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/ShHandle.h b/src/compiler/translator/ShHandle.h
new file mode 100644
index 0000000..9f371a6
--- /dev/null
+++ b/src/compiler/translator/ShHandle.h
@@ -0,0 +1,173 @@
+//
+// 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.
+//
+
+#ifndef _SHHANDLE_INCLUDED_
+#define _SHHANDLE_INCLUDED_
+
+//
+// Machine independent part of the compiler private objects
+// sent as ShHandle to the driver.
+//
+// This should not be included by driver code.
+//
+
+#include "GLSLANG/ShaderLang.h"
+
+#include "compiler/translator/BuiltInFunctionEmulator.h"
+#include "compiler/translator/ExtensionBehavior.h"
+#include "compiler/translator/HashNames.h"
+#include "compiler/translator/InfoSink.h"
+#include "compiler/translator/SymbolTable.h"
+#include "compiler/translator/VariableInfo.h"
+#include "third_party/compiler/ArrayBoundsClamper.h"
+
+class LongNameMap;
+class TCompiler;
+class TDependencyGraph;
+class TranslatorHLSL;
+
+//
+// Helper function to identify specs that are based on the WebGL spec,
+// like the CSS Shaders spec.
+//
+bool isWebGLBasedSpec(ShShaderSpec spec);
+
+//
+// The base class used to back handles returned to the driver.
+//
+class TShHandleBase {
+public:
+    TShHandleBase();
+    virtual ~TShHandleBase();
+    virtual TCompiler* getAsCompiler() { return 0; }
+    virtual TranslatorHLSL* getAsTranslatorHLSL() { return 0; }
+
+protected:
+    // Memory allocator. Allocates and tracks memory required by the compiler.
+    // Deallocates all memory when compiler is destructed.
+    TPoolAllocator allocator;
+};
+
+//
+// The base class for the machine dependent compiler to derive from
+// for managing object code from the compile.
+//
+class TCompiler : public TShHandleBase {
+public:
+    TCompiler(ShShaderType type, ShShaderSpec spec);
+    virtual ~TCompiler();
+    virtual TCompiler* getAsCompiler() { return this; }
+
+    bool Init(const ShBuiltInResources& resources);
+    bool compile(const char* const shaderStrings[],
+                 size_t numStrings,
+                 int compileOptions);
+
+    // Get results of the last compilation.
+    int getShaderVersion() const { return shaderVersion; }
+    TInfoSink& getInfoSink() { return infoSink; }
+    const TVariableInfoList& getAttribs() const { return attribs; }
+    const TVariableInfoList& getUniforms() const { return uniforms; }
+    const TVariableInfoList& getVaryings() const { return varyings; }
+    int getMappedNameMaxLength() const;
+
+    ShHashFunction64 getHashFunction() const { return hashFunction; }
+    NameMap& getNameMap() { return nameMap; }
+    TSymbolTable& getSymbolTable() { return symbolTable; }
+
+protected:
+    ShShaderType getShaderType() const { return shaderType; }
+    ShShaderSpec getShaderSpec() const { return shaderSpec; }
+    // Initialize symbol-table with built-in symbols.
+    bool InitBuiltInSymbolTable(const ShBuiltInResources& resources);
+    // Clears the results from the previous compilation.
+    void clearResults();
+    // Return true if function recursion is detected or call depth exceeded.
+    bool detectCallDepth(TIntermNode* root, TInfoSink& infoSink, bool limitCallStackDepth);
+    // Returns true if a program has no conflicting or missing fragment outputs
+    bool validateOutputs(TIntermNode* root);
+    // Rewrites a shader's intermediate tree according to the CSS Shaders spec.
+    void rewriteCSSShader(TIntermNode* root);
+    // Returns true if the given shader does not exceed the minimum
+    // functionality mandated in GLSL 1.0 spec Appendix A.
+    bool validateLimitations(TIntermNode* root);
+    // Collect info for all attribs, uniforms, varyings.
+    void collectVariables(TIntermNode* root);
+    // Map long variable names into shorter ones.
+    void mapLongVariableNames(TIntermNode* root);
+    // Translate to object code.
+    virtual void translate(TIntermNode* root) = 0;
+    // Returns true if, after applying the packing rules in the GLSL 1.017 spec
+    // Appendix A, section 7, the shader does not use too many uniforms.
+    bool enforcePackingRestrictions();
+    // Returns true if the shader passes the restrictions that aim to prevent timing attacks.
+    bool enforceTimingRestrictions(TIntermNode* root, bool outputGraph);
+    // Returns true if the shader does not use samplers.
+    bool enforceVertexShaderTimingRestrictions(TIntermNode* root);
+    // Returns true if the shader does not use sampler dependent values to affect control 
+    // flow or in operations whose time can depend on the input values.
+    bool enforceFragmentShaderTimingRestrictions(const TDependencyGraph& graph);
+    // Return true if the maximum expression complexity is below the limit.
+    bool limitExpressionComplexity(TIntermNode* root);
+    // Get built-in extensions with default behavior.
+    const TExtensionBehavior& getExtensionBehavior() const;
+    // Get the resources set by InitBuiltInSymbolTable
+    const ShBuiltInResources& getResources() const;
+
+    const ArrayBoundsClamper& getArrayBoundsClamper() const;
+    ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const;
+    const BuiltInFunctionEmulator& getBuiltInFunctionEmulator() const;
+
+private:
+    ShShaderType shaderType;
+    ShShaderSpec shaderSpec;
+
+    int maxUniformVectors;
+    int maxExpressionComplexity;
+    int maxCallStackDepth;
+
+    ShBuiltInResources compileResources;
+
+    // Built-in symbol table for the given language, spec, and resources.
+    // It is preserved from compile-to-compile.
+    TSymbolTable symbolTable;
+    // Built-in extensions with default behavior.
+    TExtensionBehavior extensionBehavior;
+    bool fragmentPrecisionHigh;
+
+    ArrayBoundsClamper arrayBoundsClamper;
+    ShArrayIndexClampingStrategy clampingStrategy;
+    BuiltInFunctionEmulator builtInFunctionEmulator;
+
+    // Results of compilation.
+    int shaderVersion;
+    TInfoSink infoSink;  // Output sink.
+    TVariableInfoList attribs;  // Active attributes in the compiled shader.
+    TVariableInfoList uniforms;  // Active uniforms in the compiled shader.
+    TVariableInfoList varyings;  // Varyings in the compiled shader.
+
+    // Cached copy of the ref-counted singleton.
+    LongNameMap* longNameMap;
+
+    // name hashing.
+    ShHashFunction64 hashFunction;
+    NameMap nameMap;
+};
+
+//
+// This is the interface between the machine independent code
+// and the machine dependent code.
+//
+// The machine dependent code should derive from the classes
+// above. Then Construct*() and Delete*() will create and 
+// destroy the machine dependent objects, which contain the
+// above machine independent information.
+//
+TCompiler* ConstructCompiler(
+    ShShaderType type, ShShaderSpec spec, ShShaderOutput output);
+void DeleteCompiler(TCompiler*);
+
+#endif // _SHHANDLE_INCLUDED_