector(-1000, -30, -1000);
+    var ffr = createVector( 1000, -30, -1000);
+    var fbl = createVector(-1000, -30,  1000);
+    var fbr = createVector( 1000, -30,  1000);
+    triangles[i++] = new Triangle(fbl, fbr, ffr);
+    triangles[i-1].shader = floorShader;
+    triangles[i++] = new Triangle(fbl, ffr, ffl);
+    triangles[i-1].shader = floorShader;
+
+    var _scene = new Scene(triangles);
+    _scene.lights[0] = createVector(20, 38, -22);
+    _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
+    _scene.lights[1] = createVector(-23, 40, 17);
+    _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
+    _scene.lights[2] = createVector(23, 20, 17);
+    _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
+    _scene.ambient = createVector(0.1, 0.1, 0.1);
+    //  _scene.background = createVector(0.7, 0.7, 1.0);
+
+    var size = 30;
+    var pixels = new Array();
+    for (var y = 0; y < size; y++) {
+        pixels[y] = new Array();
+        for (var x = 0; x < size; x++) {
+            pixels[y][x] = 0;
+        }
+    }
+
+    var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
+    _camera.render(_scene, pixels, size, size);
+
+    return pixels;
+}
+
+function arrayToCanvasCommands(pixels)
+{
+    var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
+    var size = 30;
+    for (var y = 0; y < size; y++) {
+        s += "[";
+        for (var x = 0; x < size; x++) {
+            s += "[" + pixels[y][x] + "],";
+        }
+        s+= "],";
+    }
+    s += '];\n    var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
+\n\
+\n\
+    var size = 30;\n\
+    canvas.fillStyle = "red";\n\
+    canvas.fillRect(0, 0, size, size);\n\
+    canvas.scale(1, -1);\n\
+    canvas.translate(0, -size);\n\
+\n\
+    if (!canvas.setFillColor)\n\
+        canvas.setFillColor = function(r, g, b, a) {\n\
+            this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\
+    }\n\
+\n\
+for (var y = 0; y < size; y++) {\n\
+  for (var x = 0; x < size; x++) {\n\
+    var l = pixels[y][x];\n\
+    canvas.setFillColor(l[0], l[1], l[2], 1);\n\
+    canvas.fillRect(x, y, 1, 1);\n\
+  }\n\
+}</scr' + 'ipt>';
+
+    return s;
+}
+
+testOutput = arrayToCanvasCommands(raytraceScene());
diff --git a/js/bench/sunspider/t/access-binary-trees.js b/js/bench/sunspider/t/access-binary-trees.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/access-binary-trees.js
@@ -0,0 +1,50 @@
+/* The Great Computer Language Shootout
+   http://shootout.alioth.debian.org/
+   contributed by Isaac Gouy */
+
+function TreeNode(left,right,item){
+   this.left = left;
+   this.right = right;
+   this.item = item;
+}
+
+TreeNode.prototype.itemCheck = function(){
+   if (this.left==null) return this.item;
+   else return this.item + this.left.itemCheck() - this.right.itemCheck();
+};
+
+function bottomUpTree(item,depth){
+   if (depth>0){
+      return new TreeNode(
+          bottomUpTree(2*item-1, depth-1)
+         ,bottomUpTree(2*item, depth-1)
+         ,item
+      );
+   }
+   else {
+      return new TreeNode(null,null,item);
+   }
+}
+
+var ret;
+
+for ( var n = 4; n <= 7; n += 1 ) {
+    var minDepth = 4;
+    var maxDepth = Math.max(minDepth + 2, n);
+    var stretchDepth = maxDepth + 1;
+
+    var check = bottomUpTree(0,stretchDepth).itemCheck();
+
+    var longLivedTree = bottomUpTree(0,maxDepth);
+    for (var depth=minDepth; depth<=maxDepth; depth+=2){
+        var iterations = 1 << (maxDepth - depth + minDepth);
+
+        check = 0;
+        for (var i=1; i<=iterations; i++){
+            check += bottomUpTree(i,depth).itemCheck();
+            check += bottomUpTree(-i,depth).itemCheck();
+        }
+    }
+
+    ret = longLivedTree.itemCheck();
+}
diff --git a/js/bench/sunspider/t/access-fannkuch.js b/js/bench/sunspider/t/access-fannkuch.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/access-fannkuch.js
@@ -0,0 +1,66 @@
+/* The Great Computer Language Shootout
+   http://shootout.alioth.debian.org/
+   contributed by Isaac Gouy */
+
+function fannkuch(n) {
+   var check = 0;
+   var perm = Array(n);
+   var perm1 = Array(n);
+   var count = Array(n);
+   var maxPerm = Array(n);
+   var maxFlipsCount = 0;
+   var m = n - 1;
+
+   for (var i = 0; i < n; i++) perm1[i] = i;
+   var r = n;
+
+   while (true) {
+      // write-out the first 30 permutations
+      if (check < 30){
+         var s = "";
+         for(var i=0; i<n; i++) s += (perm1[i]+1).toString();
+         check++;
+      }
+
+      while (r != 1) { count[r - 1] = r; r--; }
+      if (!(perm1[0] == 0 || perm1[m] == m)) {
+         for (var i = 0; i < n; i++) perm[i] = perm1[i];
+
+         var flipsCount = 0;
+         var k;
+
+         while (!((k = perm[0]) == 0)) {
+            var k2 = (k + 1) >> 1;
+            for (var i = 0; i < k2; i++) {
+               var temp = perm[i]; perm[i] = perm[k - i]; perm[k - i] = temp;
+            }
+            flipsCount++;
+         }
+
+         if (flipsCount > maxFlipsCount) {
+            maxFlipsCount = flipsCount;
+            for (var i = 0; i < n; i++) maxPerm[i] = perm1[i];
+         }
+      }
+
+      while (true) {
+         if (r == n) return maxFlipsCount;
+         var perm0 = perm1[0];
+         var i = 0;
+         while (i < r) {
+            var j = i + 1;
+            perm1[i] = perm1[j];
+            i = j;
+         }
+         perm1[r] = perm0;
+
+         count[r] = count[r] - 1;
+         if (count[r] > 0) break;
+         r++;
+      }
+   }
+}
+
+var n = 8;
+var ret = fannkuch(n);
+
diff --git a/js/bench/sunspider/t/access-nbody.js b/js/bench/sunspider/t/access-nbody.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/access-nbody.js
@@ -0,0 +1,169 @@
+/* The Great Computer Language Shootout
+   http://shootout.alioth.debian.org/
+   contributed by Isaac Gouy */
+
+var PI = 3.141592653589793;
+var SOLAR_MASS = 4 * PI * PI;
+var DAYS_PER_YEAR = 365.24;
+
+function Body(x,y,z,vx,vy,vz,mass){
+   this.x = x;
+   this.y = y;
+   this.z = z;
+   this.vx = vx;
+   this.vy = vy;
+   this.vz = vz;
+   this.mass = mass;
+}
+
+Body.prototype.offsetMomentum = function(px,py,pz) {
+   this.vx = -px / SOLAR_MASS;
+   this.vy = -py / SOLAR_MASS;
+   this.vz = -pz / SOLAR_MASS;
+   return this;
+};
+
+function Jupiter(){
+   return new Body(
+      4.84143144246472090e+00,
+      -1.16032004402742839e+00,
+      -1.03622044471123109e-01,
+      1.66007664274403694e-03 * DAYS_PER_YEAR,
+      7.69901118419740425e-03 * DAYS_PER_YEAR,
+      -6.90460016972063023e-05 * DAYS_PER_YEAR,
+      9.54791938424326609e-04 * SOLAR_MASS
+   );
+}
+
+function Saturn(){
+   return new Body(
+      8.34336671824457987e+00,
+      4.12479856412430479e+00,
+      -4.03523417114321381e-01,
+      -2.76742510726862411e-03 * DAYS_PER_YEAR,
+      4.99852801234917238e-03 * DAYS_PER_YEAR,
+      2.30417297573763929e-05 * DAYS_PER_YEAR,
+      2.85885980666130812e-04 * SOLAR_MASS
+   );
+}
+
+function Uranus(){
+   return new Body(
+      1.28943695621391310e+01,
+      -1.51111514016986312e+01,
+      -2.23307578892655734e-01,
+      2.96460137564761618e-03 * DAYS_PER_YEAR,
+      2.37847173959480950e-03 * DAYS_PER_YEAR,
+      -2.96589568540237556e-05 * DAYS_PER_YEAR,
+      4.36624404335156298e-05 * SOLAR_MASS
+   );
+}
+
+function Neptune(){
+   return new Body(
+      1.53796971148509165e+01,
+      -2.59193146099879641e+01,
+      1.79258772950371181e-01,
+      2.68067772490389322e-03 * DAYS_PER_YEAR,
+      1.62824170038242295e-03 * DAYS_PER_YEAR,
+      -9.51592254519715870e-05 * DAYS_PER_YEAR,
+      5.15138902046611451e-05 * SOLAR_MASS
+   );
+}
+
+function Sun(){
+   return new Body(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, SOLAR_MASS);
+}
+
+
+function NBodySystem(bodies){
+   this.bodies = bodies;
+   var px = 0.0;
+   var py = 0.0;
+   var pz = 0.0;
+   var size = this.bodies.length;
+   for (var i=0; i<size; i++){
+      var b = this.bodies[i];
+      var m = b.mass;
+      px += b.vx * m;
+      py += b.vy * m;
+      pz += b.vz * m;
+   }
+   this.bodies[0].offsetMomentum(px,py,pz);
+}
+
+NBodySystem.prototype.advance = function(dt){
+   var dx, dy, dz, distance, mag;
+   var size = this.bodies.length;
+
+   for (var i=0; i<size; i++) {
+      var bodyi = this.bodies[i];
+      for (var j=i+1; j<size; j++) {
+         var bodyj = this.bodies[j];
+         dx = bodyi.x - bodyj.x;
+         dy = bodyi.y - bodyj.y;
+         dz = bodyi.z - bodyj.z;
+
+         distance = Math.sqrt(dx*dx + dy*dy + dz*dz);
+         mag = dt / (distance * distance * distance);
+
+         bodyi.vx -= dx * bodyj.mass * mag;
+         bodyi.vy -= dy * bodyj.mass * mag;
+         bodyi.vz -= dz * bodyj.mass * mag;
+
+         bodyj.vx += dx * bodyi.mass * mag;
+         bodyj.vy += dy * bodyi.mass * mag;
+         bodyj.vz += dz * bodyi.mass * mag;
+      }
+   }
+
+   for (var i=0; i<size; i++) {
+      var body = this.bodies[i];
+      body.x += dt * body.vx;
+      body.y += dt * body.vy;
+      body.z += dt * body.vz;
+   }
+};
+
+NBodySystem.prototype.energy = function(){
+   var dx, dy, dz, distance;
+   var e = 0.0;
+   var size = this.bodies.length;
+
+   for (var i=0; i<size; i++) {
+      var bodyi = this.bodies[i];
+
+      e += 0.5 * bodyi.mass *
+         ( bodyi.vx * bodyi.vx
+         + bodyi.vy * bodyi.vy
+         + bodyi.vz * bodyi.vz );
+
+      for (var j=i+1; j<size; j++) {
+         var bodyj = this.bodies[j];
+         dx = bodyi.x - bodyj.x;
+         dy = bodyi.y - bodyj.y;
+         dz = bodyi.z - bodyj.z;
+
+         distance = Math.sqrt(dx*dx + dy*dy + dz*dz);
+         e -= (bodyi.mass * bodyj.mass) / distance;
+      }
+   }
+   return e;
+};
+
+var ret;
+
+for ( var n = 3; n <= 24; n *= 2 ) {
+    (function(){
+        var bodies = new NBodySystem( Array(
+           Sun(),Jupiter(),Saturn(),Uranus(),Neptune()
+        ));
+        var max = n * 100;
+
+        ret = bodies.energy();
+        for (var i=0; i<max; i++){
+            bodies.advance(0.01);
+        }
+        ret = bodies.energy();
+    })();
+}
diff --git a/js/bench/sunspider/t/access-nsieve.js b/js/bench/sunspider/t/access-nsieve.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/access-nsieve.js
@@ -0,0 +1,38 @@
+// The Great Computer Language Shootout
+// http://shootout.alioth.debian.org/
+//
+// modified by Isaac Gouy
+
+function pad(number,width){
+   var s = number.toString();
+   var prefixWidth = width - s.length;
+   if (prefixWidth>0){
+      for (var i=1; i<=prefixWidth; i++) s = " " + s;
+   }
+   return s;
+}
+
+function nsieve(m, isPrime){
+   var i, k, count;
+
+   for (i=2; i<=m; i++) { isPrime[i] = true; }
+   count = 0;
+
+   for (i=2; i<=m; i++){
+      if (isPrime[i]) {
+         for (k=i+i; k<=m; k+=i) isPrime[k] = false;
+         count++;
+      }
+   }
+   return count;
+}
+
+function sieve() {
+    for (var i = 1; i <= 3; i++ ) {
+        var m = (1<<i)*10000;
+        var flags = Array(m+1);
+        nsieve(m, flags);
+    }
+}
+
+sieve();
diff --git a/js/bench/sunspider/t/bitops-3bit-bits-in-byte.js b/js/bench/sunspider/t/bitops-3bit-bits-in-byte.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/bitops-3bit-bits-in-byte.js
@@ -0,0 +1,32 @@
+// Copyright (c) 2004 by Arthur Langereis (arthur_ext at domain xfinitegames, tld com
+
+// 1 op = 6 ANDs, 3 SHRs, 3 SHLs, 4 assigns, 2 ADDs
+// O(1)
+function fast3bitlookup(b) {
+var c, bi3b = 0xE994; // 0b1110 1001 1001 0100; // 3 2 2 1  2 1 1 0
+c  = 3 & (bi3b >> ((b << 1) & 14));
+c += 3 & (bi3b >> ((b >> 2) & 14));
+c += 3 & (bi3b >> ((b >> 5) & 6));
+return c;
+
+/*
+lir4,0xE994; 9 instructions, no memory access, minimal register dependence, 6 shifts, 2 adds, 1 inline assign
+rlwinmr5,r3,1,28,30
+rlwinmr6,r3,30,28,30
+rlwinmr7,r3,27,29,30
+rlwnmr8,r4,r5,30,31
+rlwnmr9,r4,r6,30,31
+rlwnmr10,r4,r7,30,31
+addr3,r8,r9
+addr3,r3,r10
+*/
+}
+
+
+function TimeFunc(func) {
+var x, y, t;
+for(var x=0; x<500; x++)
+for(var y=0; y<256; y++) func(y);
+}
+
+TimeFunc(fast3bitlookup);
diff --git a/js/bench/sunspider/t/bitops-bits-in-byte.js b/js/bench/sunspider/t/bitops-bits-in-byte.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/bitops-bits-in-byte.js
@@ -0,0 +1,21 @@
+// Copyright (c) 2004 by Arthur Langereis (arthur_ext at domain xfinitegames, tld com)
+
+
+// 1 op = 2 assigns, 16 compare/branches, 8 ANDs, (0-8) ADDs, 8 SHLs
+// O(n)
+function bitsinbyte(b) {
+var m = 1, c = 0;
+while(m<0x100) {
+if(b & m) c++;
+m <<= 1;
+}
+return c;
+}
+
+function TimeFunc(func) {
+var x, y, t;
+for(var x=0; x<350; x++)
+for(var y=0; y<256; y++) func(y);
+}
+
+TimeFunc(bitsinbyte);
diff --git a/js/bench/sunspider/t/bitops-bitwise-and.js b/js/bench/sunspider/t/bitops-bitwise-and.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/bitops-bitwise-and.js
@@ -0,0 +1,28 @@
+/*
+ * Copyright (C) 2007 Apple Inc.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
+ */
+
+bitwiseAndValue = 4294967296;
+for (var i = 0; i < 600000; i++)
+    bitwiseAndValue = bitwiseAndValue & i;
diff --git a/js/bench/sunspider/t/bitops-nsieve-bits.js b/js/bench/sunspider/t/bitops-nsieve-bits.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/bitops-nsieve-bits.js
@@ -0,0 +1,32 @@
+// The Great Computer Language Shootout
+//  http://shootout.alioth.debian.org
+//
+//  Contributed by Ian Osgood
+
+function pad(n,width) {
+  var s = n.toString();
+  while (s.length < width) s = ' ' + s;
+  return s;
+}
+
+function primes(isPrime, n) {
+  var i, count = 0, m = 10000<<n, size = m+31>>5;
+
+  for (i=0; i<size; i++) isPrime[i] = 0xffffffff;
+
+  for (i=2; i<m; i++)
+    if (isPrime[i>>5] & 1<<(i&31)) {
+      for (var j=i+i; j<m; j+=i)
+        isPrime[j>>5] &= ~(1<<(j&31));
+      count++;
+    }
+}
+
+function sieve() {
+    for (var i = 4; i <= 4; i++) {
+        var isPrime = new Array((10000<<i)+31>>5);
+        primes(isPrime, i);
+    }
+}
+
+sieve();
diff --git a/js/bench/sunspider/t/controlflow-recursive.js b/js/bench/sunspider/t/controlflow-recursive.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/controlflow-recursive.js
@@ -0,0 +1,25 @@
+// The Computer Language Shootout
+// http://shootout.alioth.debian.org/
+// contributed by Isaac Gouy
+
+function ack(m,n){
+   if (m==0) { return n+1; }
+   if (n==0) { return ack(m-1,1); }
+   return ack(m-1, ack(m,n-1) );
+}
+
+function fib(n) {
+    if (n < 2){ return 1; }
+    return fib(n-2) + fib(n-1);
+}
+
+function tak(x,y,z) {
+    if (y >= x) return z;
+    return tak(tak(x-1,y,z), tak(y-1,z,x), tak(z-1,x,y));
+}
+
+for ( var i = 3; i <= 5; i++ ) {
+    ack(3,i);
+    fib(17.0+i);
+    tak(3*i+3,2*i+2,i+1);
+}
diff --git a/js/bench/sunspider/t/crypto-aes.js b/js/bench/sunspider/t/crypto-aes.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/crypto-aes.js
@@ -0,0 +1,422 @@
+/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
+
+/*
+ * AES Cipher function: encrypt 'input' with Rijndael algorithm
+ *
+ *   takes   byte-array 'input' (16 bytes)
+ *           2D byte-array key schedule 'w' (Nr+1 x Nb bytes)
+ *
+ *   applies Nr rounds (10/12/14) using key schedule w for 'add round key' stage
+ *
+ *   returns byte-array encrypted value (16 bytes)
+ */
+function Cipher(input, w) {    // main Cipher function [§5.1]
+  var Nb = 4;               // block size (in words): no of columns in state (fixed at 4 for AES)
+  var Nr = w.length/Nb - 1; // no of rounds: 10/12/14 for 128/192/256-bit keys
+
+  var state = [[],[],[],[]];  // initialise 4xNb byte-array 'state' with input [§3.4]
+  for (var i=0; i<4*Nb; i++) state[i%4][Math.floor(i/4)] = input[i];
+
+  state = AddRoundKey(state, w, 0, Nb);
+
+  for (var round=1; round<Nr; round++) {
+    state = SubBytes(state, Nb);
+    state = ShiftRows(state, Nb);
+    state = MixColumns(state, Nb);
+    state = AddRoundKey(state, w, round, Nb);
+  }
+
+  state = SubBytes(state, Nb);
+  state = ShiftRows(state, Nb);
+  state = AddRoundKey(state, w, Nr, Nb);
+
+  var output = new Array(4*Nb);  // convert state to 1-d array before returning [§3.4]
+  for (var i=0; i<4*Nb; i++) output[i] = state[i%4][Math.floor(i/4)];
+  return output;
+}
+
+
+function SubBytes(s, Nb) {    // apply SBox to state S [§5.1.1]
+  for (var r=0; r<4; r++) {
+    for (var c=0; c<Nb; c++) s[r][c] = Sbox[s[r][c]];
+  }
+  return s;
+}
+
+
+function ShiftRows(s, Nb) {    // shift row r of state S left by r bytes [§5.1.2]
+  var t = new Array(4);
+  for (var r=1; r<4; r++) {
+    for (var c=0; c<4; c++) t[c] = s[r][(c+r)%Nb];  // shift into temp copy
+    for (var c=0; c<4; c++) s[r][c] = t[c];         // and copy back
+  }          // note that this will work for Nb=4,5,6, but not 7,8 (always 4 for AES):
+  return s;  // see fp.gladman.plus.com/cryptography_technology/rijndael/aes.spec.311.pdf
+}
+
+
+function MixColumns(s, Nb) {   // combine bytes of each col of state S [§5.1.3]
+  for (var c=0; c<4; c++) {
+    var a = new Array(4);  // 'a' is a copy of the current column from 's'
+    var b = new Array(4);  // 'b' is a•{02} in GF(2^8)
+    for (var i=0; i<4; i++) {
+      a[i] = s[i][c];
+      b[i] = s[i][c]&0x80 ? s[i][c]<<1 ^ 0x011b : s[i][c]<<1;
+    }
+    // a[n] ^ b[n] is a•{03} in GF(2^8)
+    s[0][c] = b[0] ^ a[1] ^ b[1] ^ a[2] ^ a[3]; // 2*a0 + 3*a1 + a2 + a3
+    s[1][c] = a[0] ^ b[1] ^ a[2] ^ b[2] ^ a[3]; // a0 * 2*a1 + 3*a2 + a3
+    s[2][c] = a[0] ^ a[1] ^ b[2] ^ a[3] ^ b[3]; // a0 + a1 + 2*a2 + 3*a3
+    s[3][c] = a[0] ^ b[0] ^ a[1] ^ a[2] ^ b[3]; // 3*a0 + a1 + a2 + 2*a3
+  }
+  return s;
+}
+
+
+function AddRoundKey(state, w, rnd, Nb) {  // xor Round Key into state S [§5.1.4]
+  for (var r=0; r<4; r++) {
+    for (var c=0; c<Nb; c++) state[r][c] ^= w[rnd*4+c][r];
+  }
+  return state;
+}
+
+
+function KeyExpansion(key) {  // generate Key Schedule (byte-array Nr+1 x Nb) from Key [§5.2]
+  var Nb = 4;            // block size (in words): no of columns in state (fixed at 4 for AES)
+  var Nk = key.length/4; // key length (in words): 4/6/8 for 128/192/256-bit keys
+  var Nr = Nk + 6;       // no of rounds: 10/12/14 for 128/192/256-bit keys
+
+  var w = new Array(Nb*(Nr+1));
+  var temp = new Array(4);
+
+  for (var i=0; i<Nk; i++) {
+    var r = [key[4*i], key[4*i+1], key[4*i+2], key[4*i+3]];
+    w[i] = r;
+  }
+
+  for (var i=Nk; i<(Nb*(Nr+1)); i++) {
+    w[i] = new Array(4);
+    for (var t=0; t<4; t++) temp[t] = w[i-1][t];
+    if (i % Nk == 0) {
+      temp = SubWord(RotWord(temp));
+      for (var t=0; t<4; t++) temp[t] ^= Rcon[i/Nk][t];
+    } else if (Nk > 6 && i%Nk == 4) {
+      temp = SubWord(temp);
+    }
+    for (var t=0; t<4; t++) w[i][t] = w[i-Nk][t] ^ temp[t];
+  }
+
+  return w;
+}
+
+function SubWord(w) {    // apply SBox to 4-byte word w
+  for (var i=0; i<4; i++) w[i] = Sbox[w[i]];
+  return w;
+}
+
+function RotWord(w) {    // rotate 4-byte word w left by one byte
+  w[4] = w[0];
+  for (var i=0; i<4; i++) w[i] = w[i+1];
+  return w;
+}
+
+
+// Sbox is pre-computed multiplicative inverse in GF(2^8) used in SubBytes and KeyExpansion [§5.1.1]
+var Sbox =  [0x63,0x7c,0x77,0x7b,0xf2,0x6b,0x6f,0xc5,0x30,0x01,0x67,0x2b,0xfe,0xd7,0xab,0x76,
+             0xca,0x82,0xc9,0x7d,0xfa,0x59,0x47,0xf0,0xad,0xd4,0xa2,0xaf,0x9c,0xa4,0x72,0xc0,
+             0xb7,0xfd,0x93,0x26,0x36,0x3f,0xf7,0xcc,0x34,0xa5,0xe5,0xf1,0x71,0xd8,0x31,0x15,
+             0x04,0xc7,0x23,0xc3,0x18,0x96,0x05,0x9a,0x07,0x12,0x80,0xe2,0xeb,0x27,0xb2,0x75,
+             0x09,0x83,0x2c,0x1a,0x1b,0x6e,0x5a,0xa0,0x52,0x3b,0xd6,0xb3,0x29,0xe3,0x2f,0x84,
+             0x53,0xd1,0x00,0xed,0x20,0xfc,0xb1,0x5b,0x6a,0xcb,0xbe,0x39,0x4a,0x4c,0x58,0xcf,
+             0xd0,0xef,0xaa,0xfb,0x43,0x4d,0x33,0x85,0x45,0xf9,0x02,0x7f,0x50,0x3c,0x9f,0xa8,
+             0x51,0xa3,0x40,0x8f,0x92,0x9d,0x38,0xf5,0xbc,0xb6,0xda,0x21,0x10,0xff,0xf3,0xd2,
+             0xcd,0x0c,0x13,0xec,0x5f,0x97,0x44,0x17,0xc4,0xa7,0x7e,0x3d,0x64,0x5d,0x19,0x73,
+             0x60,0x81,0x4f,0xdc,0x22,0x2a,0x90,0x88,0x46,0xee,0xb8,0x14,0xde,0x5e,0x0b,0xdb,
+             0xe0,0x32,0x3a,0x0a,0x49,0x06,0x24,0x5c,0xc2,0xd3,0xac,0x62,0x91,0x95,0xe4,0x79,
+             0xe7,0xc8,0x37,0x6d,0x8d,0xd5,0x4e,0xa9,0x6c,0x56,0xf4,0xea,0x65,0x7a,0xae,0x08,
+             0xba,0x78,0x25,0x2e,0x1c,0xa6,0xb4,0xc6,0xe8,0xdd,0x74,0x1f,0x4b,0xbd,0x8b,0x8a,
+             0x70,0x3e,0xb5,0x66,0x48,0x03,0xf6,0x0e,0x61,0x35,0x57,0xb9,0x86,0xc1,0x1d,0x9e,
+             0xe1,0xf8,0x98,0x11,0x69,0xd9,0x8e,0x94,0x9b,0x1e,0x87,0xe9,0xce,0x55,0x28,0xdf,
+             0x8c,0xa1,0x89,0x0d,0xbf,0xe6,0x42,0x68,0x41,0x99,0x2d,0x0f,0xb0,0x54,0xbb,0x16];
+
+// Rcon is Round Constant used for the Key Expansion [1st col is 2^(r-1) in GF(2^8)] [§5.2]
+var Rcon = [ [0x00, 0x00, 0x00, 0x00],
+             [0x01, 0x00, 0x00, 0x00],
+             [0x02, 0x00, 0x00, 0x00],
+             [0x04, 0x00, 0x00, 0x00],
+             [0x08, 0x00, 0x00, 0x00],
+             [0x10, 0x00, 0x00, 0x00],
+             [0x20, 0x00, 0x00, 0x00],
+             [0x40, 0x00, 0x00, 0x00],
+             [0x80, 0x00, 0x00, 0x00],
+             [0x1b, 0x00, 0x00, 0x00],
+             [0x36, 0x00, 0x00, 0x00] ];
+
+
+/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
+
+/*
+ * Use AES to encrypt 'plaintext' with 'password' using 'nBits' key, in 'Counter' mode of operation
+ *                           - see http://csrc.nist.gov/publications/nistpubs/800-38a/sp800-38a.pdf
+ *   for each block
+ *   - outputblock = cipher(counter, key)
+ *   - cipherblock = plaintext xor outputblock
+ */
+function AESEncryptCtr(plaintext, password, nBits) {
+  if (!(nBits==128 || nBits==192 || nBits==256)) return '';  // standard allows 128/192/256 bit keys
+
+  // for this example script, generate the key by applying Cipher to 1st 16/24/32 chars of password;
+  // for real-world applications, a more secure approach would be to hash the password e.g. with SHA-1
+  var nBytes = nBits/8;  // no bytes in key
+  var pwBytes = new Array(nBytes);
+  for (var i=0; i<nBytes; i++) pwBytes[i] = password.charCodeAt(i) & 0xff;
+  var key = Cipher(pwBytes, KeyExpansion(pwBytes));
+  key = key.concat(key.slice(0, nBytes-16));  // key is now 16/24/32 bytes long
+
+  // initialise counter block (NIST SP800-38A §B.2): millisecond time-stamp for nonce in 1st 8 bytes,
+  // block counter in 2nd 8 bytes
+  var blockSize = 16;  // block size fixed at 16 bytes / 128 bits (Nb=4) for AES
+  var counterBlock = new Array(blockSize);  // block size fixed at 16 bytes / 128 bits (Nb=4) for AES
+  var nonce = (new Date()).getTime();  // milliseconds since 1-Jan-1970
+
+  // encode nonce in two stages to cater for JavaScript 32-bit limit on bitwise ops
+  for (var i=0; i<4; i++) counterBlock[i] = (nonce >>> i*8) & 0xff;
+  for (var i=0; i<4; i++) counterBlock[i+4] = (nonce/0x100000000 >>> i*8) & 0xff;
+
+  // generate key schedule - an expansion of the key into distinct Key Rounds for each round
+  var keySchedule = KeyExpansion(key);
+
+  var blockCount = Math.ceil(plaintext.length/blockSize);
+  var ciphertext = new Array(blockCount);  // ciphertext as array of strings
+
+  for (var b=0; b<blockCount; b++) {
+    // set counter (block #) in last 8 bytes of counter block (leaving nonce in 1st 8 bytes)
+    // again done in two stages for 32-bit ops
+    for (var c=0; c<4; c++) counterBlock[15-c] = (b >>> c*8) & 0xff;
+    for (var c=0; c<4; c++) counterBlock[15-c-4] = (b/0x100000000 >>> c*8);
+
+    var cipherCntr = Cipher(counterBlock, keySchedule);  // -- encrypt counter block --
+
+    // calculate length of final block:
+    var blockLength = b<blockCount-1 ? blockSize : (plaintext.length-1)%blockSize+1;
+
+    var ct = '';
+    for (var i=0; i<blockLength; i++) {  // -- xor plaintext with ciphered counter byte-by-byte --
+      var plaintextByte = plaintext.charCodeAt(b*blockSize+i);
+      var cipherByte = plaintextByte ^ cipherCntr[i];
+      ct += String.fromCharCode(cipherByte);
+    }
+    // ct is now ciphertext for this block
+
+    ciphertext[b] = escCtrlChars(ct);  // escape troublesome characters in ciphertext
+  }
+
+  // convert the nonce to a string to go on the front of the ciphertext
+  var ctrTxt = '';
+  for (var i=0; i<8; i++) ctrTxt += String.fromCharCode(counterBlock[i]);
+  ctrTxt = escCtrlChars(ctrTxt);
+
+  // use '-' to separate blocks, use Array.join to concatenate arrays of strings for efficiency
+  return ctrTxt + '-' + ciphertext.join('-');
+}
+
+
+/*
+ * Use AES to decrypt 'ciphertext' with 'password' using 'nBits' key, in Counter mode of operation
+ *
+ *   for each block
+ *   - outputblock = cipher(counter, key)
+ *   - cipherblock = plaintext xor outputblock
+ */
+function AESDecryptCtr(ciphertext, password, nBits) {
+  if (!(nBits==128 || nBits==192 || nBits==256)) return '';  // standard allows 128/192/256 bit keys
+
+  var nBytes = nBits/8;  // no bytes in key
+  var pwBytes = new Array(nBytes);
+  for (var i=0; i<nBytes; i++) pwBytes[i] = password.charCodeAt(i) & 0xff;
+  var pwKeySchedule = KeyExpansion(pwBytes);
+  var key = Cipher(pwBytes, pwKeySchedule);
+  key = key.concat(key.slice(0, nBytes-16));  // key is now 16/24/32 bytes long
+
+  var keySchedule = KeyExpansion(key);
+
+  ciphertext = ciphertext.split('-');  // split ciphertext into array of block-length strings
+
+  // recover nonce from 1st element of ciphertext
+  var blockSize = 16;  // block size fixed at 16 bytes / 128 bits (Nb=4) for AES
+  var counterBlock = new Array(blockSize);
+  var ctrTxt = unescCtrlChars(ciphertext[0]);
+  for (var i=0; i<8; i++) counterBlock[i] = ctrTxt.charCodeAt(i);
+
+  var plaintext = new Array(ciphertext.length-1);
+
+  for (var b=1; b<ciphertext.length; b++) {
+    // set counter (block #) in last 8 bytes of counter block (leaving nonce in 1st 8 bytes)
+    for (var c=0; c<4; c++) counterBlock[15-c] = ((b-1) >>> c*8) & 0xff;
+    for (var c=0; c<4; c++) counterBlock[15-c-4] = ((b/0x100000000-1) >>> c*8) & 0xff;
+
+    var cipherCntr = Cipher(counterBlock, keySchedule);  // encrypt counter block
+
+    ciphertext[b] = unescCtrlChars(ciphertext[b]);
+
+    var pt = '';
+    for (var i=0; i<ciphertext[b].length; i++) {
+      // -- xor plaintext with ciphered counter byte-by-byte --
+      var ciphertextByte = ciphertext[b].charCodeAt(i);
+      var plaintextByte = ciphertextByte ^ cipherCntr[i];
+      pt += String.fromCharCode(plaintextByte);
+    }
+    // pt is now plaintext for this block
+
+    plaintext[b-1] = pt;  // b-1 'cos no initial nonce block in plaintext
+  }
+
+  return plaintext.join('');
+}
+
+/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
+
+function escCtrlChars(str) {  // escape control chars which might cause problems handling ciphertext
+  return str.replace(/[\0\t\n\v\f\r\xa0'"!-]/g, function(c) { return '!' + c.charCodeAt(0) + '!'; });
+}  // \xa0 to cater for bug in Firefox; include '-' to leave it free for use as a block marker
+
+function unescCtrlChars(str) {  // unescape potentially problematic control characters
+  return str.replace(/!\d\d?\d?!/g, function(c) { return String.fromCharCode(c.slice(1,-1)); });
+}
+/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
+
+/*
+ * if escCtrlChars()/unescCtrlChars() still gives problems, use encodeBase64()/decodeBase64() instead
+ */
+var b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
+
+function encodeBase64(str) {  // http://tools.ietf.org/html/rfc4648
+   var o1, o2, o3, h1, h2, h3, h4, bits, i=0, enc='';
+
+   str = encodeUTF8(str);  // encode multi-byte chars into UTF-8 for byte-array
+
+   do {  // pack three octets into four hexets
+      o1 = str.charCodeAt(i++);
+      o2 = str.charCodeAt(i++);
+      o3 = str.charCodeAt(i++);
+
+      bits = o1<<16 | o2<<8 | o3;
+
+      h1 = bits>>18 & 0x3f;
+      h2 = bits>>12 & 0x3f;
+      h3 = bits>>6 & 0x3f;
+      h4 = bits & 0x3f;
+
+      // end of string? index to '=' in b64
+      if (isNaN(o3)) h4 = 64;
+      if (isNaN(o2)) h3 = 64;
+
+      // use hexets to index into b64, and append result to encoded string
+      enc += b64.charAt(h1) + b64.charAt(h2) + b64.charAt(h3) + b64.charAt(h4);
+   } while (i < str.length);
+
+   return enc;
+}
+
+function decodeBase64(str) {
+   var o1, o2, o3, h1, h2, h3, h4, bits, i=0, enc='';
+
+   do {  // unpack four hexets into three octets using index points in b64
+      h1 = b64.indexOf(str.charAt(i++));
+      h2 = b64.indexOf(str.charAt(i++));
+      h3 = b64.indexOf(str.charAt(i++));
+      h4 = b64.indexOf(str.charAt(i++));
+
+      bits = h1<<18 | h2<<12 | h3<<6 | h4;
+
+      o1 = bits>>16 & 0xff;
+      o2 = bits>>8 & 0xff;
+      o3 = bits & 0xff;
+
+      if (h3 == 64)      enc += String.fromCharCode(o1);
+      else if (h4 == 64) enc += String.fromCharCode(o1, o2);
+      else               enc += String.fromCharCode(o1, o2, o3);
+   } while (i < str.length);
+
+   return decodeUTF8(enc);  // decode UTF-8 byte-array back to Unicode
+}
+
+function encodeUTF8(str) {  // encode multi-byte string into utf-8 multiple single-byte characters
+  str = str.replace(
+      /[\u0080-\u07ff]/g,  // U+0080 - U+07FF = 2-byte chars
+      function(c) {
+        var cc = c.charCodeAt(0);
+        return String.fromCharCode(0xc0 | cc>>6, 0x80 | cc&0x3f); }
+    );
+  str = str.replace(
+      /[\u0800-\uffff]/g,  // U+0800 - U+FFFF = 3-byte chars
+      function(c) {
+        var cc = c.charCodeAt(0);
+        return String.fromCharCode(0xe0 | cc>>12, 0x80 | cc>>6&0x3F, 0x80 | cc&0x3f); }
+    );
+  return str;
+}
+
+function decodeUTF8(str) {  // decode utf-8 encoded string back into multi-byte characters
+  str = str.replace(
+      /[\u00c0-\u00df][\u0080-\u00bf]/g,                 // 2-byte chars
+      function(c) {
+        var cc = (c.charCodeAt(0)&0x1f)<<6 | c.charCodeAt(1)&0x3f;
+        return String.fromCharCode(cc); }
+    );
+  str = str.replace(
+      /[\u00e0-\u00ef][\u0080-\u00bf][\u0080-\u00bf]/g,  // 3-byte chars
+      function(c) {
+        var cc = (c.charCodeAt(0)&0x0f)<<12 | (c.charCodeAt(1)&0x3f<<6) | c.charCodeAt(2)&0x3f;
+        return String.fromCharCode(cc); }
+    );
+  return str;
+}
+
+
+function byteArrayToHexStr(b) {  // convert byte array to hex string for displaying test vectors
+  var s = '';
+  for (var i=0; i<b.length; i++) s += b[i].toString(16) + ' ';
+  return s;
+}
+
+/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
+
+
+var plainText = "ROMEO: But, soft! what light through yonder window breaks?\n\
+It is the east, and Juliet is the sun.\n\
+Arise, fair sun, and kill the envious moon,\n\
+Who is already sick and pale with grief,\n\
+That thou her maid art far more fair than she:\n\
+Be not her maid, since she is envious;\n\
+Her vestal livery is but sick and green\n\
+And none but fools do wear it; cast it off.\n\
+It is my lady, O, it is my love!\n\
+O, that she knew she were!\n\
+She speaks yet she says nothing: what of that?\n\
+Her eye discourses; I will answer it.\n\
+I am too bold, 'tis not to me she speaks:\n\
+Two of the fairest stars in all the heaven,\n\
+Having some business, do entreat her eyes\n\
+To twinkle in their spheres till they return.\n\
+What if her eyes were there, they in her head?\n\
+The brightness of her cheek would shame those stars,\n\
+As daylight doth a lamp; her eyes in heaven\n\
+Would through the airy region stream so bright\n\
+That birds would sing and think it were not night.\n\
+See, how she leans her cheek upon her hand!\n\
+O, that I were a glove upon that hand,\n\
+That I might touch that cheek!\n\
+JULIET: Ay me!\n\
+ROMEO: She speaks:\n\
+O, speak again, bright angel! for thou art\n\
+As glorious to this night, being o'er my head\n\
+As is a winged messenger of heaven\n\
+Unto the white-upturned wondering eyes\n\
+Of mortals that fall back to gaze on him\n\
+When he bestrides the lazy-pacing clouds\n\
+And sails upon the bosom of the air.";
+
+var password = "O Romeo, Romeo! wherefore art thou Romeo?";
+
+var cipherText = AESEncryptCtr(plainText, password, 256);
+var decryptedText = AESDecryptCtr(cipherText, password, 256);
diff --git a/js/bench/sunspider/t/crypto-md5.js b/js/bench/sunspider/t/crypto-md5.js
new file mode 100644
--- /dev/null
+++ b/js/bench/sunspider/t/crypto-md5.js
@@ -0,0 +1,286 @@
+/*
+ * A JavaScript implementation of the RSA Data Security, Inc. MD5 Message
+ * Digest Algorithm, as defined in RFC 1321.
+ * Version 2.1 Copyright (C) Paul Johnston 1999 - 2002.
+ * Other contributors: Greg Holt, Andrew Kepert, Ydnar, Lostinet
+ * Distributed under the BSD License
+ * See http://pajhome.org.uk/crypt/md5 for more info.
+ */
+
+/*
+ * Configurable variables. You may need to tweak these to be compatible with
+ * the server-side, but the defaults work in most cases.
+ */
+var hexcase = 0;  /* hex output format. 0 - lowercase; 1 - uppercase        */
+var b64pad  = ""; /* base-64 pad character. "=" for strict RFC compliance   */
+var chrsz   = 8;  /* bits per input character. 8 - ASCII; 16 - Unicode      */
+
+/*
+ * These are the functions you'll usually want to call
+ * They take string arguments and return either hex or base-64 encoded strings
+ */
+function hex_md5(s){ return binl2hex(core_md5(str2binl(s), s.length * chrsz));}
+function b64_md5(s){ return binl2b64(core_md5(str2binl(s), s.length * chrsz));}
+function str_md5(s){ return binl2str(core_md5(str2binl(s), s.length * chrsz));}
+function hex_hmac_md5(key, data) { return binl2hex(core_hmac_md5(key, data)); }
+function b64_hmac_md5(key, data) { return binl2b64(core_hmac_md5(key, data)); }
+function str_hmac_md5(key, data) { return binl2str(core_hmac_md5(key, data)); }
+
+/*
+ * Perform a simple self-test to see if the VM is working
+ */
+function md5_vm_test()
+{
+  return hex_md5("abc") == "900150983cd24fb0d6963f7d28e17f72";
+}
+
+/*
+ * Calculate the MD5 of an array of little-endian words, and a bit length
+ */
+function core_md5(x, len)
+{
+  /* append padding */
+  x[len >> 5] |= 0x80 << ((len) % 32);
+  x[(((len + 64) >>> 9) << 4) + 14] = len;
+
+  var a =  1732584193;
+  var b = -271733879;
+  var c = -1732584194;
+  var d =  271733878;
+
+  for(var i = 0; i < x.length; i += 16)
+  {
+    var olda = a;
+    var oldb = b;
+    var oldc = c;
+    var oldd = d;
+
+    a = md5_ff(a, b, c, d, x[i+ 0], 7 , -680876936);
+    d = md5_ff(d, a, b, c, x[i+ 1], 12, -389564586);
+    c = md5_ff(c, d, a, b, x[i+ 2], 17,  606105819);
+    b = md5_ff(b, c, d, a, x[i+ 3], 22, -1044525330);
+    a = md5_ff(a, b, c, d, x[i+ 4], 7 , -176418897);
+    d = md5_ff(d, a, b, c, x[i+ 5], 12,  1200080426);
+    c = md5_ff(c, d, a, b, x[i+ 6], 17, -1473231341);
+    b = md5_ff(b, c, d, a, x[i+ 7], 22, -45705983);
+    a = md5_ff(a, b, c, d, x[i+ 8], 7 ,  1770035416);
+    d = md5_ff(d, a, b, c, x[i+ 9], 12, -1958414417);
+    c = md5_ff(c, d, a, b, x[i+10], 17, -42063);
+    b = md5_ff(b, c, d, a, x[i+11], 22, -1990404162);
+    a = md5_ff(a, b, c, d, x[i+12], 7 ,  1804603682);
+    d = md5_ff(d, a, b, c, x[i+13], 12, -40341101);
+    c = md5_ff(c, d, a, b, x[i+14], 17, -1502002290);
+    b = md5_ff(b, c, d, a, x[i+15], 22,  1236535329);
+
+    a = md5_gg(a, b, c, d, x[i+ 1], 5 , -165796510);
+    d = md5_gg(d, a, b, c, x[i+ 6], 9 , -1069501632);
+    c = md5_gg(c, d, a, b, x[i+11], 14,  643717713);
+    b = md5_gg(b, c, d, a, x[i+ 0], 20, -373897302);
+    a = md5_gg(a, b, c, d, x[i+ 5], 5 , -701558691);
+    d = md5_gg(d, a, b, c, x[i+10], 9 ,  38016083);
+    c = md5_gg(c, d, a, b, x[i+15], 14, -660478335);
+    b = md5_gg(b, c, d, a, x[i+ 4], 20, -405537848);
+    a = md5_gg(a, b, c, d, x[i+ 9], 5 ,  568446438);
+    d = md5_gg(d, a, b, c, x[i+14], 9 , -1019803690);
+    c = md5_gg(c, d, a, b, x[i+ 3], 14, -187363961);
+    b = md5_gg(b, c, d, a, x[i+ 8], 20,  1163531501);
+    a = md5_gg(a, b, c, d, x[i+13], 5 , -1444681467);
+    d = md5_gg(d, a, b, c, x[i+ 2], 9 , -51403784);
+    c = md5_gg(c, d, a, b, x[i+ 7], 14,  1735328473);
+    b = md5_gg(b, c, d, a, x[i+12], 20, -1926607734);
+
+    a = md5_hh(a, b, c, d, x[i+ 5], 4 , -378558);
+    d = md5_hh(d, a, b, c, x[i+ 8], 11, -2022574463);
+    c = md5_hh(c, d, a, b, x[i+11], 16,  1839030562);
+    b = md5_hh(b, c, d, a, x[i+14], 23, -35309556);
+    a = md5_hh(a, b, c, d, x[i+ 1], 4 , -1530992060);
+    d = md5_hh(d, a, b, c, x[i+ 4], 11,  1272893353);
+    c = md5_hh(c, d, a, b, x[i+ 7], 16, -155497632);
+    b = md5_hh(b, c, d, a, x[i+10], 23, -1094730640);
+    a = md5_hh(a, b, c, d, x[i+13], 4 ,  681279174);
+    d = md5_hh(d, a, b, c, x[i+ 0], 11, -358537222);
+    c = md5_hh(c, d, a, b, x[i+ 3], 16, -722521979);
+    b = md5_hh(b, c, d, a, x[i+ 6], 23,  76029189);
+    a = md5_hh(a, b, c, d, x[i+ 9], 4 , -640364487);
+    d = md5_hh(d, a, b, c, x[i+12], 11, -421815835);
+    c = md5_hh(c, d, a, b, x[i+15], 16,  530742520);
+    b = md5_hh(b, c, d, a, x[i+ 2], 23, -995338651);
+
+    a = md5_ii(a, b, c, d, x[i+ 0], 6 , -198630844);
+    d = md5_ii(d, a, b, c, x[i+ 7], 10,  1126891415);
+    c = md5_ii(c, d, a, b, x[i+14], 15, -1416354905);
+    b = md5_ii(b, c, d, a, x[i+ 5], 21, -57434055);
+    a = md5_ii(a, b, c, d, x[i+12], 6 ,  1700485571);
+    d = md5_ii(d, a, b, c, x[i+ 3], 10, -1894986606);
+    c = md5_ii(c, d, a, b, x[i+10], 15, -1051523);
+    b = md5_ii(b, c, d, a, x[i+ 1], 21, -2054922799);
+    a = md5_ii(a, b, c, d, x[i+ 8], 6 ,  1873313359);
+    d = md5_ii(d, a, b, c, x[i+15], 10, -30611744);
+    c = md5_ii(c, d, a, b, x[i+ 6], 15, -1560198380);
+    b = md5_ii(b, c, d, a, x[i+13], 21,  1309151649);
+    a = md5_ii(a, b, c, d, x[i+ 4], 6 , -145523070);
+    d = md5_ii(d, a, b, c, x[i+11], 10, -1120210379);
+    c = md5_ii(c, d, a, b, x[i+ 2], 15,  718787259);
+    b = md5_ii(b, c, d, a, x[i+ 9], 21, -343485551);
+
+    a = safe_add(a, olda);
+    b = safe_add(b, oldb);
+    c = safe_add(c, oldc);
+    d = safe_add(d, oldd);
+  }
+  return Array(a, b, c, d);
+
+}
+
+/*
+ * These functions implement the four basic operations the algorithm uses.
+ */
+function md5_cmn(q, a, b, x, s, t)
+{
+  return safe_add(bit_rol(safe_add(safe_add(a, q), safe_add(x, t)), s),b);
+}
+function md5_ff(a, b, c, d, x, s, t)
+{
+  return md5_cmn((b & c) | ((~b) & d), a, b, x, s, t);
+}
+function md5_gg(a, b, c, d, x, s, t)
+{
+  return md5_cmn((b & d) | (c & (~d)), a, b, x, s, t);
+}
+function md5_hh(a, b, c, d, x, s, t)
+{
+  return md5_cmn(b ^ c ^ d, a, b, x, s, t);
+}
+function md5_ii(a, b, c, d, x, s, t)
+{
+  return md5_cmn(c ^ (b | (~d)), a, b, x, s, t);
+}
+
+/*
+ * Calculate the HMAC-MD5, of a key and some data
+ */
+function core_hmac_md5(key, data)
+{
+  var bkey = str2binl(key);
+  if(bkey.length > 16) bkey = core_md5(bkey, key.length * chrsz);
+
+  var ipad = Array(16), opad = Array(16);
+  for(var i = 0; i < 16; i++)
+  {
+    ipad[i] = bkey[i] ^ 0x36363636;
+    opad[i] = bkey[i] ^ 0x5C5C5C5C;
+  }
+
+  var hash = core_md5(ipad.concat(str2binl(data)), 512 + data.length * chrsz);
+  return core_md5(opad.concat(hash), 512 + 128);
+}
+
+/*


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