Moved the compiler source files into directories based on their project and added a compiler.gypi to generate the compiler projects.
diff --git a/src/compiler/translator/Compiler.cpp b/src/compiler/translator/Compiler.cpp
new file mode 100644
index 0000000..f8218ed
--- /dev/null
+++ b/src/compiler/translator/Compiler.cpp
@@ -0,0 +1,450 @@
+//
+// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "compiler/translator/BuiltInFunctionEmulator.h"
+#include "compiler/translator/DetectCallDepth.h"
+#include "compiler/translator/ForLoopUnroll.h"
+#include "compiler/translator/Initialize.h"
+#include "compiler/translator/InitializeGLPosition.h"
+#include "compiler/translator/InitializeParseContext.h"
+#include "compiler/translator/MapLongVariableNames.h"
+#include "compiler/translator/ParseHelper.h"
+#include "compiler/translator/RenameFunction.h"
+#include "compiler/translator/ShHandle.h"
+#include "compiler/translator/ValidateLimitations.h"
+#include "compiler/translator/ValidateOutputs.h"
+#include "compiler/translator/VariablePacker.h"
+#include "compiler/translator/depgraph/DependencyGraph.h"
+#include "compiler/translator/depgraph/DependencyGraphOutput.h"
+#include "compiler/translator/timing/RestrictFragmentShaderTiming.h"
+#include "compiler/translator/timing/RestrictVertexShaderTiming.h"
+#include "third_party/compiler/ArrayBoundsClamper.h"
+
+bool isWebGLBasedSpec(ShShaderSpec spec)
+{
+     return spec == SH_WEBGL_SPEC || spec == SH_CSS_SHADERS_SPEC;
+}
+
+namespace {
+class TScopedPoolAllocator {
+public:
+    TScopedPoolAllocator(TPoolAllocator* allocator) : mAllocator(allocator) {
+        mAllocator->push();
+        SetGlobalPoolAllocator(mAllocator);
+    }
+    ~TScopedPoolAllocator() {
+        SetGlobalPoolAllocator(NULL);
+        mAllocator->pop();
+    }
+
+private:
+    TPoolAllocator* mAllocator;
+};
+
+class TScopedSymbolTableLevel {
+public:
+    TScopedSymbolTableLevel(TSymbolTable* table) : mTable(table) {
+        ASSERT(mTable->atBuiltInLevel());
+        mTable->push();
+    }
+    ~TScopedSymbolTableLevel() {
+        while (!mTable->atBuiltInLevel())
+            mTable->pop();
+    }
+
+private:
+    TSymbolTable* mTable;
+};
+}  // namespace
+
+TShHandleBase::TShHandleBase() {
+    allocator.push();
+    SetGlobalPoolAllocator(&allocator);
+}
+
+TShHandleBase::~TShHandleBase() {
+    SetGlobalPoolAllocator(NULL);
+    allocator.popAll();
+}
+
+TCompiler::TCompiler(ShShaderType type, ShShaderSpec spec)
+    : shaderType(type),
+      shaderSpec(spec),
+      maxUniformVectors(0),
+      maxExpressionComplexity(0),
+      maxCallStackDepth(0),
+      fragmentPrecisionHigh(false),
+      clampingStrategy(SH_CLAMP_WITH_CLAMP_INTRINSIC),
+      builtInFunctionEmulator(type)
+{
+    longNameMap = LongNameMap::GetInstance();
+}
+
+TCompiler::~TCompiler()
+{
+    ASSERT(longNameMap);
+    longNameMap->Release();
+}
+
+bool TCompiler::Init(const ShBuiltInResources& resources)
+{
+    shaderVersion = 100;
+    maxUniformVectors = (shaderType == SH_VERTEX_SHADER) ?
+        resources.MaxVertexUniformVectors :
+        resources.MaxFragmentUniformVectors;
+    maxExpressionComplexity = resources.MaxExpressionComplexity;
+    maxCallStackDepth = resources.MaxCallStackDepth;
+
+    SetGlobalPoolAllocator(&allocator);
+
+    // Generate built-in symbol table.
+    if (!InitBuiltInSymbolTable(resources))
+        return false;
+    InitExtensionBehavior(resources, extensionBehavior);
+    fragmentPrecisionHigh = resources.FragmentPrecisionHigh == 1;
+
+    arrayBoundsClamper.SetClampingStrategy(resources.ArrayIndexClampingStrategy);
+    clampingStrategy = resources.ArrayIndexClampingStrategy;
+
+    hashFunction = resources.HashFunction;
+
+    return true;
+}
+
+bool TCompiler::compile(const char* const shaderStrings[],
+                        size_t numStrings,
+                        int compileOptions)
+{
+    TScopedPoolAllocator scopedAlloc(&allocator);
+    clearResults();
+
+    if (numStrings == 0)
+        return true;
+
+    // If compiling for WebGL, validate loop and indexing as well.
+    if (isWebGLBasedSpec(shaderSpec))
+        compileOptions |= SH_VALIDATE_LOOP_INDEXING;
+
+    // First string is path of source file if flag is set. The actual source follows.
+    const char* sourcePath = NULL;
+    size_t firstSource = 0;
+    if (compileOptions & SH_SOURCE_PATH)
+    {
+        sourcePath = shaderStrings[0];
+        ++firstSource;
+    }
+
+    TIntermediate intermediate(infoSink);
+    TParseContext parseContext(symbolTable, extensionBehavior, intermediate,
+                               shaderType, shaderSpec, compileOptions, true,
+                               sourcePath, infoSink);
+    parseContext.fragmentPrecisionHigh = fragmentPrecisionHigh;
+    SetGlobalParseContext(&parseContext);
+
+    // We preserve symbols at the built-in level from compile-to-compile.
+    // Start pushing the user-defined symbols at global level.
+    TScopedSymbolTableLevel scopedSymbolLevel(&symbolTable);
+
+    // Parse shader.
+    bool success =
+        (PaParseStrings(numStrings - firstSource, &shaderStrings[firstSource], NULL, &parseContext) == 0) &&
+        (parseContext.treeRoot != NULL);
+
+    shaderVersion = parseContext.getShaderVersion();
+
+    if (success) {
+        TIntermNode* root = parseContext.treeRoot;
+        success = intermediate.postProcess(root);
+
+        if (success)
+            success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);
+
+        if (success && shaderVersion == 300 && shaderType == SH_FRAGMENT_SHADER)
+            success = validateOutputs(root);
+
+        if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
+            success = validateLimitations(root);
+
+        if (success && (compileOptions & SH_TIMING_RESTRICTIONS))
+            success = enforceTimingRestrictions(root, (compileOptions & SH_DEPENDENCY_GRAPH) != 0);
+
+        if (success && shaderSpec == SH_CSS_SHADERS_SPEC)
+            rewriteCSSShader(root);
+
+        // Unroll for-loop markup needs to happen after validateLimitations pass.
+        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX))
+            ForLoopUnroll::MarkForLoopsWithIntegerIndicesForUnrolling(root);
+
+        // Built-in function emulation needs to happen after validateLimitations pass.
+        if (success && (compileOptions & SH_EMULATE_BUILT_IN_FUNCTIONS))
+            builtInFunctionEmulator.MarkBuiltInFunctionsForEmulation(root);
+
+        // Clamping uniform array bounds needs to happen after validateLimitations pass.
+        if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
+            arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);
+
+        // Disallow expressions deemed too complex.
+        if (success && (compileOptions & SH_LIMIT_EXPRESSION_COMPLEXITY))
+            success = limitExpressionComplexity(root);
+
+        // Call mapLongVariableNames() before collectAttribsUniforms() so in
+        // collectAttribsUniforms() we already have the mapped symbol names and
+        // we could composite mapped and original variable names.
+        // Also, if we hash all the names, then no need to do this for long names.
+        if (success && (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) && hashFunction == NULL)
+            mapLongVariableNames(root);
+
+        if (success && shaderType == SH_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION)) {
+            InitializeGLPosition initGLPosition;
+            root->traverse(&initGLPosition);
+        }
+
+        if (success && (compileOptions & SH_VARIABLES)) {
+            collectVariables(root);
+            if (compileOptions & SH_ENFORCE_PACKING_RESTRICTIONS) {
+                success = enforcePackingRestrictions();
+                if (!success) {
+                    infoSink.info.prefix(EPrefixError);
+                    infoSink.info << "too many uniforms";
+                }
+            }
+        }
+
+        if (success && (compileOptions & SH_INTERMEDIATE_TREE))
+            intermediate.outputTree(root);
+
+        if (success && (compileOptions & SH_OBJECT_CODE))
+            translate(root);
+    }
+
+    // Cleanup memory.
+    intermediate.remove(parseContext.treeRoot);
+
+    return success;
+}
+
+bool TCompiler::InitBuiltInSymbolTable(const ShBuiltInResources &resources)
+{
+    compileResources = resources;
+
+    assert(symbolTable.isEmpty());
+    symbolTable.push();   // COMMON_BUILTINS
+    symbolTable.push();   // ESSL1_BUILTINS
+    symbolTable.push();   // ESSL3_BUILTINS
+
+    TPublicType integer;
+    integer.type = EbtInt;
+    integer.primarySize = 1;
+    integer.secondarySize = 1;
+    integer.array = false;
+
+    TPublicType floatingPoint;
+    floatingPoint.type = EbtFloat;
+    floatingPoint.primarySize = 1;
+    floatingPoint.secondarySize = 1;
+    floatingPoint.array = false;
+
+    TPublicType sampler;
+    sampler.primarySize = 1;
+    sampler.secondarySize = 1;
+    sampler.array = false;
+
+    switch(shaderType)
+    {
+      case SH_FRAGMENT_SHADER:
+        symbolTable.setDefaultPrecision(integer, EbpMedium);
+        break;
+      case SH_VERTEX_SHADER:
+        symbolTable.setDefaultPrecision(integer, EbpHigh);
+        symbolTable.setDefaultPrecision(floatingPoint, EbpHigh);
+        break;
+      default: assert(false && "Language not supported");
+    }
+    // We set defaults for all the sampler types, even those that are
+    // only available if an extension exists.
+    for (int samplerType = EbtGuardSamplerBegin + 1;
+         samplerType < EbtGuardSamplerEnd; ++samplerType) {
+        sampler.type = static_cast<TBasicType>(samplerType);
+        symbolTable.setDefaultPrecision(sampler, EbpLow);
+    }
+
+    InsertBuiltInFunctions(shaderType, shaderSpec, resources, symbolTable);
+
+    IdentifyBuiltIns(shaderType, shaderSpec, resources, symbolTable);
+
+    return true;
+}
+
+void TCompiler::clearResults()
+{
+    arrayBoundsClamper.Cleanup();
+    infoSink.info.erase();
+    infoSink.obj.erase();
+    infoSink.debug.erase();
+
+    attribs.clear();
+    uniforms.clear();
+    varyings.clear();
+
+    builtInFunctionEmulator.Cleanup();
+
+    nameMap.clear();
+}
+
+bool TCompiler::detectCallDepth(TIntermNode* root, TInfoSink& infoSink, bool limitCallStackDepth)
+{
+    DetectCallDepth detect(infoSink, limitCallStackDepth, maxCallStackDepth);
+    root->traverse(&detect);
+    switch (detect.detectCallDepth()) {
+        case DetectCallDepth::kErrorNone:
+            return true;
+        case DetectCallDepth::kErrorMissingMain:
+            infoSink.info.prefix(EPrefixError);
+            infoSink.info << "Missing main()";
+            return false;
+        case DetectCallDepth::kErrorRecursion:
+            infoSink.info.prefix(EPrefixError);
+            infoSink.info << "Function recursion detected";
+            return false;
+        case DetectCallDepth::kErrorMaxDepthExceeded:
+            infoSink.info.prefix(EPrefixError);
+            infoSink.info << "Function call stack too deep";
+            return false;
+        default:
+            UNREACHABLE();
+            return false;
+    }
+}
+
+bool TCompiler::validateOutputs(TIntermNode* root)
+{
+    ValidateOutputs validateOutputs(infoSink.info, compileResources.MaxDrawBuffers);
+    root->traverse(&validateOutputs);
+    return (validateOutputs.numErrors() == 0);
+}
+
+void TCompiler::rewriteCSSShader(TIntermNode* root)
+{
+    RenameFunction renamer("main(", "css_main(");
+    root->traverse(&renamer);
+}
+
+bool TCompiler::validateLimitations(TIntermNode* root) {
+    ValidateLimitations validate(shaderType, infoSink.info);
+    root->traverse(&validate);
+    return validate.numErrors() == 0;
+}
+
+bool TCompiler::enforceTimingRestrictions(TIntermNode* root, bool outputGraph)
+{
+    if (shaderSpec != SH_WEBGL_SPEC) {
+        infoSink.info << "Timing restrictions must be enforced under the WebGL spec.";
+        return false;
+    }
+
+    if (shaderType == SH_FRAGMENT_SHADER) {
+        TDependencyGraph graph(root);
+
+        // Output any errors first.
+        bool success = enforceFragmentShaderTimingRestrictions(graph);
+        
+        // Then, output the dependency graph.
+        if (outputGraph) {
+            TDependencyGraphOutput output(infoSink.info);
+            output.outputAllSpanningTrees(graph);
+        }
+        
+        return success;
+    }
+    else {
+        return enforceVertexShaderTimingRestrictions(root);
+    }
+}
+
+bool TCompiler::limitExpressionComplexity(TIntermNode* root)
+{
+    TIntermTraverser traverser;
+    root->traverse(&traverser);
+    TDependencyGraph graph(root);
+
+    for (TFunctionCallVector::const_iterator iter = graph.beginUserDefinedFunctionCalls();
+         iter != graph.endUserDefinedFunctionCalls();
+         ++iter)
+    {
+        TGraphFunctionCall* samplerSymbol = *iter;
+        TDependencyGraphTraverser graphTraverser;
+        samplerSymbol->traverse(&graphTraverser);
+    }
+
+    if (traverser.getMaxDepth() > maxExpressionComplexity) {
+        infoSink.info << "Expression too complex.";
+        return false;
+    }
+    return true;
+}
+
+bool TCompiler::enforceFragmentShaderTimingRestrictions(const TDependencyGraph& graph)
+{
+    RestrictFragmentShaderTiming restrictor(infoSink.info);
+    restrictor.enforceRestrictions(graph);
+    return restrictor.numErrors() == 0;
+}
+
+bool TCompiler::enforceVertexShaderTimingRestrictions(TIntermNode* root)
+{
+    RestrictVertexShaderTiming restrictor(infoSink.info);
+    restrictor.enforceRestrictions(root);
+    return restrictor.numErrors() == 0;
+}
+
+void TCompiler::collectVariables(TIntermNode* root)
+{
+    CollectVariables collect(attribs, uniforms, varyings, hashFunction);
+    root->traverse(&collect);
+}
+
+bool TCompiler::enforcePackingRestrictions()
+{
+    VariablePacker packer;
+    return packer.CheckVariablesWithinPackingLimits(maxUniformVectors, uniforms);
+}
+
+void TCompiler::mapLongVariableNames(TIntermNode* root)
+{
+    ASSERT(longNameMap);
+    MapLongVariableNames map(longNameMap);
+    root->traverse(&map);
+}
+
+int TCompiler::getMappedNameMaxLength() const
+{
+    return MAX_SHORTENED_IDENTIFIER_SIZE + 1;
+}
+
+const TExtensionBehavior& TCompiler::getExtensionBehavior() const
+{
+    return extensionBehavior;
+}
+
+const ShBuiltInResources& TCompiler::getResources() const
+{
+    return compileResources;
+}
+
+const ArrayBoundsClamper& TCompiler::getArrayBoundsClamper() const
+{
+    return arrayBoundsClamper;
+}
+
+ShArrayIndexClampingStrategy TCompiler::getArrayIndexClampingStrategy() const
+{
+    return clampingStrategy;
+}
+
+const BuiltInFunctionEmulator& TCompiler::getBuiltInFunctionEmulator() const
+{
+    return builtInFunctionEmulator;
+}