Refactoring Shader objects (Take 2)

This change refactors shaders to no longer be dependent on D3D-only concepts.

BUG=angle:731
Change-Id: I1006112f1d31b7e41bd14bd3225ea157b7d6c6c9
Reviewed-on: https://chromium-review.googlesource.com/214467
Tested-by: Brandon Jones <bajones@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/projects/src/libGLESv2.vcxproj b/projects/src/libGLESv2.vcxproj
index 3d57d94..8949b85 100644
--- a/projects/src/libGLESv2.vcxproj
+++ b/projects/src/libGLESv2.vcxproj
@@ -246,6 +246,7 @@
     <ClInclude Include="..\..\src\libGLESv2\validationES.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h"/>
+    <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\loadimage.h"/>
@@ -271,6 +272,7 @@
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h"/>
+    <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexDataManager.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Clear11.h"/>
@@ -431,6 +433,7 @@
     <ClCompile Include="..\..\src\libGLESv2\renderer\Renderer.cpp"/>
     <ClCompile Include="..\..\src\libGLESv2\renderer\IndexRangeCache.cpp"/>
     <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.cpp"/>
+    <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.cpp"/>
     <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.cpp"/>
     <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.cpp"/>
     <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.cpp"/>
diff --git a/projects/src/libGLESv2.vcxproj.filters b/projects/src/libGLESv2.vcxproj.filters
index 700044c..c64a8a5 100644
--- a/projects/src/libGLESv2.vcxproj.filters
+++ b/projects/src/libGLESv2.vcxproj.filters
@@ -279,6 +279,9 @@
     <None Include="..\..\src\libGLESv2\renderer\loadimage.inl">
       <Filter>src\libGLESv2\renderer</Filter>
     </None>
+    <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h">
+      <Filter>src\libGLESv2\renderer</Filter>
+    </ClInclude>
     <ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h">
       <Filter>src\libGLESv2\renderer</Filter>
     </ClInclude>
@@ -357,6 +360,9 @@
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.h">
       <Filter>src\libGLESv2\renderer\d3d</Filter>
     </ClInclude>
+    <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.cpp">
+      <Filter>src\libGLESv2\renderer\d3d</Filter>
+    </ClCompile>
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h">
       <Filter>src\libGLESv2\renderer\d3d</Filter>
     </ClInclude>
@@ -405,6 +411,9 @@
     <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h">
       <Filter>src\libGLESv2\renderer\d3d</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.h">
+      <Filter>src\libGLESv2\renderer\d3d</Filter>
+    </ClInclude>
     <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.cpp">
       <Filter>src\libGLESv2\renderer\d3d</Filter>
     </ClCompile>
diff --git a/projects/src/libGLESv2_static.vcxproj b/projects/src/libGLESv2_static.vcxproj
index e9af9ca..06bc461 100644
--- a/projects/src/libGLESv2_static.vcxproj
+++ b/projects/src/libGLESv2_static.vcxproj
@@ -243,6 +243,7 @@
     <ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\SwapChain.h"/>
+    <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\imageformats.h"/>
     <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"/>
diff --git a/projects/src/libGLESv2_static.vcxproj.filters b/projects/src/libGLESv2_static.vcxproj.filters
index 85f9d2f..5a8815f 100644
--- a/projects/src/libGLESv2_static.vcxproj.filters
+++ b/projects/src/libGLESv2_static.vcxproj.filters
@@ -270,6 +270,9 @@
     <ClCompile Include="..\..\src\libGLESv2\renderer\Image.cpp">
       <Filter>src\libGLESv2\renderer</Filter>
     </ClCompile>
+    <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h">
+      <Filter>src\libGLESv2\renderer</Filter>
+    </ClInclude>
     <ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h">
       <Filter>src\libGLESv2\renderer</Filter>
     </ClInclude>
diff --git a/src/libGLESv2.gypi b/src/libGLESv2.gypi
index f54ced3..d232daf 100644
--- a/src/libGLESv2.gypi
+++ b/src/libGLESv2.gypi
@@ -112,6 +112,7 @@
             'libGLESv2/renderer/Renderer.cpp',
             'libGLESv2/renderer/Renderer.h',
             'libGLESv2/renderer/ShaderExecutable.h',
+            'libGLESv2/renderer/ShaderImpl.h',
             'libGLESv2/renderer/SwapChain.h',
             'libGLESv2/renderer/TextureImpl.h',
             'libGLESv2/renderer/TransformFeedbackImpl.h',
@@ -155,6 +156,8 @@
             'libGLESv2/renderer/d3d/IndexDataManager.h',
             'libGLESv2/renderer/d3d/MemoryBuffer.cpp',
             'libGLESv2/renderer/d3d/MemoryBuffer.h',
+            'libGLESv2/renderer/d3d/ShaderD3D.cpp',
+            'libGLESv2/renderer/d3d/ShaderD3D.h',
             'libGLESv2/renderer/d3d/TextureD3D.cpp',
             'libGLESv2/renderer/d3d/TextureD3D.h',
             'libGLESv2/renderer/d3d/TextureStorage.cpp',
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 671bb1c..5cdc261 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -2383,6 +2383,11 @@
     }
 }
 
+void Context::releaseShaderCompiler()
+{
+    mRenderer->releaseShaderCompiler();
+}
+
 void Context::initCaps(GLuint clientVersion)
 {
     mCaps = mRenderer->getRendererCaps();
diff --git a/src/libGLESv2/Context.h b/src/libGLESv2/Context.h
index 8e71688..6ec9553 100644
--- a/src/libGLESv2/Context.h
+++ b/src/libGLESv2/Context.h
@@ -234,6 +234,8 @@
     State &getState() { return mState; }
     const State &getState() const { return mState; }
 
+    void releaseShaderCompiler();
+
   private:
     DISALLOW_COPY_AND_ASSIGN(Context);
 
diff --git a/src/libGLESv2/DynamicHLSL.cpp b/src/libGLESv2/DynamicHLSL.cpp
index e3ec391..f09cf63 100644
--- a/src/libGLESv2/DynamicHLSL.cpp
+++ b/src/libGLESv2/DynamicHLSL.cpp
@@ -11,6 +11,7 @@
 #include "libGLESv2/DynamicHLSL.h"
 #include "libGLESv2/Shader.h"
 #include "libGLESv2/Program.h"
+#include "libGLESv2/renderer/d3d/ShaderD3D.h"
 #include "libGLESv2/renderer/Renderer.h"
 #include "common/utilities.h"
 #include "libGLESv2/ProgramBinary.h"
@@ -210,14 +211,17 @@
 {
     const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
 
-    vertexShader->resetVaryingsRegisterAssignment();
-    fragmentShader->resetVaryingsRegisterAssignment();
+    rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
+    rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
+
+    vertexShaderD3D->resetVaryingsRegisterAssignment();
+    fragmentShaderD3D->resetVaryingsRegisterAssignment();
 
     std::set<std::string> packedVaryings;
 
-    for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
+    for (unsigned int varyingIndex = 0; varyingIndex < fragmentShaderD3D->mVaryings.size(); varyingIndex++)
     {
-        PackedVarying *varying = &fragmentShader->mVaryings[varyingIndex];
+        PackedVarying *varying = &fragmentShaderD3D->mVaryings[varyingIndex];
         if (packVarying(varying, maxVaryingVectors, packing))
         {
             packedVaryings.insert(varying->name);
@@ -235,9 +239,9 @@
         if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
         {
             bool found = false;
-            for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
+            for (unsigned int varyingIndex = 0; varyingIndex < vertexShaderD3D->mVaryings.size(); varyingIndex++)
             {
-                PackedVarying *varying = &vertexShader->mVaryings[varyingIndex];
+                PackedVarying *varying = &vertexShaderD3D->mVaryings[varyingIndex];
                 if (transformFeedbackVarying == varying->name)
                 {
                     if (!packVarying(varying, maxVaryingVectors, packing))
@@ -275,12 +279,14 @@
 
 std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader) const
 {
-    std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
+    rx::VertexShaderD3D *shaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(shader->getImplementation());
+
+    std::string varyingSemantic = getVaryingSemantic(shaderD3D->mUsesPointSize);
     std::string varyingHLSL;
 
-    for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
+    for (unsigned int varyingIndex = 0; varyingIndex < shaderD3D->mVaryings.size(); varyingIndex++)
     {
-        const PackedVarying &varying = shader->mVaryings[varyingIndex];
+        const PackedVarying &varying = shaderD3D->mVaryings[varyingIndex];
         if (varying.registerAssigned())
         {
             GLenum transposedType = TransposeMatrixType(varying.type);
@@ -604,8 +610,10 @@
 void DynamicHLSL::storeUserLinkedVaryings(const VertexShader *vertexShader,
                                           std::vector<LinkedVarying> *linkedVaryings) const
 {
-    const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
-    const std::vector<PackedVarying> &varyings = vertexShader->mVaryings;
+    const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
+
+    const std::string &varyingSemantic = getVaryingSemantic(vertexShaderD3D->mUsesPointSize);
+    const std::vector<PackedVarying> &varyings = vertexShaderD3D->mVaryings;
 
     for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
     {
@@ -636,12 +644,15 @@
         return false;
     }
 
-    bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
-    bool usesFragColor = fragmentShader->mUsesFragColor;
-    bool usesFragData = fragmentShader->mUsesFragData;
-    bool usesFragCoord = fragmentShader->mUsesFragCoord;
-    bool usesPointCoord = fragmentShader->mUsesPointCoord;
-    bool usesPointSize = vertexShader->mUsesPointSize;
+    rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
+    rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
+
+    bool usesMRT = fragmentShaderD3D->mUsesMultipleRenderTargets;
+    bool usesFragColor = fragmentShaderD3D->mUsesFragColor;
+    bool usesFragData = fragmentShaderD3D->mUsesFragData;
+    bool usesFragCoord = fragmentShaderD3D->mUsesFragCoord;
+    bool usesPointCoord = fragmentShaderD3D->mUsesPointCoord;
+    bool usesPointSize = vertexShaderD3D->mUsesPointSize;
 
     if (usesFragColor && usesFragData)
     {
@@ -658,10 +669,10 @@
     // Two cases when writing to gl_FragColor and using ESSL 1.0:
     // - with a 3.0 context, the output color is copied to channel 0
     // - with a 2.0 context, the output color is broadcast to all channels
-    const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
+    const bool broadcast = (fragmentShaderD3D->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
     const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1);
 
-    int shaderVersion = vertexShader->getShaderVersion();
+    int shaderVersion = vertexShaderD3D->getShaderVersion();
 
     if (registersNeeded > maxVaryingVectors)
     {
@@ -718,9 +729,9 @@
         vertexHLSL += "    output.gl_FragCoord = gl_Position;\n";
     }
 
-    for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
+    for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShaderD3D->mVaryings.size(); vertVaryingIndex++)
     {
-        const PackedVarying &varying = vertexShader->mVaryings[vertVaryingIndex];
+        const PackedVarying &varying = vertexShaderD3D->mVaryings[vertVaryingIndex];
         if (varying.registerAssigned())
         {
             for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
@@ -802,13 +813,13 @@
             outPixelShaderKey->push_back(outputKeyVariable);
         }
 
-        *outUsesFragDepth = fragmentShader->mUsesFragDepth;
+        *outUsesFragDepth = fragmentShaderD3D->mUsesFragDepth;
     }
     else
     {
         defineOutputVariables(fragmentShader, programOutputVars);
 
-        const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
+        const std::vector<sh::Attribute> &shaderOutputVars = fragmentShaderD3D->getOutputVariables();
         for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
         {
             const VariableLocation &outputLocation = locationIt->second;
@@ -830,7 +841,7 @@
 
     pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
 
-    if (fragmentShader->mUsesFrontFacing)
+    if (fragmentShaderD3D->mUsesFrontFacing)
     {
         if (shaderModel >= 4)
         {
@@ -880,7 +891,7 @@
         pixelHLSL += "    gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
     }
 
-    if (fragmentShader->mUsesFrontFacing)
+    if (fragmentShaderD3D->mUsesFrontFacing)
     {
         if (shaderModel <= 3)
         {
@@ -892,9 +903,9 @@
         }
     }
 
-    for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
+    for (unsigned int varyingIndex = 0; varyingIndex < fragmentShaderD3D->mVaryings.size(); varyingIndex++)
     {
-        const PackedVarying &varying = fragmentShader->mVaryings[varyingIndex];
+        const PackedVarying &varying = fragmentShaderD3D->mVaryings[varyingIndex];
         if (varying.registerAssigned())
         {
             for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
@@ -948,7 +959,8 @@
 
 void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
 {
-    const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
+    rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
+    const std::vector<sh::Attribute> &shaderOutputVars = fragmentShaderD3D->getOutputVariables();
 
     for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
     {
@@ -974,23 +986,26 @@
 
 std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
 {
+    rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
     // for now we only handle point sprite emulation
-    ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
+    ASSERT(vertexShaderD3D->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
     return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
 }
 
 std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
 {
+    rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
+    rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
     ASSERT(registers >= 0);
-    ASSERT(vertexShader->mUsesPointSize);
+    ASSERT(vertexShaderD3D->mUsesPointSize);
     ASSERT(mRenderer->getMajorShaderModel() >= 4);
 
     std::string geomHLSL;
 
-    const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
+    const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShaderD3D->mUsesFragCoord,
                                                       false, true, false);
-    const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
-                                                       fragmentShader->mUsesPointCoord, true, false);
+    const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShaderD3D->mUsesFragCoord,
+                                                       fragmentShaderD3D->mUsesPointCoord, true, false);
 
     std::string varyingHLSL = generateVaryingHLSL(vertexShader);
     std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
@@ -1033,7 +1048,7 @@
         geomHLSL += "    output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
     }
 
-    if (fragmentShader->mUsesFragCoord)
+    if (fragmentShaderD3D->mUsesFragCoord)
     {
         geomHLSL += "    output.gl_FragCoord = input[0].gl_FragCoord;\n";
     }
@@ -1048,7 +1063,7 @@
         geomHLSL += "    \n"
                     "    output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
 
-        if (fragmentShader->mUsesPointCoord)
+        if (fragmentShaderD3D->mUsesPointCoord)
         {
             geomHLSL += "    output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
         }
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index cac88e3..06d0265 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -22,6 +22,7 @@
 #include "libGLESv2/Shader.h"
 #include "libGLESv2/Program.h"
 #include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/d3d/ShaderD3D.h"
 #include "libGLESv2/renderer/d3d/VertexDataManager.h"
 #include "libGLESv2/Context.h"
 #include "libGLESv2/Buffer.h"
@@ -1052,8 +1053,11 @@
 
 bool ProgramBinary::linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader)
 {
-    std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
-    std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
+    rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
+    rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
+
+    std::vector<PackedVarying> &fragmentVaryings = fragmentShaderD3D->getVaryings();
+    std::vector<PackedVarying> &vertexVaryings = vertexShaderD3D->getVaryings();
 
     for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++)
     {
@@ -1605,13 +1609,16 @@
 
     mTransformFeedbackBufferMode = transformFeedbackBufferMode;
 
-    mShaderVersion = vertexShader->getShaderVersion();
+    rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
+    rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
 
-    mPixelHLSL = fragmentShader->getHLSL();
-    mPixelWorkarounds = fragmentShader->getD3DWorkarounds();
+    mShaderVersion = vertexShaderD3D->getShaderVersion();
 
-    mVertexHLSL = vertexShader->getHLSL();
-    mVertexWorkarounds = vertexShader->getD3DWorkarounds();
+    mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
+    mPixelWorkarounds = fragmentShaderD3D->getD3DWorkarounds();
+
+    mVertexHLSL = vertexShaderD3D->getTranslatedSource();
+    mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds();
 
     // Map the varyings to the register file
     VaryingPacking packing = { NULL };
@@ -1627,7 +1634,7 @@
         return false;
     }
 
-    mUsesPointSize = vertexShader->usesPointSize();
+    mUsesPointSize = vertexShaderD3D->usesPointSize();
     std::vector<LinkedVarying> linkedVaryings;
     if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, registers, packing, mPixelHLSL, mVertexHLSL,
                                               fragmentShader, vertexShader, transformFeedbackVaryings,
@@ -1649,7 +1656,7 @@
     }
 
     // special case for gl_DepthRange, the only built-in uniform (also a struct)
-    if (vertexShader->usesDepthRange() || fragmentShader->usesDepthRange())
+    if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange())
     {
         const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
 
@@ -1672,7 +1679,7 @@
     if (success)
     {
         VertexFormat defaultInputLayout[MAX_VERTEX_ATTRIBS];
-        GetInputLayoutFromShader(vertexShader->activeAttributes(), defaultInputLayout);
+        GetInputLayoutFromShader(vertexShaderD3D->getActiveAttributes(), defaultInputLayout);
         rx::ShaderExecutable *defaultVertexExecutable = getVertexExecutableForInputLayout(defaultInputLayout);
 
         std::vector<GLenum> defaultPixelOutput(IMPLEMENTATION_MAX_DRAW_BUFFERS);
@@ -1705,8 +1712,10 @@
 // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
 bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
 {
+    rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
+
     unsigned int usedLocations = 0;
-    const std::vector<sh::Attribute> &activeAttributes = vertexShader->activeAttributes();
+    const std::vector<sh::Attribute> &activeAttributes = vertexShaderD3D->getActiveAttributes();
 
     // Link attributes that have a binding location
     for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++)
@@ -1773,7 +1782,7 @@
 
     for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
     {
-        int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
+        int index = vertexShaderD3D->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
         int rows = VariableRegisterCount(mLinkedAttribute[attributeIndex].type);
 
         for (int r = 0; r < rows; r++)
@@ -1881,8 +1890,11 @@
 
 bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader)
 {
-    const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
-    const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
+    const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader.getImplementation());
+    const rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader.getImplementation());
+
+    const std::vector<sh::Uniform> &vertexUniforms = vertexShaderD3D->getUniforms();
+    const std::vector<sh::Uniform> &fragmentUniforms = fragmentShaderD3D->getUniforms();
 
     // Check that uniforms defined in the vertex and fragment shaders are identical
     typedef std::map<std::string, const sh::Uniform*> UniformMap;
@@ -1912,13 +1924,13 @@
     for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
     {
         const sh::Uniform &uniform = vertexUniforms[uniformIndex];
-        defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShader.getUniformRegister(uniform.name));
+        defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name));
     }
 
     for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
     {
         const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
-        defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShader.getUniformRegister(uniform.name));
+        defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name));
     }
 
     if (!indexUniforms(infoLog))
@@ -1933,7 +1945,7 @@
 
 void ProgramBinary::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister)
 {
-    ShShaderOutput outputType = Shader::getCompilerOutputType(shader);
+    ShShaderOutput outputType = rx::ShaderD3D::getCompilerOutputType(shader);
     sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
     encoder.skipRegisters(uniformRegister);
 
@@ -2152,8 +2164,11 @@
 bool ProgramBinary::linkUniformBlocks(InfoLog &infoLog, const VertexShader &vertexShader,
                                       const FragmentShader &fragmentShader)
 {
-    const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShader.getInterfaceBlocks();
-    const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks();
+    const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader.getImplementation());
+    const rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader.getImplementation());
+
+    const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShaderD3D->getInterfaceBlocks();
+    const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShaderD3D->getInterfaceBlocks();
 
     // Check that interface blocks defined in the vertex and fragment shaders are identical
     typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap;
@@ -2293,6 +2308,8 @@
 
 bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock)
 {
+    const rx::ShaderD3D* shaderD3D = rx::ShaderD3D::makeShaderD3D(shader.getImplementation());
+
     // create uniform block entries if they do not exist
     if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
     {
@@ -2340,7 +2357,7 @@
     ASSERT(blockIndex != GL_INVALID_INDEX);
     ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
 
-    unsigned int interfaceBlockRegister = shader.getInterfaceBlockRegister(interfaceBlock.name);
+    unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
 
     for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
     {
diff --git a/src/libGLESv2/ResourceManager.cpp b/src/libGLESv2/ResourceManager.cpp
index 750e4d9..9f04110 100644
--- a/src/libGLESv2/ResourceManager.cpp
+++ b/src/libGLESv2/ResourceManager.cpp
@@ -95,11 +95,11 @@
 
     if (type == GL_VERTEX_SHADER)
     {
-        mShaderMap[handle] = new VertexShader(this, mRenderer, handle);
+        mShaderMap[handle] = new VertexShader(this, mRenderer->createShader(type), handle);
     }
     else if (type == GL_FRAGMENT_SHADER)
     {
-        mShaderMap[handle] = new FragmentShader(this, mRenderer, handle);
+        mShaderMap[handle] = new FragmentShader(this, mRenderer->createShader(type), handle);
     }
     else UNREACHABLE();
 
diff --git a/src/libGLESv2/Shader.cpp b/src/libGLESv2/Shader.cpp
index 0d7f601..05e11ad 100644
--- a/src/libGLESv2/Shader.cpp
+++ b/src/libGLESv2/Shader.cpp
@@ -14,31 +14,22 @@
 #include "GLSLANG/ShaderLang.h"
 #include "common/utilities.h"
 #include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/ShaderImpl.h"
 #include "libGLESv2/Constants.h"
 #include "libGLESv2/ResourceManager.h"
 
 namespace gl
 {
-void *Shader::mFragmentCompiler = NULL;
-void *Shader::mVertexCompiler = NULL;
 
-template <typename VarT>
-const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
+Shader::Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle)
+    : mShader(impl),
+      mType(type),
+      mHandle(handle),
+      mResourceManager(manager),
+      mRefCount(0),
+      mDeleteStatus(false),
+      mCompiled(false)
 {
-    // TODO: handle staticUse. for now, assume all returned variables are active.
-    ASSERT(variableList);
-    return variableList;
-}
-
-Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
-    : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
-{
-    uncompile();
-    initializeCompiler();
-
-    mRefCount = 0;
-    mDeleteStatus = false;
-    mShaderVersion = 100;
 }
 
 Shader::~Shader()
@@ -64,7 +55,7 @@
 
 int Shader::getInfoLogLength() const
 {
-    return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
+    return  mShader->getInfoLog().empty() ? 0 : (mShader->getInfoLog().length() + 1);
 }
 
 void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
@@ -73,8 +64,8 @@
 
     if (bufSize > 0)
     {
-        index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
-        memcpy(infoLog, mInfoLog.c_str(), index);
+        index = std::min(bufSize - 1, static_cast<GLsizei>(mShader->getInfoLog().length()));
+        memcpy(infoLog, mShader->getInfoLog().c_str(), index);
 
         infoLog[index] = '\0';
     }
@@ -92,10 +83,10 @@
 
 int Shader::getTranslatedSourceLength() const
 {
-    return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
+    return mShader->getTranslatedSource().empty() ? 0 : (mShader->getTranslatedSource().length() + 1);
 }
 
-void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
+void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer)
 {
     int index = 0;
 
@@ -120,44 +111,12 @@
 
 void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
 {
-    getSourceImpl(mHlsl, bufSize, length, buffer);
+    getSourceImpl(mShader->getTranslatedSource(), bufSize, length, buffer);
 }
 
-unsigned int Shader::getUniformRegister(const std::string &uniformName) const
+void Shader::compile()
 {
-    ASSERT(mUniformRegisterMap.count(uniformName) > 0);
-    return mUniformRegisterMap.find(uniformName)->second;
-}
-
-unsigned int Shader::getInterfaceBlockRegister(const std::string &blockName) const
-{
-    ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
-    return mInterfaceBlockRegisterMap.find(blockName)->second;
-}
-
-const std::vector<sh::Uniform> &Shader::getUniforms() const
-{
-    return mActiveUniforms;
-}
-
-const std::vector<sh::InterfaceBlock> &Shader::getInterfaceBlocks() const
-{
-    return mActiveInterfaceBlocks;
-}
-
-std::vector<PackedVarying> &Shader::getVaryings()
-{
-    return mVaryings;
-}
-
-bool Shader::isCompiled() const
-{
-    return !mHlsl.empty();
-}
-
-const std::string &Shader::getHLSL() const
-{
-    return mHlsl;
+    mCompiled = mShader->compile(mSource);
 }
 
 void Shader::addRef()
@@ -190,289 +149,8 @@
     mDeleteStatus = true;
 }
 
-// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
-void Shader::initializeCompiler()
-{
-    if (!mFragmentCompiler)
-    {
-        int result = ShInitialize();
-
-        if (result)
-        {
-            ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
-
-            ShBuiltInResources resources;
-            ShInitBuiltInResources(&resources);
-
-            // TODO(geofflang): use context's caps
-            const gl::Caps &caps = mRenderer->getRendererCaps();
-            const gl::Extensions &extensions = mRenderer->getRendererExtensions();
-
-            resources.MaxVertexAttribs = caps.maxVertexAttributes;
-            resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
-            resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
-            resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
-            resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
-            resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
-            resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
-            resources.MaxDrawBuffers = caps.maxDrawBuffers;
-            resources.OES_standard_derivatives = extensions.standardDerivatives;
-            resources.EXT_draw_buffers = extensions.drawBuffers;
-            resources.EXT_shader_texture_lod = 1;
-            // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
-            resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
-            resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
-            // GLSL ES 3.0 constants
-            resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
-            resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
-            resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
-            resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
-
-            mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
-            mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
-        }
-    }
-}
-
-void Shader::releaseCompiler()
-{
-    ShDestruct(mFragmentCompiler);
-    ShDestruct(mVertexCompiler);
-
-    mFragmentCompiler = NULL;
-    mVertexCompiler = NULL;
-
-    ShFinalize();
-}
-
-void Shader::parseVaryings(void *compiler)
-{
-    if (!mHlsl.empty())
-    {
-        const std::vector<sh::Varying> *activeVaryings = ShGetVaryings(compiler);
-        ASSERT(activeVaryings);
-
-        for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
-        {
-            mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
-        }
-
-        mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT")          != std::string::npos;
-        mUsesFragColor             = mHlsl.find("GL_USES_FRAG_COLOR")   != std::string::npos;
-        mUsesFragData              = mHlsl.find("GL_USES_FRAG_DATA")    != std::string::npos;
-        mUsesFragCoord             = mHlsl.find("GL_USES_FRAG_COORD")   != std::string::npos;
-        mUsesFrontFacing           = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
-        mUsesPointSize             = mHlsl.find("GL_USES_POINT_SIZE")   != std::string::npos;
-        mUsesPointCoord            = mHlsl.find("GL_USES_POINT_COORD")  != std::string::npos;
-        mUsesDepthRange            = mHlsl.find("GL_USES_DEPTH_RANGE")  != std::string::npos;
-        mUsesFragDepth             = mHlsl.find("GL_USES_FRAG_DEPTH")   != std::string::npos;
-        mUsesDiscardRewriting      = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
-        mUsesNestedBreak           = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
-    }
-}
-
-void Shader::resetVaryingsRegisterAssignment()
-{
-    for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
-    {
-        mVaryings[varyingIndex].resetRegisterAssignment();
-    }
-}
-
-// initialize/clean up previous state
-void Shader::uncompile()
-{
-    // set by compileToHLSL
-    mHlsl.clear();
-    mInfoLog.clear();
-
-    // set by parseVaryings
-    mVaryings.clear();
-
-    mUsesMultipleRenderTargets = false;
-    mUsesFragColor = false;
-    mUsesFragData = false;
-    mUsesFragCoord = false;
-    mUsesFrontFacing = false;
-    mUsesPointSize = false;
-    mUsesPointCoord = false;
-    mUsesDepthRange = false;
-    mUsesFragDepth = false;
-    mShaderVersion = 100;
-    mUsesDiscardRewriting = false;
-    mUsesNestedBreak = false;
-
-    mActiveUniforms.clear();
-    mActiveInterfaceBlocks.clear();
-}
-
-void Shader::compileToHLSL(void *compiler)
-{
-    // ensure the compiler is loaded
-    initializeCompiler();
-
-    int compileOptions = SH_OBJECT_CODE;
-    std::string sourcePath;
-    if (perfActive())
-    {
-        sourcePath = getTempPath();
-        writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
-        compileOptions |= SH_LINE_DIRECTIVES;
-    }
-
-    int result;
-    if (sourcePath.empty())
-    {
-        const char* sourceStrings[] =
-        {
-            mSource.c_str(),
-        };
-
-        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
-    }
-    else
-    {
-        const char* sourceStrings[] =
-        {
-            sourcePath.c_str(),
-            mSource.c_str(),
-        };
-
-        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
-    }
-
-    size_t shaderVersion = 100;
-    ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
-
-    mShaderVersion = static_cast<int>(shaderVersion);
-
-    if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
-    {
-        mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
-        TRACE("\n%s", mInfoLog.c_str());
-    }
-    else if (result)
-    {
-        size_t objCodeLen = 0;
-        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
-
-        char* outputHLSL = new char[objCodeLen];
-        ShGetObjectCode(compiler, outputHLSL);
-
-#ifdef _DEBUG
-        std::ostringstream hlslStream;
-        hlslStream << "// GLSL\n";
-        hlslStream << "//\n";
-
-        size_t curPos = 0;
-        while (curPos != std::string::npos)
-        {
-            size_t nextLine = mSource.find("\n", curPos);
-            size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
-
-            hlslStream << "// " << mSource.substr(curPos, len);
-
-            curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
-        }
-        hlslStream << "\n\n";
-        hlslStream << outputHLSL;
-        mHlsl = hlslStream.str();
-#else
-        mHlsl = outputHLSL;
-#endif
-
-        SafeDeleteArray(outputHLSL);
-
-        mActiveUniforms = *GetShaderVariables(ShGetUniforms(compiler));
-
-        for (size_t uniformIndex = 0; uniformIndex < mActiveUniforms.size(); uniformIndex++)
-        {
-            const sh::Uniform &uniform = mActiveUniforms[uniformIndex];
-
-            unsigned int index = -1;
-            bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
-            UNUSED_ASSERTION_VARIABLE(result);
-            ASSERT(result);
-
-            mUniformRegisterMap[uniform.name] = index;
-        }
-
-        mActiveInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
-
-        for (size_t blockIndex = 0; blockIndex < mActiveInterfaceBlocks.size(); blockIndex++)
-        {
-            const sh::InterfaceBlock &interfaceBlock = mActiveInterfaceBlocks[blockIndex];
-
-            unsigned int index = -1;
-            bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
-            UNUSED_ASSERTION_VARIABLE(result);
-            ASSERT(result);
-
-            mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
-        }
-    }
-    else
-    {
-        size_t infoLogLen = 0;
-        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
-
-        char* infoLog = new char[infoLogLen];
-        ShGetInfoLog(compiler, infoLog);
-        mInfoLog = infoLog;
-
-        TRACE("\n%s", mInfoLog.c_str());
-    }
-}
-
-rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
-{
-    if (mUsesDiscardRewriting)
-    {
-        // ANGLE issue 486:
-        // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
-        return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
-    }
-
-    if (mUsesNestedBreak)
-    {
-        // ANGLE issue 603:
-        // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
-        // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
-        return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
-    }
-
-    return rx::ANGLE_D3D_WORKAROUND_NONE;
-}
-
-// true if varying x has a higher priority in packing than y
-bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
-{
-    if (x.type == y.type)
-    {
-        return x.arraySize > y.arraySize;
-    }
-
-    // Special case for handling structs: we sort these to the end of the list
-    if (x.type == GL_STRUCT_ANGLEX)
-    {
-        return false;
-    }
-
-    if (y.type == GL_STRUCT_ANGLEX)
-    {
-        return true;
-    }
-
-    return gl::VariableSortOrder(x.type) <= gl::VariableSortOrder(y.type);
-}
-
-int Shader::getShaderVersion() const
-{
-    return mShaderVersion;
-}
-
-VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
-    : Shader(manager, renderer, handle)
+VertexShader::VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle)
+    : Shader(manager, impl, GL_VERTEX_SHADER, handle)
 {
 }
 
@@ -480,60 +158,8 @@
 {
 }
 
-GLenum VertexShader::getType() const
-{
-    return GL_VERTEX_SHADER;
-}
-
-void VertexShader::uncompile()
-{
-    Shader::uncompile();
-
-    // set by ParseAttributes
-    mActiveAttributes.clear();
-}
-
-void VertexShader::compile()
-{
-    uncompile();
-
-    compileToHLSL(mVertexCompiler);
-    parseAttributes();
-    parseVaryings(mVertexCompiler);
-}
-
-int VertexShader::getSemanticIndex(const std::string &attributeName)
-{
-    if (!attributeName.empty())
-    {
-        int semanticIndex = 0;
-        for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
-        {
-            const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
-
-            if (attribute.name == attributeName)
-            {
-                return semanticIndex;
-            }
-
-            semanticIndex += VariableRegisterCount(attribute.type);
-        }
-    }
-
-    return -1;
-}
-
-void VertexShader::parseAttributes()
-{
-    const std::string &hlsl = getHLSL();
-    if (!hlsl.empty())
-    {
-        mActiveAttributes = *GetShaderVariables(ShGetAttributes(mVertexCompiler));
-    }
-}
-
-FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
-    : Shader(manager, renderer, handle)
+FragmentShader::FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle)
+    : Shader(manager, impl, GL_FRAGMENT_SHADER, handle)
 {
 }
 
@@ -541,53 +167,4 @@
 {
 }
 
-GLenum FragmentShader::getType() const
-{
-    return GL_FRAGMENT_SHADER;
-}
-
-void FragmentShader::compile()
-{
-    uncompile();
-
-    compileToHLSL(mFragmentCompiler);
-    parseVaryings(mFragmentCompiler);
-    std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
-
-    const std::string &hlsl = getHLSL();
-    if (!hlsl.empty())
-    {
-        mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(mFragmentCompiler));
-    }
-}
-
-void FragmentShader::uncompile()
-{
-    Shader::uncompile();
-
-    mActiveOutputVariables.clear();
-}
-
-const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const
-{
-    return mActiveOutputVariables;
-}
-
-ShShaderOutput Shader::getCompilerOutputType(GLenum shader)
-{
-    void *compiler = NULL;
-
-    switch (shader)
-    {
-      case GL_VERTEX_SHADER:   compiler = mVertexCompiler;   break;
-      case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
-      default: UNREACHABLE();  return SH_HLSL9_OUTPUT;
-    }
-
-    size_t outputType = 0;
-    ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
-
-    return static_cast<ShShaderOutput>(outputType);
-}
-
 }
diff --git a/src/libGLESv2/Shader.h b/src/libGLESv2/Shader.h
index c322520..e34c197 100644
--- a/src/libGLESv2/Shader.h
+++ b/src/libGLESv2/Shader.h
@@ -25,7 +25,7 @@
 
 namespace rx
 {
-class Renderer;
+class ShaderImpl;
 }
 
 namespace gl
@@ -51,16 +51,17 @@
 
 class Shader
 {
-    friend class DynamicHLSL;
-
   public:
-    Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
+    Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle);
 
     virtual ~Shader();
 
-    virtual GLenum getType() const = 0;
+    GLenum getType() const { return mType; }
     GLuint getHandle() const;
 
+    rx::ShaderImpl *getImplementation() { return mShader; }
+    const rx::ShaderImpl *getImplementation() const { return mShader; }
+
     void deleteSource();
     void setSource(GLsizei count, const char *const *string, const GLint *length);
     int getInfoLogLength() const;
@@ -69,121 +70,53 @@
     void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
     int getTranslatedSourceLength() const;
     void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
-    const std::vector<sh::Uniform> &getUniforms() const;
-    const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const;
-    std::vector<PackedVarying> &getVaryings();
 
-    virtual void compile() = 0;
-    virtual void uncompile();
-    bool isCompiled() const;
-    const std::string &getHLSL() const;
+    void compile();
+    bool isCompiled() const { return mCompiled; }
 
     void addRef();
     void release();
     unsigned int getRefCount() const;
     bool isFlaggedForDeletion() const;
     void flagForDeletion();
-    int getShaderVersion() const;
-    void resetVaryingsRegisterAssignment();
-
-    static void releaseCompiler();
-    static ShShaderOutput getCompilerOutputType(GLenum shader);
-    unsigned int getUniformRegister(const std::string &uniformName) const;
-    unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
-
-    bool usesDepthRange() const { return mUsesDepthRange; }
-    bool usesPointSize() const { return mUsesPointSize; }
-    rx::D3DWorkaroundType getD3DWorkarounds() const;
-
-  protected:
-    void parseVaryings(void *compiler);
-
-    void compileToHLSL(void *compiler);
-
-    void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const;
-
-    static bool compareVarying(const PackedVarying &x, const PackedVarying &y);
-
-    const rx::Renderer *const mRenderer;
-
-    std::vector<PackedVarying> mVaryings;
-
-    bool mUsesMultipleRenderTargets;
-    bool mUsesFragColor;
-    bool mUsesFragData;
-    bool mUsesFragCoord;
-    bool mUsesFrontFacing;
-    bool mUsesPointSize;
-    bool mUsesPointCoord;
-    bool mUsesDepthRange;
-    bool mUsesFragDepth;
-    int mShaderVersion;
-    bool mUsesDiscardRewriting;
-    bool mUsesNestedBreak;
-
-    static void *mFragmentCompiler;
-    static void *mVertexCompiler;
 
   private:
     DISALLOW_COPY_AND_ASSIGN(Shader);
 
-    void initializeCompiler();
+    static void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer);
 
+    rx::ShaderImpl *mShader;
     const GLuint mHandle;
+    const GLenum mType;
+    std::string mSource;
     unsigned int mRefCount;     // Number of program objects this shader is attached to
     bool mDeleteStatus;         // Flag to indicate that the shader can be deleted when no longer in use
-
-    std::string mSource;
-    std::string mHlsl;
-    std::string mInfoLog;
-    std::vector<sh::Uniform> mActiveUniforms;
-    std::vector<sh::InterfaceBlock> mActiveInterfaceBlocks;
-    std::map<std::string, unsigned int> mUniformRegisterMap;
-    std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
+    bool mCompiled;             // Indicates if this shader has been successfully compiled
 
     ResourceManager *mResourceManager;
 };
 
+// TODO: These are now stubs. We should remove them and use Shader exclusively.
 class VertexShader : public Shader
 {
-    friend class DynamicHLSL;
-
   public:
-    VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
+    VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle);
 
     ~VertexShader();
 
-    virtual GLenum getType() const;
-    virtual void compile();
-    virtual void uncompile();
-    int getSemanticIndex(const std::string &attributeName);
-
-    const std::vector<sh::Attribute> &activeAttributes() const { return mActiveAttributes; }
-
   private:
     DISALLOW_COPY_AND_ASSIGN(VertexShader);
-
-    void parseAttributes();
-
-    std::vector<sh::Attribute> mActiveAttributes;
 };
 
 class FragmentShader : public Shader
 {
   public:
-    FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle);
+    FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle);
 
     ~FragmentShader();
 
-    virtual GLenum getType() const;
-    virtual void compile();
-    virtual void uncompile();
-    const std::vector<sh::Attribute> &getOutputVariables() const;
-
   private:
     DISALLOW_COPY_AND_ASSIGN(FragmentShader);
-
-    std::vector<sh::Attribute> mActiveOutputVariables;
 };
 }
 
diff --git a/src/libGLESv2/libGLESv2.cpp b/src/libGLESv2/libGLESv2.cpp
index aeeddcc..5dd0855 100644
--- a/src/libGLESv2/libGLESv2.cpp
+++ b/src/libGLESv2/libGLESv2.cpp
@@ -3584,7 +3584,12 @@
 {
     EVENT("()");
 
-    gl::Shader::releaseCompiler();
+    gl::Context *context = gl::getNonLostContext();
+
+    if (context)
+    {
+        context->releaseShaderCompiler();
+    }
 }
 
 void __stdcall glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
diff --git a/src/libGLESv2/renderer/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
index 0cab199..5a61d42 100644
--- a/src/libGLESv2/renderer/Renderer.cpp
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -40,7 +40,6 @@
 
 Renderer::~Renderer()
 {
-    gl::Shader::releaseCompiler();
 }
 
 const gl::Caps &Renderer::getRendererCaps() const
diff --git a/src/libGLESv2/renderer/Renderer.h b/src/libGLESv2/renderer/Renderer.h
index e4c0476..00c15e4 100644
--- a/src/libGLESv2/renderer/Renderer.h
+++ b/src/libGLESv2/renderer/Renderer.h
@@ -53,6 +53,7 @@
 class VertexArrayImpl;
 class BufferStorage;
 struct TranslatedIndexData;
+class ShaderImpl;
 class ShaderExecutable;
 class SwapChain;
 class RenderTarget;
@@ -197,7 +198,11 @@
     virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
     virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples) = 0;
 
+    // Shader creation
+    virtual ShaderImpl *createShader(GLenum type) = 0;
+
     // Shader operations
+    virtual void releaseShaderCompiler() = 0;
     virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
                                              const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                              bool separatedOutputBuffers) = 0;
diff --git a/src/libGLESv2/renderer/ShaderImpl.h b/src/libGLESv2/renderer/ShaderImpl.h
new file mode 100644
index 0000000..e87d40e
--- /dev/null
+++ b/src/libGLESv2/renderer/ShaderImpl.h
@@ -0,0 +1,29 @@
+//
+// Copyright 2014 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.
+//
+
+// ShaderImpl.h: Defines the abstract rx::ShaderImpl class.
+
+#ifndef LIBGLESV2_RENDERER_SHADERIMPL_H_
+#define LIBGLESV2_RENDERER_SHADERIMPL_H_
+
+#include "common/angleutils.h"
+
+namespace rx
+{
+
+class ShaderImpl
+{
+  public:
+    virtual ~ShaderImpl() { }
+
+    virtual bool compile(const std::string &source) = 0;
+    virtual const std::string &getInfoLog() const = 0;
+    virtual const std::string &getTranslatedSource() const = 0;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_SHADERIMPL_H_
diff --git a/src/libGLESv2/renderer/d3d/ShaderD3D.cpp b/src/libGLESv2/renderer/d3d/ShaderD3D.cpp
new file mode 100644
index 0000000..08cc047
--- /dev/null
+++ b/src/libGLESv2/renderer/d3d/ShaderD3D.cpp
@@ -0,0 +1,474 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2014 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.
+//
+
+// ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
+
+#include "libGLESv2/renderer/d3d/ShaderD3D.h"
+
+#include "common/utilities.h"
+#include "libGLESv2/Shader.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+void *ShaderD3D::mFragmentCompiler = NULL;
+void *ShaderD3D::mVertexCompiler = NULL;
+
+template <typename VarT>
+const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
+{
+    // TODO: handle staticUse. for now, assume all returned variables are active.
+    ASSERT(variableList);
+    return variableList;
+}
+
+ShaderD3D::ShaderD3D(rx::Renderer *renderer)
+    : ShaderImpl(),
+      mRenderer(renderer),
+      mShaderVersion(100)
+{
+    uncompile();
+    initializeCompiler();
+}
+
+ShaderD3D::~ShaderD3D()
+{
+}
+
+ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
+    return static_cast<ShaderD3D*>(impl);
+}
+
+const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
+    return static_cast<const ShaderD3D*>(impl);
+}
+
+// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
+void ShaderD3D::initializeCompiler()
+{
+    if (!mFragmentCompiler)
+    {
+        int result = ShInitialize();
+
+        if (result)
+        {
+            ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
+
+            ShBuiltInResources resources;
+            ShInitBuiltInResources(&resources);
+
+            // TODO(geofflang): use context's caps
+            const gl::Caps &caps = mRenderer->getRendererCaps();
+            const gl::Extensions &extensions = mRenderer->getRendererExtensions();
+
+            resources.MaxVertexAttribs = caps.maxVertexAttributes;
+            resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
+            resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
+            resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
+            resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
+            resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
+            resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
+            resources.MaxDrawBuffers = caps.maxDrawBuffers;
+            resources.OES_standard_derivatives = extensions.standardDerivatives;
+            resources.EXT_draw_buffers = extensions.drawBuffers;
+            resources.EXT_shader_texture_lod = 1;
+            // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
+            resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
+            resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
+            // GLSL ES 3.0 constants
+            resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
+            resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
+            resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
+            resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
+
+            mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+            mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+        }
+    }
+}
+
+void ShaderD3D::releaseCompiler()
+{
+    ShDestruct(mFragmentCompiler);
+    ShDestruct(mVertexCompiler);
+
+    mFragmentCompiler = NULL;
+    mVertexCompiler = NULL;
+
+    ShFinalize();
+}
+
+void ShaderD3D::parseVaryings(void *compiler)
+{
+     if (!mHlsl.empty())
+    {
+        const std::vector<sh::Varying> *activeVaryings = ShGetVaryings(compiler);
+        ASSERT(activeVaryings);
+
+        for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
+        {
+            mVaryings.push_back(gl::PackedVarying((*activeVaryings)[varyingIndex]));
+        }
+
+        mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT")          != std::string::npos;
+        mUsesFragColor             = mHlsl.find("GL_USES_FRAG_COLOR")   != std::string::npos;
+        mUsesFragData              = mHlsl.find("GL_USES_FRAG_DATA")    != std::string::npos;
+        mUsesFragCoord             = mHlsl.find("GL_USES_FRAG_COORD")   != std::string::npos;
+        mUsesFrontFacing           = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
+        mUsesPointSize             = mHlsl.find("GL_USES_POINT_SIZE")   != std::string::npos;
+        mUsesPointCoord            = mHlsl.find("GL_USES_POINT_COORD")  != std::string::npos;
+        mUsesDepthRange            = mHlsl.find("GL_USES_DEPTH_RANGE")  != std::string::npos;
+        mUsesFragDepth             = mHlsl.find("GL_USES_FRAG_DEPTH")   != std::string::npos;
+        mUsesDiscardRewriting      = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
+        mUsesNestedBreak           = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
+    }
+}
+
+void ShaderD3D::resetVaryingsRegisterAssignment()
+{
+    for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
+    {
+        mVaryings[varyingIndex].resetRegisterAssignment();
+    }
+}
+
+// initialize/clean up previous state
+void ShaderD3D::uncompile()
+{
+    // set by compileToHLSL
+    mHlsl.clear();
+    mInfoLog.clear();
+
+    // set by parseVaryings
+    mVaryings.clear();
+
+    mUsesMultipleRenderTargets = false;
+    mUsesFragColor = false;
+    mUsesFragData = false;
+    mUsesFragCoord = false;
+    mUsesFrontFacing = false;
+    mUsesPointSize = false;
+    mUsesPointCoord = false;
+    mUsesDepthRange = false;
+    mUsesFragDepth = false;
+    mShaderVersion = 100;
+    mUsesDiscardRewriting = false;
+    mUsesNestedBreak = false;
+
+    mActiveUniforms.clear();
+    mActiveInterfaceBlocks.clear();
+}
+
+void ShaderD3D::compileToHLSL(void *compiler, const std::string &source)
+{
+    // ensure the compiler is loaded
+    initializeCompiler();
+
+    int compileOptions = SH_OBJECT_CODE;
+    std::string sourcePath;
+    if (gl::perfActive())
+    {
+        sourcePath = getTempPath();
+        writeFile(sourcePath.c_str(), source.c_str(), source.length());
+        compileOptions |= SH_LINE_DIRECTIVES;
+    }
+
+    int result;
+    if (sourcePath.empty())
+    {
+        const char* sourceStrings[] =
+        {
+            source.c_str(),
+        };
+
+        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
+    }
+    else
+    {
+        const char* sourceStrings[] =
+        {
+            sourcePath.c_str(),
+            source.c_str(),
+        };
+
+        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
+    }
+
+    size_t shaderVersion = 100;
+    ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
+
+    mShaderVersion = static_cast<int>(shaderVersion);
+
+    if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
+    {
+        mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
+        TRACE("\n%s", mInfoLog.c_str());
+    }
+    else if (result)
+    {
+        size_t objCodeLen = 0;
+        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
+
+        char* outputHLSL = new char[objCodeLen];
+        ShGetObjectCode(compiler, outputHLSL);
+
+#ifdef _DEBUG
+        std::ostringstream hlslStream;
+        hlslStream << "// GLSL\n";
+        hlslStream << "//\n";
+
+        size_t curPos = 0;
+        while (curPos != std::string::npos)
+        {
+            size_t nextLine = source.find("\n", curPos);
+            size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
+
+            hlslStream << "// " << source.substr(curPos, len);
+
+            curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
+        }
+        hlslStream << "\n\n";
+        hlslStream << outputHLSL;
+        mHlsl = hlslStream.str();
+#else
+        mHlsl = outputHLSL;
+#endif
+
+        SafeDeleteArray(outputHLSL);
+
+        mActiveUniforms = *GetShaderVariables(ShGetUniforms(compiler));
+
+        for (size_t uniformIndex = 0; uniformIndex < mActiveUniforms.size(); uniformIndex++)
+        {
+            const sh::Uniform &uniform = mActiveUniforms[uniformIndex];
+
+            unsigned int index = -1;
+            bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
+            UNUSED_ASSERTION_VARIABLE(result);
+            ASSERT(result);
+
+            mUniformRegisterMap[uniform.name] = index;
+        }
+
+        mActiveInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
+
+        for (size_t blockIndex = 0; blockIndex < mActiveInterfaceBlocks.size(); blockIndex++)
+        {
+            const sh::InterfaceBlock &interfaceBlock = mActiveInterfaceBlocks[blockIndex];
+
+            unsigned int index = -1;
+            bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
+            UNUSED_ASSERTION_VARIABLE(result);
+            ASSERT(result);
+
+            mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
+        }
+    }
+    else
+    {
+        size_t infoLogLen = 0;
+        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
+
+        char* infoLog = new char[infoLogLen];
+        ShGetInfoLog(compiler, infoLog);
+        mInfoLog = infoLog;
+
+        TRACE("\n%s", mInfoLog.c_str());
+    }
+}
+
+rx::D3DWorkaroundType ShaderD3D::getD3DWorkarounds() const
+{
+    if (mUsesDiscardRewriting)
+    {
+        // ANGLE issue 486:
+        // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
+        return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
+    }
+
+    if (mUsesNestedBreak)
+    {
+        // ANGLE issue 603:
+        // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
+        // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
+        return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
+    }
+
+    return rx::ANGLE_D3D_WORKAROUND_NONE;
+}
+
+// true if varying x has a higher priority in packing than y
+bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
+{
+    if (x.type == y.type)
+    {
+        return x.arraySize > y.arraySize;
+    }
+
+    // Special case for handling structs: we sort these to the end of the list
+    if (x.type == GL_STRUCT_ANGLEX)
+    {
+        return false;
+    }
+
+    if (y.type == GL_STRUCT_ANGLEX)
+    {
+        return true;
+    }
+
+    return gl::VariableSortOrder(x.type) <= gl::VariableSortOrder(y.type);
+}
+
+unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
+{
+    ASSERT(mUniformRegisterMap.count(uniformName) > 0);
+    return mUniformRegisterMap.find(uniformName)->second;
+}
+
+unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
+{
+    ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
+    return mInterfaceBlockRegisterMap.find(blockName)->second;
+}
+
+ShShaderOutput ShaderD3D::getCompilerOutputType(GLenum shader)
+{
+    void *compiler = NULL;
+
+    switch (shader)
+    {
+    case GL_VERTEX_SHADER:   compiler = mVertexCompiler;   break;
+    case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
+    default: UNREACHABLE();  return SH_HLSL9_OUTPUT;
+    }
+
+    size_t outputType = 0;
+    ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
+
+    return static_cast<ShShaderOutput>(outputType);
+}
+
+VertexShaderD3D::VertexShaderD3D(rx::Renderer *renderer) : ShaderD3D(renderer)
+{
+}
+
+VertexShaderD3D::~VertexShaderD3D()
+{
+}
+
+VertexShaderD3D *VertexShaderD3D::makeVertexShaderD3D(ShaderImpl *impl)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(VertexShaderD3D*, impl));
+    return static_cast<VertexShaderD3D*>(impl);
+}
+
+const VertexShaderD3D *VertexShaderD3D::makeVertexShaderD3D(const ShaderImpl *impl)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(const VertexShaderD3D*, impl));
+    return static_cast<const VertexShaderD3D*>(impl);
+}
+
+bool VertexShaderD3D::compile(const std::string &source)
+{
+    uncompile();
+
+    compileToHLSL(mVertexCompiler, source);
+    parseAttributes();
+    parseVaryings(mVertexCompiler);
+
+    return !getTranslatedSource().empty();
+}
+
+void VertexShaderD3D::uncompile()
+{
+    ShaderD3D::uncompile();
+
+    // set by ParseAttributes
+    mActiveAttributes.clear();
+}
+
+void VertexShaderD3D::parseAttributes()
+{
+    const std::string &hlsl = getTranslatedSource();
+    if (!hlsl.empty())
+    {
+        mActiveAttributes = *GetShaderVariables(ShGetAttributes(mVertexCompiler));
+    }
+}
+
+int VertexShaderD3D::getSemanticIndex(const std::string &attributeName)
+{
+    if (!attributeName.empty())
+    {
+        int semanticIndex = 0;
+        for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
+        {
+            const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
+
+            if (attribute.name == attributeName)
+            {
+                return semanticIndex;
+            }
+
+            semanticIndex += gl::VariableRegisterCount(attribute.type);
+        }
+    }
+
+    return -1;
+}
+
+FragmentShaderD3D::FragmentShaderD3D(rx::Renderer *renderer) : ShaderD3D(renderer)
+{
+}
+
+FragmentShaderD3D::~FragmentShaderD3D()
+{
+}
+
+FragmentShaderD3D *FragmentShaderD3D::makeFragmentShaderD3D(ShaderImpl *impl)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(FragmentShaderD3D*, impl));
+    return static_cast<FragmentShaderD3D*>(impl);
+}
+
+const FragmentShaderD3D *FragmentShaderD3D::makeFragmentShaderD3D(const ShaderImpl *impl)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(const FragmentShaderD3D*, impl));
+    return static_cast<const FragmentShaderD3D*>(impl);
+}
+
+bool FragmentShaderD3D::compile(const std::string &source)
+{
+    uncompile();
+
+    compileToHLSL(mFragmentCompiler, source);
+    parseVaryings(mFragmentCompiler);
+    std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
+
+    const std::string &hlsl = getTranslatedSource();
+    if (!hlsl.empty())
+    {
+        mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(mFragmentCompiler));
+        return true;
+    }
+    return false;
+}
+
+void FragmentShaderD3D::uncompile()
+{
+    ShaderD3D::uncompile();
+
+    mActiveOutputVariables.clear();
+}
+
+}
diff --git a/src/libGLESv2/renderer/d3d/ShaderD3D.h b/src/libGLESv2/renderer/d3d/ShaderD3D.h
new file mode 100644
index 0000000..ce856ea
--- /dev/null
+++ b/src/libGLESv2/renderer/d3d/ShaderD3D.h
@@ -0,0 +1,145 @@
+//
+// Copyright (c) 2014 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.
+//
+
+// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
+
+#ifndef LIBGLESV2_RENDERER_SHADERD3D_H_
+#define LIBGLESV2_RENDERER_SHADERD3D_H_
+
+#include "libGLESv2/Shader.h"
+#include "libGLESv2/renderer/ShaderImpl.h"
+
+namespace gl
+{
+class DynamicHLSL;
+}
+
+namespace rx
+{
+class Renderer;
+
+class ShaderD3D : public ShaderImpl
+{
+    friend class gl::DynamicHLSL;
+
+  public:
+    ShaderD3D(rx::Renderer *renderer);
+    virtual ~ShaderD3D();
+
+    static ShaderD3D *makeShaderD3D(ShaderImpl *impl);
+    static const ShaderD3D *makeShaderD3D(const ShaderImpl *impl);
+
+    // ShaderImpl implementation
+    const std::string &getInfoLog() const { return mInfoLog; }
+    const std::string &getTranslatedSource() const { return mHlsl; }
+
+    // D3D-specific methods
+    virtual void uncompile();
+    void resetVaryingsRegisterAssignment();
+    unsigned int getUniformRegister(const std::string &uniformName) const;
+    unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
+
+    rx::D3DWorkaroundType getD3DWorkarounds() const;
+    int getShaderVersion() const { return mShaderVersion; }
+    bool usesDepthRange() const { return mUsesDepthRange; }
+    bool usesPointSize() const { return mUsesPointSize; }
+    std::vector<gl::PackedVarying> &getVaryings() { return mVaryings; }
+    const std::vector<sh::Uniform> &getUniforms() const { return mActiveUniforms; }
+    const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const  { return mActiveInterfaceBlocks; }
+
+    static void releaseCompiler();
+    static ShShaderOutput getCompilerOutputType(GLenum shader);
+
+  protected:
+    void compileToHLSL(void *compiler, const std::string &source);
+    void parseVaryings(void *compiler);
+
+    static bool compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y);
+
+    static void *mFragmentCompiler;
+    static void *mVertexCompiler;
+
+    rx::Renderer *mRenderer;
+
+    std::vector<gl::PackedVarying> mVaryings;
+
+    int mShaderVersion;
+
+    bool mUsesMultipleRenderTargets;
+    bool mUsesFragColor;
+    bool mUsesFragData;
+    bool mUsesFragCoord;
+    bool mUsesFrontFacing;
+    bool mUsesPointSize;
+    bool mUsesPointCoord;
+    bool mUsesDepthRange;
+    bool mUsesFragDepth;
+    bool mUsesDiscardRewriting;
+    bool mUsesNestedBreak;
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(ShaderD3D);
+
+    void initializeCompiler();
+
+    std::string mHlsl;
+    std::string mInfoLog;
+    std::vector<sh::Uniform> mActiveUniforms;
+    std::vector<sh::InterfaceBlock> mActiveInterfaceBlocks;
+    std::map<std::string, unsigned int> mUniformRegisterMap;
+    std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
+};
+
+class VertexShaderD3D : public ShaderD3D
+{
+    friend class gl::DynamicHLSL;
+
+  public:
+    VertexShaderD3D(rx::Renderer *renderer);
+    virtual ~VertexShaderD3D();
+
+    static VertexShaderD3D *makeVertexShaderD3D(ShaderImpl *impl);
+    static const VertexShaderD3D *makeVertexShaderD3D(const ShaderImpl *impl);
+
+    virtual bool compile(const std::string &source);
+    virtual void uncompile();
+
+    int getSemanticIndex(const std::string &attributeName);
+    virtual const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(VertexShaderD3D);
+
+    void parseAttributes();
+
+    std::vector<sh::Attribute> mActiveAttributes;
+};
+
+class FragmentShaderD3D : public ShaderD3D
+{
+    friend class gl::DynamicHLSL;
+
+  public:
+    FragmentShaderD3D(rx::Renderer *renderer);
+    virtual ~FragmentShaderD3D();
+
+    static FragmentShaderD3D *makeFragmentShaderD3D(ShaderImpl *impl);
+    static const FragmentShaderD3D *makeFragmentShaderD3D(const ShaderImpl *impl);
+
+    virtual bool compile(const std::string &source);
+    virtual void uncompile();
+
+    virtual const std::vector<sh::Attribute> &getOutputVariables() const { return mActiveOutputVariables; }
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(FragmentShaderD3D);
+
+    std::vector<sh::Attribute> mActiveOutputVariables;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_SHADERD3D_H_
diff --git a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
index 0c94728..f7ad0c7 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -13,6 +13,7 @@
 #include "libGLESv2/FramebufferAttachment.h"
 #include "libGLESv2/ProgramBinary.h"
 #include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/renderer/d3d/ShaderD3D.h"
 #include "libGLESv2/renderer/d3d/TextureD3D.h"
 #include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h"
 #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
@@ -1692,6 +1693,7 @@
 
 void Renderer11::release()
 {
+    releaseShaderCompiler();
     releaseDeviceResources();
 
     SafeRelease(mDxgiFactory);
@@ -2284,6 +2286,25 @@
     return renderTarget;
 }
 
+ShaderImpl *Renderer11::createShader(GLenum type)
+{
+    switch (type)
+    {
+      case GL_VERTEX_SHADER:
+        return new VertexShaderD3D(this);
+      case GL_FRAGMENT_SHADER:
+        return new FragmentShaderD3D(this);
+      default:
+        UNREACHABLE();
+        return NULL;
+    }
+}
+
+void Renderer11::releaseShaderCompiler()
+{
+    ShaderD3D::releaseCompiler();
+}
+
 ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
                                              const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                              bool separatedOutputBuffers)
diff --git a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
index 3288f2b..bbdbc58 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
+++ b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
@@ -145,7 +145,11 @@
     virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
     virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
 
+    // Shader creation
+    virtual ShaderImpl *createShader(GLenum type);
+
     // Shader operations
+    virtual void releaseShaderCompiler();
     virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
                                              const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                              bool separatedOutputBuffers);
diff --git a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
index 0abe089..1446ee4 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
@@ -17,6 +17,7 @@
 #include "libGLESv2/Renderbuffer.h"
 #include "libGLESv2/ProgramBinary.h"
 #include "libGLESv2/renderer/d3d/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d/ShaderD3D.h"
 #include "libGLESv2/renderer/d3d/TextureD3D.h"
 #include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h"
 #include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
@@ -154,6 +155,7 @@
 
 void Renderer9::release()
 {
+    releaseShaderCompiler();
     releaseDeviceResources();
 
     SafeRelease(mDevice);
@@ -2785,6 +2787,25 @@
     return renderTarget;
 }
 
+ShaderImpl *Renderer9::createShader(GLenum type)
+{
+    switch (type)
+    {
+      case GL_VERTEX_SHADER:
+        return new VertexShaderD3D(this);
+      case GL_FRAGMENT_SHADER:
+        return new FragmentShaderD3D(this);
+      default:
+        UNREACHABLE();
+        return NULL;
+    }
+}
+
+void Renderer9::releaseShaderCompiler()
+{
+    ShaderD3D::releaseCompiler();
+}
+
 ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type,
                                             const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                             bool separatedOutputBuffers)
diff --git a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
index 2fee522..df7c0b3 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
+++ b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
@@ -147,7 +147,11 @@
     virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
     virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
 
+    // Shader creation
+    virtual ShaderImpl *createShader(GLenum type);
+
     // Shader operations
+    virtual void releaseShaderCompiler();
     virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
                                              const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                              bool separatedOutputBuffers);