glsl: move some uniform linking code to new link_assign_uniform_storage()
[mesa.git] / src / compiler / glsl / linker.cpp
index 19f4641c72436b3c2d9a718fbb1d75f7fde6cca2..290811fd2b97ab9e0c53d2157847541f87a132fc 100644 (file)
@@ -71,7 +71,9 @@
 #include "glsl_parser_extras.h"
 #include "ir.h"
 #include "program.h"
-#include "program/hash_table.h"
+#include "program/prog_instruction.h"
+#include "util/set.h"
+#include "util/string_to_uint_map.h"
 #include "linker.h"
 #include "link_varyings.h"
 #include "ir_optimization.h"
@@ -179,48 +181,57 @@ private:
 };
 
 
-class geom_array_resize_visitor : public ir_hierarchical_visitor {
+class array_resize_visitor : public ir_hierarchical_visitor {
 public:
    unsigned num_vertices;
    gl_shader_program *prog;
+   gl_shader_stage stage;
 
-   geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
+   array_resize_visitor(unsigned num_vertices,
+                        gl_shader_program *prog,
+                        gl_shader_stage stage)
    {
       this->num_vertices = num_vertices;
       this->prog = prog;
+      this->stage = stage;
    }
 
-   virtual ~geom_array_resize_visitor()
+   virtual ~array_resize_visitor()
    {
       /* empty */
    }
 
    virtual ir_visitor_status visit(ir_variable *var)
    {
-      if (!var->type->is_array() || var->data.mode != ir_var_shader_in)
+      if (!var->type->is_array() || var->data.mode != ir_var_shader_in ||
+          var->data.patch)
          return visit_continue;
 
       unsigned size = var->type->length;
 
-      /* Generate a link error if the shader has declared this array with an
-       * incorrect size.
-       */
-      if (size && size != this->num_vertices) {
-         linker_error(this->prog, "size of array %s declared as %u, "
-                      "but number of input vertices is %u\n",
-                      var->name, size, this->num_vertices);
-         return visit_continue;
-      }
+      if (stage == MESA_SHADER_GEOMETRY) {
+         /* Generate a link error if the shader has declared this array with
+          * an incorrect size.
+          */
+         if (!var->data.implicit_sized_array &&
+             size && size != this->num_vertices) {
+            linker_error(this->prog, "size of array %s declared as %u, "
+                         "but number of input vertices is %u\n",
+                         var->name, size, this->num_vertices);
+            return visit_continue;
+         }
 
-      /* Generate a link error if the shader attempts to access an input
-       * array using an index too large for its actual size assigned at link
-       * time.
-       */
-      if (var->data.max_array_access >= this->num_vertices) {
-         linker_error(this->prog, "geometry shader accesses element %i of "
-                      "%s, but only %i input vertices\n",
-                      var->data.max_array_access, var->name, this->num_vertices);
-         return visit_continue;
+         /* Generate a link error if the shader attempts to access an input
+          * array using an index too large for its actual size assigned at
+          * link time.
+          */
+         if (var->data.max_array_access >= (int)this->num_vertices) {
+            linker_error(this->prog, "%s shader accesses element %i of "
+                         "%s, but only %i input vertices\n",
+                         _mesa_shader_stage_to_string(this->stage),
+                         var->data.max_array_access, var->name, this->num_vertices);
+            return visit_continue;
+         }
       }
 
       var->type = glsl_type::get_array_instance(var->type->fields.array,
@@ -249,144 +260,6 @@ public:
    }
 };
 
-class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
-public:
-   unsigned num_vertices;
-   gl_shader_program *prog;
-
-   tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
-   {
-      this->num_vertices = num_vertices;
-      this->prog = prog;
-   }
-
-   virtual ~tess_eval_array_resize_visitor()
-   {
-      /* empty */
-   }
-
-   virtual ir_visitor_status visit(ir_variable *var)
-   {
-      if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
-         return visit_continue;
-
-      var->type = glsl_type::get_array_instance(var->type->fields.array,
-                                                this->num_vertices);
-      var->data.max_array_access = this->num_vertices - 1;
-
-      return visit_continue;
-   }
-
-   /* Dereferences of input variables need to be updated so that their type
-    * matches the newly assigned type of the variable they are accessing. */
-   virtual ir_visitor_status visit(ir_dereference_variable *ir)
-   {
-      ir->type = ir->var->type;
-      return visit_continue;
-   }
-
-   /* Dereferences of 2D input arrays need to be updated so that their type
-    * matches the newly assigned type of the array they are accessing. */
-   virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
-   {
-      const glsl_type *const vt = ir->array->type;
-      if (vt->is_array())
-         ir->type = vt->fields.array;
-      return visit_continue;
-   }
-};
-
-class barrier_use_visitor : public ir_hierarchical_visitor {
-public:
-   barrier_use_visitor(gl_shader_program *prog)
-      : prog(prog), in_main(false), after_return(false), control_flow(0)
-   {
-   }
-
-   virtual ~barrier_use_visitor()
-   {
-      /* empty */
-   }
-
-   virtual ir_visitor_status visit_enter(ir_function *ir)
-   {
-      if (strcmp(ir->name, "main") == 0)
-         in_main = true;
-
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_leave(ir_function *)
-   {
-      in_main = false;
-      after_return = false;
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_leave(ir_return *)
-   {
-      after_return = true;
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_enter(ir_if *)
-   {
-      ++control_flow;
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_leave(ir_if *)
-   {
-      --control_flow;
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_enter(ir_loop *)
-   {
-      ++control_flow;
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_leave(ir_loop *)
-   {
-      --control_flow;
-      return visit_continue;
-   }
-
-   /* FINISHME: `switch` is not expressed at the IR level -- it's already
-    * been lowered to a mess of `if`s. We'll correctly disallow any use of
-    * barrier() in a conditional path within the switch, but not in a path
-    * which is always hit.
-    */
-
-   virtual ir_visitor_status visit_enter(ir_call *ir)
-   {
-      if (ir->use_builtin && strcmp(ir->callee_name(), "barrier") == 0) {
-         /* Use of barrier(); determine if it is legal: */
-         if (!in_main) {
-            linker_error(prog, "Builtin barrier() may only be used in main");
-            return visit_stop;
-         }
-
-         if (after_return) {
-            linker_error(prog, "Builtin barrier() may not be used after return");
-            return visit_stop;
-         }
-
-         if (control_flow != 0) {
-            linker_error(prog, "Builtin barrier() may not be used inside control flow");
-            return visit_stop;
-         }
-      }
-      return visit_continue;
-   }
-
-private:
-   gl_shader_program *prog;
-   bool in_main, after_return;
-   int control_flow;
-};
-
 /**
  * Visitor that determines the highest stream id to which a (geometry) shader
  * emits vertices. It also checks whether End{Stream}Primitive is ever called.
@@ -641,21 +514,27 @@ link_invalidate_variable_locations(exec_list *ir)
 
 
 /**
- * Set clip_distance_array_size based on the given shader.
+ * Set clip_distance_array_size based and cull_distance_array_size on the given
+ * shader.
  *
  * Also check for errors based on incorrect usage of gl_ClipVertex and
- * gl_ClipDistance.
+ * gl_ClipDistance and gl_CullDistance.
+ * Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
+ * exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
  *
  * Return false if an error was reported.
  */
 static void
-analyze_clip_usage(struct gl_shader_program *prog,
-                   struct gl_shader *shader,
-                   GLuint *clip_distance_array_size)
+analyze_clip_cull_usage(struct gl_shader_program *prog,
+                        struct gl_linked_shader *shader,
+                        struct gl_context *ctx,
+                        GLuint *clip_distance_array_size,
+                        GLuint *cull_distance_array_size)
 {
    *clip_distance_array_size = 0;
+   *cull_distance_array_size = 0;
 
-   if (!prog->IsES && prog->Version >= 130) {
+   if (prog->Version >= (prog->IsES ? 300 : 130)) {
       /* From section 7.1 (Vertex Shader Special Variables) of the
        * GLSL 1.30 spec:
        *
@@ -663,27 +542,71 @@ analyze_clip_usage(struct gl_shader_program *prog,
        *   gl_ClipVertex and gl_ClipDistance."
        *
        * This does not apply to GLSL ES shaders, since GLSL ES defines neither
-       * gl_ClipVertex nor gl_ClipDistance.
+       * gl_ClipVertex nor gl_ClipDistance. However with
+       * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
        */
-      find_assignment_visitor clip_vertex("gl_ClipVertex");
       find_assignment_visitor clip_distance("gl_ClipDistance");
+      find_assignment_visitor cull_distance("gl_CullDistance");
 
-      clip_vertex.run(shader->ir);
       clip_distance.run(shader->ir);
-      if (clip_vertex.variable_found() && clip_distance.variable_found()) {
-         linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
-                      "and `gl_ClipDistance'\n",
-                      _mesa_shader_stage_to_string(shader->Stage));
-         return;
+      cull_distance.run(shader->ir);
+
+      /* From the ARB_cull_distance spec:
+       *
+       * It is a compile-time or link-time error for the set of shaders forming
+       * a program to statically read or write both gl_ClipVertex and either
+       * gl_ClipDistance or gl_CullDistance.
+       *
+       * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
+       * gl_ClipVertex.
+       */
+      if (!prog->IsES) {
+         find_assignment_visitor clip_vertex("gl_ClipVertex");
+
+         clip_vertex.run(shader->ir);
+
+         if (clip_vertex.variable_found() && clip_distance.variable_found()) {
+            linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
+                         "and `gl_ClipDistance'\n",
+                         _mesa_shader_stage_to_string(shader->Stage));
+            return;
+         }
+         if (clip_vertex.variable_found() && cull_distance.variable_found()) {
+            linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
+                         "and `gl_CullDistance'\n",
+                         _mesa_shader_stage_to_string(shader->Stage));
+            return;
+         }
       }
 
       if (clip_distance.variable_found()) {
          ir_variable *clip_distance_var =
-               shader->symbols->get_variable("gl_ClipDistance");
-
+                shader->symbols->get_variable("gl_ClipDistance");
          assert(clip_distance_var);
          *clip_distance_array_size = clip_distance_var->type->length;
       }
+      if (cull_distance.variable_found()) {
+         ir_variable *cull_distance_var =
+                shader->symbols->get_variable("gl_CullDistance");
+         assert(cull_distance_var);
+         *cull_distance_array_size = cull_distance_var->type->length;
+      }
+      /* From the ARB_cull_distance spec:
+       *
+       * It is a compile-time or link-time error for the set of shaders forming
+       * a program to have the sum of the sizes of the gl_ClipDistance and
+       * gl_CullDistance arrays to be larger than
+       * gl_MaxCombinedClipAndCullDistances.
+       */
+      if ((*clip_distance_array_size + *cull_distance_array_size) >
+          ctx->Const.MaxClipPlanes) {
+          linker_error(prog, "%s shader: the combined size of "
+                       "'gl_ClipDistance' and 'gl_CullDistance' size cannot "
+                       "be larger than "
+                       "gl_MaxCombinedClipAndCullDistances (%u)",
+                       _mesa_shader_stage_to_string(shader->Stage),
+                       ctx->Const.MaxClipPlanes);
+      }
    }
 }
 
@@ -691,13 +614,15 @@ analyze_clip_usage(struct gl_shader_program *prog,
 /**
  * Verify that a vertex shader executable meets all semantic requirements.
  *
- * Also sets prog->Vert.ClipDistanceArraySize as a side effect.
+ * Also sets prog->Vert.ClipDistanceArraySize and
+ * prog->Vert.CullDistanceArraySize as a side effect.
  *
  * \param shader  Vertex shader executable to be verified
  */
 void
 validate_vertex_shader_executable(struct gl_shader_program *prog,
-                                 struct gl_shader *shader)
+                                  struct gl_linked_shader *shader,
+                                  struct gl_context *ctx)
 {
    if (shader == NULL)
       return;
@@ -734,8 +659,8 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
       if (!find.variable_found()) {
         if (prog->IsES) {
           linker_warning(prog,
-                         "vertex shader does not write to `gl_Position'."
-                         "It's value is undefined. \n");
+                         "vertex shader does not write to `gl_Position'. "
+                         "Its value is undefined. \n");
         } else {
           linker_error(prog,
                        "vertex shader does not write to `gl_Position'. \n");
@@ -744,17 +669,22 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
       }
    }
 
-   analyze_clip_usage(prog, shader, &prog->Vert.ClipDistanceArraySize);
+   analyze_clip_cull_usage(prog, shader, ctx,
+                           &prog->Vert.ClipDistanceArraySize,
+                           &prog->Vert.CullDistanceArraySize);
 }
 
 void
 validate_tess_eval_shader_executable(struct gl_shader_program *prog,
-                                     struct gl_shader *shader)
+                                     struct gl_linked_shader *shader,
+                                     struct gl_context *ctx)
 {
    if (shader == NULL)
       return;
 
-   analyze_clip_usage(prog, shader, &prog->TessEval.ClipDistanceArraySize);
+   analyze_clip_cull_usage(prog, shader, ctx,
+                           &prog->TessEval.ClipDistanceArraySize,
+                           &prog->TessEval.CullDistanceArraySize);
 }
 
 
@@ -765,7 +695,7 @@ validate_tess_eval_shader_executable(struct gl_shader_program *prog,
  */
 void
 validate_fragment_shader_executable(struct gl_shader_program *prog,
-                                   struct gl_shader *shader)
+                                    struct gl_linked_shader *shader)
 {
    if (shader == NULL)
       return;
@@ -785,22 +715,25 @@ validate_fragment_shader_executable(struct gl_shader_program *prog,
 /**
  * Verify that a geometry shader executable meets all semantic requirements
  *
- * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize as
- * a side effect.
+ * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize and
+ * prog->Geom.CullDistanceArraySize as a side effect.
  *
  * \param shader Geometry shader executable to be verified
  */
 void
 validate_geometry_shader_executable(struct gl_shader_program *prog,
-                                   struct gl_shader *shader)
+                                    struct gl_linked_shader *shader,
+                                    struct gl_context *ctx)
 {
    if (shader == NULL)
       return;
 
-   unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
+   unsigned num_vertices = vertices_per_prim(shader->info.Geom.InputType);
    prog->Geom.VerticesIn = num_vertices;
 
-   analyze_clip_usage(prog, shader, &prog->Geom.ClipDistanceArraySize);
+   analyze_clip_cull_usage(prog, shader, ctx,
+                           &prog->Geom.ClipDistanceArraySize,
+                           &prog->Geom.CullDistanceArraySize);
 }
 
 /**
@@ -811,9 +744,11 @@ static void
 validate_geometry_shader_emissions(struct gl_context *ctx,
                                    struct gl_shader_program *prog)
 {
-   if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+   struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+
+   if (sh != NULL) {
       find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
-      emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
+      emit_vertex.run(sh->ir);
       if (emit_vertex.error()) {
          linker_error(prog, "Invalid call %s(%d). Accepted values for the "
                       "stream parameter are in the range [0, %d].\n",
@@ -848,7 +783,7 @@ validate_geometry_shader_emissions(struct gl_context *ctx,
        * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
        * stream.
        */
-      if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
+      if (prog->Geom.UsesStreams && sh->info.Geom.OutputType != GL_POINTS) {
          linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
                       "with n>0 requires point output\n");
       }
@@ -869,7 +804,7 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
       if ((var->type->fields.array == existing->type->fields.array) &&
           ((var->type->length == 0)|| (existing->type->length == 0))) {
          if (var->type->length != 0) {
-            if (var->type->length <= existing->data.max_array_access) {
+            if ((int)var->type->length <= existing->data.max_array_access) {
                linker_error(prog, "%s `%s' declared as type "
                            "`%s' but outermost dimension has an index"
                            " of `%i'\n",
@@ -880,7 +815,7 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
             existing->type = var->type;
             return true;
          } else if (existing->type->length != 0) {
-            if(existing->type->length <= var->data.max_array_access &&
+            if((int)existing->type->length <= var->data.max_array_access &&
                !existing->data.from_ssbo_unsized_array) {
                linker_error(prog, "%s `%s' declared as type "
                            "`%s' but outermost dimension has an index"
@@ -910,246 +845,232 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
  */
 void
 cross_validate_globals(struct gl_shader_program *prog,
-                      struct gl_shader **shader_list,
-                      unsigned num_shaders,
-                      bool uniforms_only)
+                       struct exec_list *ir, glsl_symbol_table *variables,
+                       bool uniforms_only)
 {
-   /* Examine all of the uniforms in all of the shaders and cross validate
-    * them.
-    */
-   glsl_symbol_table variables;
-   for (unsigned i = 0; i < num_shaders; i++) {
-      if (shader_list[i] == NULL)
-        continue;
-
-      foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
-        ir_variable *const var = node->as_variable();
+   foreach_in_list(ir_instruction, node, ir) {
+      ir_variable *const var = node->as_variable();
 
-        if (var == NULL)
-           continue;
+      if (var == NULL)
+         continue;
 
-        if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
-           continue;
+      if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
+         continue;
 
-         /* don't cross validate subroutine uniforms */
-         if (var->type->contains_subroutine())
-            continue;
+      /* don't cross validate subroutine uniforms */
+      if (var->type->contains_subroutine())
+         continue;
 
-        /* Don't cross validate temporaries that are at global scope.  These
-         * will eventually get pulled into the shaders 'main'.
-         */
-        if (var->data.mode == ir_var_temporary)
-           continue;
+      /* Don't cross validate temporaries that are at global scope.  These
+       * will eventually get pulled into the shaders 'main'.
+       */
+      if (var->data.mode == ir_var_temporary)
+         continue;
 
-        /* If a global with this name has already been seen, verify that the
-         * new instance has the same type.  In addition, if the globals have
-         * initializers, the values of the initializers must be the same.
-         */
-        ir_variable *const existing = variables.get_variable(var->name);
-        if (existing != NULL) {
-            /* Check if types match. Interface blocks have some special
-             * rules so we handle those elsewhere.
-             */
-           if (var->type != existing->type &&
-                !var->is_interface_instance()) {
-              if (!validate_intrastage_arrays(prog, var, existing)) {
-                  if (var->type->is_record() && existing->type->is_record()
-                      && existing->type->record_compare(var->type)) {
-                     existing->type = var->type;
-                  } else {
-                     /* If it is an unsized array in a Shader Storage Block,
-                      * two different shaders can access to different elements.
-                      * Because of that, they might be converted to different
-                      * sized arrays, then check that they are compatible but
-                      * ignore the array size.
-                      */
-                     if (!(var->data.mode == ir_var_shader_storage &&
-                           var->data.from_ssbo_unsized_array &&
-                           existing->data.mode == ir_var_shader_storage &&
-                           existing->data.from_ssbo_unsized_array &&
-                           var->type->gl_type == existing->type->gl_type)) {
-                        linker_error(prog, "%s `%s' declared as type "
-                                    "`%s' and type `%s'\n",
-                                    mode_string(var),
-                                    var->name, var->type->name,
-                                    existing->type->name);
-                        return;
-                     }
+      /* If a global with this name has already been seen, verify that the
+       * new instance has the same type.  In addition, if the globals have
+       * initializers, the values of the initializers must be the same.
+       */
+      ir_variable *const existing = variables->get_variable(var->name);
+      if (existing != NULL) {
+         /* Check if types match. Interface blocks have some special
+          * rules so we handle those elsewhere.
+          */
+         if (var->type != existing->type &&
+             !var->is_interface_instance()) {
+            if (!validate_intrastage_arrays(prog, var, existing)) {
+               if (var->type->is_record() && existing->type->is_record()
+                   && existing->type->record_compare(var->type)) {
+                   existing->type = var->type;
+               } else {
+                  /* If it is an unsized array in a Shader Storage Block,
+                   * two different shaders can access to different elements.
+                   * Because of that, they might be converted to different
+                   * sized arrays, then check that they are compatible but
+                   * ignore the array size.
+                   */
+                  if (!(var->data.mode == ir_var_shader_storage &&
+                        var->data.from_ssbo_unsized_array &&
+                        existing->data.mode == ir_var_shader_storage &&
+                        existing->data.from_ssbo_unsized_array &&
+                        var->type->gl_type == existing->type->gl_type)) {
+                     linker_error(prog, "%s `%s' declared as type "
+                                  "`%s' and type `%s'\n",
+                                  mode_string(var),
+                                  var->name, var->type->name,
+                                  existing->type->name);
+                     return;
                   }
-              }
-           }
+               }
+            }
+         }
 
-           if (var->data.explicit_location) {
-              if (existing->data.explicit_location
-                  && (var->data.location != existing->data.location)) {
-                    linker_error(prog, "explicit locations for %s "
-                                 "`%s' have differing values\n",
-                                 mode_string(var), var->name);
-                    return;
-              }
+         if (var->data.explicit_location) {
+            if (existing->data.explicit_location
+                && (var->data.location != existing->data.location)) {
+               linker_error(prog, "explicit locations for %s "
+                            "`%s' have differing values\n",
+                            mode_string(var), var->name);
+               return;
+            }
 
-              existing->data.location = var->data.location;
-              existing->data.explicit_location = true;
-           } else {
-               /* Check if uniform with implicit location was marked explicit
-                * by earlier shader stage. If so, mark it explicit in this stage
-                * too to make sure later processing does not treat it as
-                * implicit one.
-                */
-               if (existing->data.explicit_location) {
-                 var->data.location = existing->data.location;
-                 var->data.explicit_location = true;
-               }
+            if (var->data.location_frac != existing->data.location_frac) {
+               linker_error(prog, "explicit components for %s `%s' have "
+                            "differing values\n", mode_string(var), var->name);
+               return;
             }
 
-            /* From the GLSL 4.20 specification:
-             * "A link error will result if two compilation units in a program
-             *  specify different integer-constant bindings for the same
-             *  opaque-uniform name.  However, it is not an error to specify a
-             *  binding on some but not all declarations for the same name"
+            existing->data.location = var->data.location;
+            existing->data.explicit_location = true;
+         } else {
+            /* Check if uniform with implicit location was marked explicit
+             * by earlier shader stage. If so, mark it explicit in this stage
+             * too to make sure later processing does not treat it as
+             * implicit one.
              */
-            if (var->data.explicit_binding) {
-               if (existing->data.explicit_binding &&
-                   var->data.binding != existing->data.binding) {
-                  linker_error(prog, "explicit bindings for %s "
-                               "`%s' have differing values\n",
-                               mode_string(var), var->name);
-                  return;
-               }
-
-               existing->data.binding = var->data.binding;
-               existing->data.explicit_binding = true;
+            if (existing->data.explicit_location) {
+               var->data.location = existing->data.location;
+               var->data.explicit_location = true;
             }
+         }
 
-            if (var->type->contains_atomic() &&
-                var->data.offset != existing->data.offset) {
-               linker_error(prog, "offset specifications for %s "
+         /* From the GLSL 4.20 specification:
+          * "A link error will result if two compilation units in a program
+          *  specify different integer-constant bindings for the same
+          *  opaque-uniform name.  However, it is not an error to specify a
+          *  binding on some but not all declarations for the same name"
+          */
+         if (var->data.explicit_binding) {
+            if (existing->data.explicit_binding &&
+                var->data.binding != existing->data.binding) {
+               linker_error(prog, "explicit bindings for %s "
                             "`%s' have differing values\n",
                             mode_string(var), var->name);
                return;
             }
 
-           /* Validate layout qualifiers for gl_FragDepth.
-            *
-            * From the AMD/ARB_conservative_depth specs:
-            *
-            *    "If gl_FragDepth is redeclared in any fragment shader in a
-            *    program, it must be redeclared in all fragment shaders in
-            *    that program that have static assignments to
-            *    gl_FragDepth. All redeclarations of gl_FragDepth in all
-            *    fragment shaders in a single program must have the same set
-            *    of qualifiers."
-            */
-           if (strcmp(var->name, "gl_FragDepth") == 0) {
-              bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
-              bool layout_differs =
-                 var->data.depth_layout != existing->data.depth_layout;
-
-              if (layout_declared && layout_differs) {
-                 linker_error(prog,
-                              "All redeclarations of gl_FragDepth in all "
-                              "fragment shaders in a single program must have "
-                              "the same set of qualifiers.\n");
-              }
-
-              if (var->data.used && layout_differs) {
-                 linker_error(prog,
-                              "If gl_FragDepth is redeclared with a layout "
-                              "qualifier in any fragment shader, it must be "
-                              "redeclared with the same layout qualifier in "
-                              "all fragment shaders that have assignments to "
-                              "gl_FragDepth\n");
-              }
-           }
+            existing->data.binding = var->data.binding;
+            existing->data.explicit_binding = true;
+         }
 
-           /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
-            *
-            *     "If a shared global has multiple initializers, the
-            *     initializers must all be constant expressions, and they
-            *     must all have the same value. Otherwise, a link error will
-            *     result. (A shared global having only one initializer does
-            *     not require that initializer to be a constant expression.)"
-            *
-            * Previous to 4.20 the GLSL spec simply said that initializers
-            * must have the same value.  In this case of non-constant
-            * initializers, this was impossible to determine.  As a result,
-            * no vendor actually implemented that behavior.  The 4.20
-            * behavior matches the implemented behavior of at least one other
-            * vendor, so we'll implement that for all GLSL versions.
-            */
-           if (var->constant_initializer != NULL) {
-              if (existing->constant_initializer != NULL) {
-                 if (!var->constant_initializer->has_value(existing->constant_initializer)) {
-                    linker_error(prog, "initializers for %s "
-                                 "`%s' have differing values\n",
-                                 mode_string(var), var->name);
-                    return;
-                 }
-              } else {
-                 /* If the first-seen instance of a particular uniform did not
-                  * have an initializer but a later instance does, copy the
-                  * initializer to the version stored in the symbol table.
-                  */
-                 /* FINISHME: This is wrong.  The constant_value field should
-                  * FINISHME: not be modified!  Imagine a case where a shader
-                  * FINISHME: without an initializer is linked in two different
-                  * FINISHME: programs with shaders that have differing
-                  * FINISHME: initializers.  Linking with the first will
-                  * FINISHME: modify the shader, and linking with the second
-                  * FINISHME: will fail.
-                  */
-                 existing->constant_initializer =
-                    var->constant_initializer->clone(ralloc_parent(existing),
-                                                     NULL);
-              }
-           }
+         if (var->type->contains_atomic() &&
+             var->data.offset != existing->data.offset) {
+            linker_error(prog, "offset specifications for %s "
+                         "`%s' have differing values\n",
+                         mode_string(var), var->name);
+            return;
+         }
 
-           if (var->data.has_initializer) {
-              if (existing->data.has_initializer
-                  && (var->constant_initializer == NULL
-                      || existing->constant_initializer == NULL)) {
-                 linker_error(prog,
-                              "shared global variable `%s' has multiple "
-                              "non-constant initializers.\n",
-                              var->name);
-                 return;
-              }
+         /* Validate layout qualifiers for gl_FragDepth.
+          *
+          * From the AMD/ARB_conservative_depth specs:
+          *
+          *    "If gl_FragDepth is redeclared in any fragment shader in a
+          *    program, it must be redeclared in all fragment shaders in
+          *    that program that have static assignments to
+          *    gl_FragDepth. All redeclarations of gl_FragDepth in all
+          *    fragment shaders in a single program must have the same set
+          *    of qualifiers."
+          */
+         if (strcmp(var->name, "gl_FragDepth") == 0) {
+            bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
+            bool layout_differs =
+               var->data.depth_layout != existing->data.depth_layout;
 
-              /* Some instance had an initializer, so keep track of that.  In
-               * this location, all sorts of initializers (constant or
-               * otherwise) will propagate the existence to the variable
-               * stored in the symbol table.
-               */
-              existing->data.has_initializer = true;
-           }
+            if (layout_declared && layout_differs) {
+               linker_error(prog,
+                            "All redeclarations of gl_FragDepth in all "
+                            "fragment shaders in a single program must have "
+                            "the same set of qualifiers.\n");
+            }
 
-           if (existing->data.invariant != var->data.invariant) {
-              linker_error(prog, "declarations for %s `%s' have "
-                           "mismatching invariant qualifiers\n",
-                           mode_string(var), var->name);
-              return;
-           }
-            if (existing->data.centroid != var->data.centroid) {
-               linker_error(prog, "declarations for %s `%s' have "
-                           "mismatching centroid qualifiers\n",
-                           mode_string(var), var->name);
-               return;
+            if (var->data.used && layout_differs) {
+               linker_error(prog,
+                            "If gl_FragDepth is redeclared with a layout "
+                            "qualifier in any fragment shader, it must be "
+                            "redeclared with the same layout qualifier in "
+                            "all fragment shaders that have assignments to "
+                            "gl_FragDepth\n");
             }
-            if (existing->data.sample != var->data.sample) {
-               linker_error(prog, "declarations for %s `%s` have "
-                            "mismatching sample qualifiers\n",
-                            mode_string(var), var->name);
-               return;
+         }
+
+         /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
+          *
+          *     "If a shared global has multiple initializers, the
+          *     initializers must all be constant expressions, and they
+          *     must all have the same value. Otherwise, a link error will
+          *     result. (A shared global having only one initializer does
+          *     not require that initializer to be a constant expression.)"
+          *
+          * Previous to 4.20 the GLSL spec simply said that initializers
+          * must have the same value.  In this case of non-constant
+          * initializers, this was impossible to determine.  As a result,
+          * no vendor actually implemented that behavior.  The 4.20
+          * behavior matches the implemented behavior of at least one other
+          * vendor, so we'll implement that for all GLSL versions.
+          */
+         if (var->constant_initializer != NULL) {
+            if (existing->constant_initializer != NULL) {
+               if (!var->constant_initializer->has_value(existing->constant_initializer)) {
+                  linker_error(prog, "initializers for %s "
+                               "`%s' have differing values\n",
+                               mode_string(var), var->name);
+                  return;
+               }
+            } else {
+               /* If the first-seen instance of a particular uniform did
+                * not have an initializer but a later instance does,
+                * replace the former with the later.
+                */
+               variables->replace_variable(existing->name, var);
             }
-            if (existing->data.image_format != var->data.image_format) {
-               linker_error(prog, "declarations for %s `%s` have "
-                            "mismatching image format qualifiers\n",
-                            mode_string(var), var->name);
+         }
+
+         if (var->data.has_initializer) {
+            if (existing->data.has_initializer
+                && (var->constant_initializer == NULL
+                    || existing->constant_initializer == NULL)) {
+               linker_error(prog,
+                            "shared global variable `%s' has multiple "
+                            "non-constant initializers.\n",
+                            var->name);
                return;
             }
-        } else
-           variables.add_variable(var);
-      }
+         }
+
+         if (existing->data.invariant != var->data.invariant) {
+            linker_error(prog, "declarations for %s `%s' have "
+                         "mismatching invariant qualifiers\n",
+                         mode_string(var), var->name);
+            return;
+         }
+         if (existing->data.centroid != var->data.centroid) {
+            linker_error(prog, "declarations for %s `%s' have "
+                         "mismatching centroid qualifiers\n",
+                         mode_string(var), var->name);
+            return;
+         }
+         if (existing->data.sample != var->data.sample) {
+            linker_error(prog, "declarations for %s `%s` have "
+                         "mismatching sample qualifiers\n",
+                         mode_string(var), var->name);
+            return;
+         }
+         if (existing->data.image_format != var->data.image_format) {
+            linker_error(prog, "declarations for %s `%s` have "
+                         "mismatching image format qualifiers\n",
+                         mode_string(var), var->name);
+            return;
+         }
+
+         if (prog->IsES && existing->data.precision != var->data.precision) {
+            linker_error(prog, "declarations for %s `%s` have "
+                         "mismatching precision qualifiers\n",
+                         mode_string(var), var->name);
+            return;
+         }
+      } else
+         variables->add_variable(var);
    }
 }
 
@@ -1160,47 +1081,77 @@ cross_validate_globals(struct gl_shader_program *prog,
 void
 cross_validate_uniforms(struct gl_shader_program *prog)
 {
-   cross_validate_globals(prog, prog->_LinkedShaders,
-                          MESA_SHADER_STAGES, true);
+   glsl_symbol_table variables;
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+        continue;
+
+      cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables,
+                             true);
+   }
 }
 
 /**
- * Accumulates the array of prog->BufferInterfaceBlocks and checks that all
- * definitons of blocks agree on their contents.
+ * Accumulates the array of buffer blocks and checks that all definitions of
+ * blocks agree on their contents.
  */
 static bool
-interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
+interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
+                                         bool validate_ssbo)
 {
-   unsigned max_num_uniform_blocks = 0;
+   int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
+   struct gl_uniform_block *blks = NULL;
+   unsigned *num_blks = validate_ssbo ? &prog->NumShaderStorageBlocks :
+      &prog->NumUniformBlocks;
+
+   unsigned max_num_buffer_blocks = 0;
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      if (prog->_LinkedShaders[i])
-        max_num_uniform_blocks += prog->_LinkedShaders[i]->NumBufferInterfaceBlocks;
+      if (prog->_LinkedShaders[i]) {
+         if (validate_ssbo) {
+            max_num_buffer_blocks +=
+               prog->_LinkedShaders[i]->NumShaderStorageBlocks;
+         } else {
+            max_num_buffer_blocks +=
+               prog->_LinkedShaders[i]->NumUniformBlocks;
+         }
+      }
    }
 
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = prog->_LinkedShaders[i];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
 
-      prog->InterfaceBlockStageIndex[i] = ralloc_array(prog, int,
-                                                       max_num_uniform_blocks);
-      for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
-        prog->InterfaceBlockStageIndex[i][j] = -1;
+      InterfaceBlockStageIndex[i] = new int[max_num_buffer_blocks];
+      for (unsigned int j = 0; j < max_num_buffer_blocks; j++)
+         InterfaceBlockStageIndex[i][j] = -1;
 
       if (sh == NULL)
         continue;
 
-      for (unsigned int j = 0; j < sh->NumBufferInterfaceBlocks; j++) {
-        int index = link_cross_validate_uniform_block(prog,
-                                                      &prog->BufferInterfaceBlocks,
-                                                      &prog->NumBufferInterfaceBlocks,
-                                                      sh->BufferInterfaceBlocks[j]);
+      unsigned sh_num_blocks;
+      struct gl_uniform_block **sh_blks;
+      if (validate_ssbo) {
+         sh_num_blocks = prog->_LinkedShaders[i]->NumShaderStorageBlocks;
+         sh_blks = sh->ShaderStorageBlocks;
+      } else {
+         sh_num_blocks = prog->_LinkedShaders[i]->NumUniformBlocks;
+         sh_blks = sh->UniformBlocks;
+      }
 
-        if (index == -1) {
-           linker_error(prog, "uniform block `%s' has mismatching definitions\n",
-                        sh->BufferInterfaceBlocks[j]->Name);
-           return false;
-        }
+      for (unsigned int j = 0; j < sh_num_blocks; j++) {
+         int index = link_cross_validate_uniform_block(prog, &blks, num_blks,
+                                                       sh_blks[j]);
+
+         if (index == -1) {
+            linker_error(prog, "buffer block `%s' has mismatching "
+                         "definitions\n", sh_blks[j]->Name);
+
+            for (unsigned k = 0; k <= i; k++) {
+               delete[] InterfaceBlockStageIndex[k];
+            }
+            return false;
+         }
 
-        prog->InterfaceBlockStageIndex[i][index] = j;
+         InterfaceBlockStageIndex[i][index] = j;
       }
    }
 
@@ -1208,28 +1159,40 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
     * FIXME: We should be able to free the per stage blocks here.
     */
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
-        int stage_index =
-            prog->InterfaceBlockStageIndex[i][j];
+      for (unsigned j = 0; j < *num_blks; j++) {
+         int stage_index = InterfaceBlockStageIndex[i][j];
 
         if (stage_index != -1) {
-           struct gl_shader *sh = prog->_LinkedShaders[i];
+           struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+
+            blks[j].stageref |= (1 << i);
+
+            struct gl_uniform_block **sh_blks = validate_ssbo ?
+               sh->ShaderStorageBlocks : sh->UniformBlocks;
 
-            sh->BufferInterfaceBlocks[stage_index] =
-               &prog->BufferInterfaceBlocks[j];
+            sh_blks[stage_index] = &blks[j];
         }
       }
    }
 
-   return true;
-}
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      delete[] InterfaceBlockStageIndex[i];
+   }
+
+   if (validate_ssbo)
+      prog->ShaderStorageBlocks = blks;
+   else
+      prog->UniformBlocks = blks;
+
+   return true;
+}
 
 
 /**
  * Populates a shaders symbol table with all global declarations
  */
 static void
-populate_symbol_table(gl_shader *sh)
+populate_symbol_table(gl_linked_shader *sh)
 {
    sh->symbols = new(sh) glsl_symbol_table;
 
@@ -1267,12 +1230,12 @@ populate_symbol_table(gl_shader *sh)
  *                     should be added.
  */
 void
-remap_variables(ir_instruction *inst, struct gl_shader *target,
+remap_variables(ir_instruction *inst, struct gl_linked_shader *target,
                hash_table *temps)
 {
    class remap_visitor : public ir_hierarchical_visitor {
    public:
-        remap_visitor(struct gl_shader *target,
+        remap_visitor(struct gl_linked_shader *target,
                    hash_table *temps)
       {
         this->target = target;
@@ -1284,7 +1247,8 @@ remap_variables(ir_instruction *inst, struct gl_shader *target,
       virtual ir_visitor_status visit(ir_dereference_variable *ir)
       {
         if (ir->var->data.mode == ir_var_temporary) {
-           ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
+           hash_entry *entry = _mesa_hash_table_search(temps, ir->var);
+           ir_variable *var = entry ? (ir_variable *) entry->data : NULL;
 
            assert(var != NULL);
            ir->var = var;
@@ -1307,7 +1271,7 @@ remap_variables(ir_instruction *inst, struct gl_shader *target,
       }
 
    private:
-      struct gl_shader *target;
+      struct gl_linked_shader *target;
       glsl_symbol_table *symbols;
       exec_list *instructions;
       hash_table *temps;
@@ -1342,13 +1306,13 @@ remap_variables(ir_instruction *inst, struct gl_shader *target,
  */
 exec_node *
 move_non_declarations(exec_list *instructions, exec_node *last,
-                     bool make_copies, gl_shader *target)
+                     bool make_copies, gl_linked_shader *target)
 {
    hash_table *temps = NULL;
 
    if (make_copies)
-      temps = hash_table_ctor(0, hash_table_pointer_hash,
-                             hash_table_pointer_compare);
+      temps = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
+                                      _mesa_key_pointer_equal);
 
    foreach_in_list_safe(ir_instruction, inst, instructions) {
       if (inst->as_function())
@@ -1367,7 +1331,7 @@ move_non_declarations(exec_list *instructions, exec_node *last,
         inst = inst->clone(target, NULL);
 
         if (var != NULL)
-           hash_table_insert(temps, inst, var);
+           _mesa_hash_table_insert(temps, var, inst);
         else
            remap_variables(inst, target, temps);
       } else {
@@ -1379,7 +1343,7 @@ move_non_declarations(exec_list *instructions, exec_node *last,
    }
 
    if (make_copies)
-      hash_table_dtor(temps);
+      _mesa_hash_table_destroy(temps, NULL);
 
    return last;
 }
@@ -1394,22 +1358,25 @@ class array_sizing_visitor : public ir_hierarchical_visitor {
 public:
    array_sizing_visitor()
       : mem_ctx(ralloc_context(NULL)),
-        unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash,
-                                           hash_table_pointer_compare))
+        unnamed_interfaces(_mesa_hash_table_create(NULL, _mesa_hash_pointer,
+                                                   _mesa_key_pointer_equal))
    {
    }
 
    ~array_sizing_visitor()
    {
-      hash_table_dtor(this->unnamed_interfaces);
+      _mesa_hash_table_destroy(this->unnamed_interfaces, NULL);
       ralloc_free(this->mem_ctx);
    }
 
    virtual ir_visitor_status visit(ir_variable *var)
    {
       const glsl_type *type_without_array;
+      bool implicit_sized_array = var->data.implicit_sized_array;
       fixup_type(&var->type, var->data.max_array_access,
-                 var->data.from_ssbo_unsized_array);
+                 var->data.from_ssbo_unsized_array,
+                 &implicit_sized_array);
+      var->data.implicit_sized_array = implicit_sized_array;
       type_without_array = var->type->without_array();
       if (var->type->is_interface()) {
          if (interface_contains_unsized_arrays(var->type)) {
@@ -1433,13 +1400,17 @@ public:
          /* Store a pointer to the variable in the unnamed_interfaces
           * hashtable.
           */
-         ir_variable **interface_vars = (ir_variable **)
-            hash_table_find(this->unnamed_interfaces, ifc_type);
+         hash_entry *entry =
+               _mesa_hash_table_search(this->unnamed_interfaces,
+                                       ifc_type);
+
+         ir_variable **interface_vars = entry ? (ir_variable **) entry->data : NULL;
+
          if (interface_vars == NULL) {
             interface_vars = rzalloc_array(mem_ctx, ir_variable *,
                                            ifc_type->length);
-            hash_table_insert(this->unnamed_interfaces, interface_vars,
-                              ifc_type);
+            _mesa_hash_table_insert(this->unnamed_interfaces, ifc_type,
+                                    interface_vars);
          }
          unsigned index = ifc_type->field_index(var->name);
          assert(index < ifc_type->length);
@@ -1467,11 +1438,12 @@ private:
     * it with a sized array whose size is determined by max_array_access.
     */
    static void fixup_type(const glsl_type **type, unsigned max_array_access,
-                          bool from_ssbo_unsized_array)
+                          bool from_ssbo_unsized_array, bool *implicit_sized)
    {
       if (!from_ssbo_unsized_array && (*type)->is_unsized_array()) {
          *type = glsl_type::get_array_instance((*type)->fields.array,
                                                max_array_access + 1);
+         *implicit_sized = true;
          assert(*type != NULL);
       }
    }
@@ -1512,7 +1484,7 @@ private:
     */
    static const glsl_type *
    resize_interface_members(const glsl_type *type,
-                            const unsigned *max_ifc_array_access,
+                            const int *max_ifc_array_access,
                             bool is_ssbo)
    {
       unsigned num_fields = type->length;
@@ -1520,15 +1492,17 @@ private:
       memcpy(fields, type->fields.structure,
              num_fields * sizeof(*fields));
       for (unsigned i = 0; i < num_fields; i++) {
+         bool implicit_sized_array = fields[i].implicit_sized_array;
          /* If SSBO last member is unsized array, we don't replace it by a sized
           * array.
           */
          if (is_ssbo && i == (num_fields - 1))
             fixup_type(&fields[i].type, max_ifc_array_access[i],
-                       true);
+                       true, &implicit_sized_array);
          else
             fixup_type(&fields[i].type, max_ifc_array_access[i],
-                       false);
+                       false, &implicit_sized_array);
+         fields[i].implicit_sized_array = implicit_sized_array;
       }
       glsl_interface_packing packing =
          (glsl_interface_packing) type->interface_packing;
@@ -1591,42 +1565,43 @@ private:
 static void
 link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
                                   struct gl_shader_program *prog,
-                                 struct gl_shader *linked_shader,
+                                 struct gl_linked_shader *linked_shader,
                                  struct gl_shader **shader_list,
                                  unsigned num_shaders)
 {
    for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
-      linked_shader->TransformFeedback.BufferStride[i] = 0;
+      linked_shader->info.TransformFeedback.BufferStride[i] = 0;
    }
 
    for (unsigned i = 0; i < num_shaders; i++) {
       struct gl_shader *shader = shader_list[i];
 
       for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
-         if (shader->TransformFeedback.BufferStride[j]) {
-           if (linked_shader->TransformFeedback.BufferStride[j] != 0 &&
-                shader->TransformFeedback.BufferStride[j] != 0 &&
-               linked_shader->TransformFeedback.BufferStride[j] !=
-                   shader->TransformFeedback.BufferStride[j]) {
+         if (shader->info.TransformFeedback.BufferStride[j]) {
+           if (linked_shader->info.TransformFeedback.BufferStride[j] != 0 &&
+                shader->info.TransformFeedback.BufferStride[j] != 0 &&
+               linked_shader->info.TransformFeedback.BufferStride[j] !=
+                   shader->info.TransformFeedback.BufferStride[j]) {
               linker_error(prog,
                             "intrastage shaders defined with conflicting "
                             "xfb_stride for buffer %d (%d and %d)\n", j,
-                            linked_shader->TransformFeedback.BufferStride[j],
-                           shader->TransformFeedback.BufferStride[j]);
+                            linked_shader->
+                               info.TransformFeedback.BufferStride[j],
+                           shader->info.TransformFeedback.BufferStride[j]);
               return;
            }
 
-            if (shader->TransformFeedback.BufferStride[j])
-              linked_shader->TransformFeedback.BufferStride[j] =
-                  shader->TransformFeedback.BufferStride[j];
+            if (shader->info.TransformFeedback.BufferStride[j])
+              linked_shader->info.TransformFeedback.BufferStride[j] =
+                  shader->info.TransformFeedback.BufferStride[j];
          }
       }
    }
 
    for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
-      if (linked_shader->TransformFeedback.BufferStride[j]) {
+      if (linked_shader->info.TransformFeedback.BufferStride[j]) {
          prog->TransformFeedback.BufferStride[j] =
-            linked_shader->TransformFeedback.BufferStride[j];
+            linked_shader->info.TransformFeedback.BufferStride[j];
 
          /* We will validate doubles at a later stage */
          if (prog->TransformFeedback.BufferStride[j] % 4) {
@@ -1655,11 +1630,11 @@ link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
  */
 static void
 link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
-                             struct gl_shader *linked_shader,
+                             struct gl_linked_shader *linked_shader,
                              struct gl_shader **shader_list,
                              unsigned num_shaders)
 {
-   linked_shader->TessCtrl.VerticesOut = 0;
+   linked_shader->info.TessCtrl.VerticesOut = 0;
 
    if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
       return;
@@ -1677,16 +1652,18 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
    for (unsigned i = 0; i < num_shaders; i++) {
       struct gl_shader *shader = shader_list[i];
 
-      if (shader->TessCtrl.VerticesOut != 0) {
-        if (linked_shader->TessCtrl.VerticesOut != 0 &&
-            linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
+      if (shader->info.TessCtrl.VerticesOut != 0) {
+        if (linked_shader->info.TessCtrl.VerticesOut != 0 &&
+            linked_shader->info.TessCtrl.VerticesOut !=
+             shader->info.TessCtrl.VerticesOut) {
            linker_error(prog, "tessellation control shader defined with "
                         "conflicting output vertex count (%d and %d)\n",
-                        linked_shader->TessCtrl.VerticesOut,
-                        shader->TessCtrl.VerticesOut);
+                        linked_shader->info.TessCtrl.VerticesOut,
+                        shader->info.TessCtrl.VerticesOut);
            return;
         }
-        linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
+        linked_shader->info.TessCtrl.VerticesOut =
+            shader->info.TessCtrl.VerticesOut;
       }
    }
 
@@ -1694,12 +1671,11 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
     * since we already know we're in the right type of shader program
     * for doing it.
     */
-   if (linked_shader->TessCtrl.VerticesOut == 0) {
+   if (linked_shader->info.TessCtrl.VerticesOut == 0) {
       linker_error(prog, "tessellation control shader didn't declare "
                   "vertices out layout qualifier\n");
       return;
    }
-   prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
 }
 
 
@@ -1711,14 +1687,14 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
  */
 static void
 link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
-                               struct gl_shader *linked_shader,
+                               struct gl_linked_shader *linked_shader,
                                struct gl_shader **shader_list,
                                unsigned num_shaders)
 {
-   linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
-   linked_shader->TessEval.Spacing = 0;
-   linked_shader->TessEval.VertexOrder = 0;
-   linked_shader->TessEval.PointMode = -1;
+   linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
+   linked_shader->info.TessEval.Spacing = 0;
+   linked_shader->info.TessEval.VertexOrder = 0;
+   linked_shader->info.TessEval.PointMode = -1;
 
    if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
       return;
@@ -1740,44 +1716,50 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
    for (unsigned i = 0; i < num_shaders; i++) {
       struct gl_shader *shader = shader_list[i];
 
-      if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
-        if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
-            linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
+      if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) {
+        if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN &&
+            linked_shader->info.TessEval.PrimitiveMode !=
+             shader->info.TessEval.PrimitiveMode) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting input primitive modes.\n");
            return;
         }
-        linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
+        linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode;
       }
 
-      if (shader->TessEval.Spacing != 0) {
-        if (linked_shader->TessEval.Spacing != 0 &&
-            linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
+      if (shader->info.TessEval.Spacing != 0) {
+        if (linked_shader->info.TessEval.Spacing != 0 &&
+            linked_shader->info.TessEval.Spacing !=
+             shader->info.TessEval.Spacing) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting vertex spacing.\n");
            return;
         }
-        linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
+        linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing;
       }
 
-      if (shader->TessEval.VertexOrder != 0) {
-        if (linked_shader->TessEval.VertexOrder != 0 &&
-            linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
+      if (shader->info.TessEval.VertexOrder != 0) {
+        if (linked_shader->info.TessEval.VertexOrder != 0 &&
+            linked_shader->info.TessEval.VertexOrder !=
+             shader->info.TessEval.VertexOrder) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting ordering.\n");
            return;
         }
-        linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
+        linked_shader->info.TessEval.VertexOrder =
+            shader->info.TessEval.VertexOrder;
       }
 
-      if (shader->TessEval.PointMode != -1) {
-        if (linked_shader->TessEval.PointMode != -1 &&
-            linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
+      if (shader->info.TessEval.PointMode != -1) {
+        if (linked_shader->info.TessEval.PointMode != -1 &&
+            linked_shader->info.TessEval.PointMode !=
+             shader->info.TessEval.PointMode) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting point modes.\n");
            return;
         }
-        linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
+        linked_shader->info.TessEval.PointMode =
+            shader->info.TessEval.PointMode;
       }
 
    }
@@ -1786,25 +1768,21 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
     * since we already know we're in the right type of shader program
     * for doing it.
     */
-   if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+   if (linked_shader->info.TessEval.PrimitiveMode == PRIM_UNKNOWN) {
       linker_error(prog,
                   "tessellation evaluation shader didn't declare input "
                   "primitive modes.\n");
       return;
    }
-   prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
 
-   if (linked_shader->TessEval.Spacing == 0)
-      linked_shader->TessEval.Spacing = GL_EQUAL;
-   prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
+   if (linked_shader->info.TessEval.Spacing == 0)
+      linked_shader->info.TessEval.Spacing = GL_EQUAL;
 
-   if (linked_shader->TessEval.VertexOrder == 0)
-      linked_shader->TessEval.VertexOrder = GL_CCW;
-   prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
+   if (linked_shader->info.TessEval.VertexOrder == 0)
+      linked_shader->info.TessEval.VertexOrder = GL_CCW;
 
-   if (linked_shader->TessEval.PointMode == -1)
-      linked_shader->TessEval.PointMode = GL_FALSE;
-   prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
+   if (linked_shader->info.TessEval.PointMode == -1)
+      linked_shader->info.TessEval.PointMode = GL_FALSE;
 }
 
 
@@ -1814,15 +1792,16 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
  * and propagates them to the linked FS and linked shader program.
  */
 static void
-link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
-                               struct gl_shader *linked_shader,
+link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
+                               struct gl_linked_shader *linked_shader,
                                struct gl_shader **shader_list,
                                unsigned num_shaders)
 {
-   linked_shader->redeclares_gl_fragcoord = false;
-   linked_shader->uses_gl_fragcoord = false;
-   linked_shader->origin_upper_left = false;
-   linked_shader->pixel_center_integer = false;
+   linked_shader->info.redeclares_gl_fragcoord = false;
+   linked_shader->info.uses_gl_fragcoord = false;
+   linked_shader->info.origin_upper_left = false;
+   linked_shader->info.pixel_center_integer = false;
+   linked_shader->info.BlendSupport = 0;
 
    if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
        (prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable))
@@ -1836,12 +1815,12 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
        *    it must be redeclared in all the fragment shaders in that program
        *    that have a static use gl_FragCoord."
        */
-      if ((linked_shader->redeclares_gl_fragcoord
-           && !shader->redeclares_gl_fragcoord
-           && shader->uses_gl_fragcoord)
-          || (shader->redeclares_gl_fragcoord
-              && !linked_shader->redeclares_gl_fragcoord
-              && linked_shader->uses_gl_fragcoord)) {
+      if ((linked_shader->info.redeclares_gl_fragcoord
+           && !shader->info.redeclares_gl_fragcoord
+           && shader->info.uses_gl_fragcoord)
+          || (shader->info.redeclares_gl_fragcoord
+              && !linked_shader->info.redeclares_gl_fragcoord
+              && linked_shader->info.uses_gl_fragcoord)) {
              linker_error(prog, "fragment shader defined with conflicting "
                          "layout qualifiers for gl_FragCoord\n");
       }
@@ -1851,9 +1830,12 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
        *   "All redeclarations of gl_FragCoord in all fragment shaders in a
        *    single program must have the same set of qualifiers."
        */
-      if (linked_shader->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
-          && (shader->origin_upper_left != linked_shader->origin_upper_left
-          || shader->pixel_center_integer != linked_shader->pixel_center_integer)) {
+      if (linked_shader->info.redeclares_gl_fragcoord &&
+          shader->info.redeclares_gl_fragcoord &&
+          (shader->info.origin_upper_left !=
+           linked_shader->info.origin_upper_left ||
+           shader->info.pixel_center_integer !=
+           linked_shader->info.pixel_center_integer)) {
          linker_error(prog, "fragment shader defined with conflicting "
                       "layout qualifiers for gl_FragCoord\n");
       }
@@ -1863,16 +1845,22 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
        * are multiple redeclarations, all the fields except uses_gl_fragcoord
        * are already known to be the same.
        */
-      if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
-         linked_shader->redeclares_gl_fragcoord =
-            shader->redeclares_gl_fragcoord;
-         linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
-            || shader->uses_gl_fragcoord;
-         linked_shader->origin_upper_left = shader->origin_upper_left;
-         linked_shader->pixel_center_integer = shader->pixel_center_integer;
+      if (shader->info.redeclares_gl_fragcoord ||
+          shader->info.uses_gl_fragcoord) {
+         linked_shader->info.redeclares_gl_fragcoord =
+            shader->info.redeclares_gl_fragcoord;
+         linked_shader->info.uses_gl_fragcoord =
+            linked_shader->info.uses_gl_fragcoord ||
+            shader->info.uses_gl_fragcoord;
+         linked_shader->info.origin_upper_left =
+            shader->info.origin_upper_left;
+         linked_shader->info.pixel_center_integer =
+            shader->info.pixel_center_integer;
       }
 
-      linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
+      linked_shader->info.EarlyFragmentTests |=
+         shader->info.EarlyFragmentTests;
+      linked_shader->info.BlendSupport |= shader->info.BlendSupport;
    }
 }
 
@@ -1883,14 +1871,14 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
  */
 static void
 link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
-                               struct gl_shader *linked_shader,
+                               struct gl_linked_shader *linked_shader,
                                struct gl_shader **shader_list,
                                unsigned num_shaders)
 {
-   linked_shader->Geom.VerticesOut = 0;
-   linked_shader->Geom.Invocations = 0;
-   linked_shader->Geom.InputType = PRIM_UNKNOWN;
-   linked_shader->Geom.OutputType = PRIM_UNKNOWN;
+   linked_shader->info.Geom.VerticesOut = -1;
+   linked_shader->info.Geom.Invocations = 0;
+   linked_shader->info.Geom.InputType = PRIM_UNKNOWN;
+   linked_shader->info.Geom.OutputType = PRIM_UNKNOWN;
 
    /* No in/out qualifiers defined for anything but GLSL 1.50+
     * geometry shaders so far.
@@ -1911,48 +1899,52 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
    for (unsigned i = 0; i < num_shaders; i++) {
       struct gl_shader *shader = shader_list[i];
 
-      if (shader->Geom.InputType != PRIM_UNKNOWN) {
-        if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
-            linked_shader->Geom.InputType != shader->Geom.InputType) {
+      if (shader->info.Geom.InputType != PRIM_UNKNOWN) {
+        if (linked_shader->info.Geom.InputType != PRIM_UNKNOWN &&
+            linked_shader->info.Geom.InputType !=
+             shader->info.Geom.InputType) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "input types\n");
            return;
         }
-        linked_shader->Geom.InputType = shader->Geom.InputType;
+        linked_shader->info.Geom.InputType = shader->info.Geom.InputType;
       }
 
-      if (shader->Geom.OutputType != PRIM_UNKNOWN) {
-        if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
-            linked_shader->Geom.OutputType != shader->Geom.OutputType) {
+      if (shader->info.Geom.OutputType != PRIM_UNKNOWN) {
+        if (linked_shader->info.Geom.OutputType != PRIM_UNKNOWN &&
+            linked_shader->info.Geom.OutputType !=
+             shader->info.Geom.OutputType) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "output types\n");
            return;
         }
-        linked_shader->Geom.OutputType = shader->Geom.OutputType;
+        linked_shader->info.Geom.OutputType = shader->info.Geom.OutputType;
       }
 
-      if (shader->Geom.VerticesOut != 0) {
-        if (linked_shader->Geom.VerticesOut != 0 &&
-            linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
+      if (shader->info.Geom.VerticesOut != -1) {
+        if (linked_shader->info.Geom.VerticesOut != -1 &&
+            linked_shader->info.Geom.VerticesOut !=
+             shader->info.Geom.VerticesOut) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "output vertex count (%d and %d)\n",
-                        linked_shader->Geom.VerticesOut,
-                        shader->Geom.VerticesOut);
+                        linked_shader->info.Geom.VerticesOut,
+                        shader->info.Geom.VerticesOut);
            return;
         }
-        linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
+        linked_shader->info.Geom.VerticesOut = shader->info.Geom.VerticesOut;
       }
 
-      if (shader->Geom.Invocations != 0) {
-        if (linked_shader->Geom.Invocations != 0 &&
-            linked_shader->Geom.Invocations != shader->Geom.Invocations) {
+      if (shader->info.Geom.Invocations != 0) {
+        if (linked_shader->info.Geom.Invocations != 0 &&
+            linked_shader->info.Geom.Invocations !=
+             shader->info.Geom.Invocations) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "invocation count (%d and %d)\n",
-                        linked_shader->Geom.Invocations,
-                        shader->Geom.Invocations);
+                        linked_shader->info.Geom.Invocations,
+                        shader->info.Geom.Invocations);
            return;
         }
-        linked_shader->Geom.Invocations = shader->Geom.Invocations;
+        linked_shader->info.Geom.Invocations = shader->info.Geom.Invocations;
       }
    }
 
@@ -1960,31 +1952,26 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
     * since we already know we're in the right type of shader program
     * for doing it.
     */
-   if (linked_shader->Geom.InputType == PRIM_UNKNOWN) {
+   if (linked_shader->info.Geom.InputType == PRIM_UNKNOWN) {
       linker_error(prog,
                   "geometry shader didn't declare primitive input type\n");
       return;
    }
-   prog->Geom.InputType = linked_shader->Geom.InputType;
 
-   if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
+   if (linked_shader->info.Geom.OutputType == PRIM_UNKNOWN) {
       linker_error(prog,
                   "geometry shader didn't declare primitive output type\n");
       return;
    }
-   prog->Geom.OutputType = linked_shader->Geom.OutputType;
 
-   if (linked_shader->Geom.VerticesOut == 0) {
+   if (linked_shader->info.Geom.VerticesOut == -1) {
       linker_error(prog,
                   "geometry shader didn't declare max_vertices\n");
       return;
    }
-   prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
-
-   if (linked_shader->Geom.Invocations == 0)
-      linked_shader->Geom.Invocations = 1;
 
-   prog->Geom.Invocations = linked_shader->Geom.Invocations;
+   if (linked_shader->info.Geom.Invocations == 0)
+      linked_shader->info.Geom.Invocations = 1;
 }
 
 
@@ -1995,12 +1982,12 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
  */
 static void
 link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
-                                struct gl_shader *linked_shader,
+                                struct gl_linked_shader *linked_shader,
                                 struct gl_shader **shader_list,
                                 unsigned num_shaders)
 {
    for (int i = 0; i < 3; i++)
-      linked_shader->Comp.LocalSize[i] = 0;
+      linked_shader->info.Comp.LocalSize[i] = 0;
 
    /* This function is called for all shader stages, but it only has an effect
     * for compute shaders.
@@ -2021,19 +2008,21 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
    for (unsigned sh = 0; sh < num_shaders; sh++) {
       struct gl_shader *shader = shader_list[sh];
 
-      if (shader->Comp.LocalSize[0] != 0) {
-         if (linked_shader->Comp.LocalSize[0] != 0) {
+      if (shader->info.Comp.LocalSize[0] != 0) {
+         if (linked_shader->info.Comp.LocalSize[0] != 0) {
             for (int i = 0; i < 3; i++) {
-               if (linked_shader->Comp.LocalSize[i] !=
-                   shader->Comp.LocalSize[i]) {
+               if (linked_shader->info.Comp.LocalSize[i] !=
+                   shader->info.Comp.LocalSize[i]) {
                   linker_error(prog, "compute shader defined with conflicting "
                                "local sizes\n");
                   return;
                }
             }
          }
-         for (int i = 0; i < 3; i++)
-            linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
+         for (int i = 0; i < 3; i++) {
+            linked_shader->info.Comp.LocalSize[i] =
+               shader->info.Comp.LocalSize[i];
+         }
       }
    }
 
@@ -2041,12 +2030,12 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
     * since we already know we're in the right type of shader program
     * for doing it.
     */
-   if (linked_shader->Comp.LocalSize[0] == 0) {
+   if (linked_shader->info.Comp.LocalSize[0] == 0) {
       linker_error(prog, "compute shader didn't declare local size\n");
       return;
    }
    for (int i = 0; i < 3; i++)
-      prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i];
+      prog->Comp.LocalSize[i] = linked_shader->info.Comp.LocalSize[i];
 }
 
 
@@ -2057,18 +2046,27 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
  * If this function is supplied a single shader, it is cloned, and the new
  * shader is returned.
  */
-static struct gl_shader *
+static struct gl_linked_shader *
 link_intrastage_shaders(void *mem_ctx,
                        struct gl_context *ctx,
                        struct gl_shader_program *prog,
                        struct gl_shader **shader_list,
                        unsigned num_shaders)
 {
-   struct gl_uniform_block *uniform_blocks = NULL;
+   struct gl_uniform_block *ubo_blocks = NULL;
+   struct gl_uniform_block *ssbo_blocks = NULL;
+   unsigned num_ubo_blocks = 0;
+   unsigned num_ssbo_blocks = 0;
 
    /* Check that global variables defined in multiple shaders are consistent.
     */
-   cross_validate_globals(prog, shader_list, num_shaders, false);
+   glsl_symbol_table variables;
+   for (unsigned i = 0; i < num_shaders; i++) {
+      if (shader_list[i] == NULL)
+        continue;
+      cross_validate_globals(prog, shader_list[i]->ir, &variables, false);
+   }
+
    if (!prog->LinkStatus)
       return NULL;
 
@@ -2079,13 +2077,6 @@ link_intrastage_shaders(void *mem_ctx,
    if (!prog->LinkStatus)
       return NULL;
 
-   /* Link up uniform blocks defined within this stage. */
-   const unsigned num_uniform_blocks =
-      link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
-                          &uniform_blocks);
-   if (!prog->LinkStatus)
-      return NULL;
-
    /* Check that there is only a single definition of each function signature
     * across all shaders.
     */
@@ -2107,14 +2098,13 @@ link_intrastage_shaders(void *mem_ctx,
               continue;
 
            foreach_in_list(ir_function_signature, sig, &f->signatures) {
-              if (!sig->is_defined || sig->is_builtin())
+              if (!sig->is_defined)
                  continue;
 
               ir_function_signature *other_sig =
                  other->exact_matching_signature(NULL, &sig->parameters);
 
-              if ((other_sig != NULL) && other_sig->is_defined
-                  && !other_sig->is_builtin()) {
+              if (other_sig != NULL && other_sig->is_defined) {
                  linker_error(prog, "function `%s' is multiply defined\n",
                               f->name);
                  return NULL;
@@ -2133,7 +2123,7 @@ link_intrastage_shaders(void *mem_ctx,
     */
    gl_shader *main = NULL;
    for (unsigned i = 0; i < num_shaders; i++) {
-      if (_mesa_get_main_function_signature(shader_list[i]) != NULL) {
+      if (_mesa_get_main_function_signature(shader_list[i]->symbols)) {
         main = shader_list[i];
         break;
       }
@@ -2145,21 +2135,11 @@ link_intrastage_shaders(void *mem_ctx,
       return NULL;
    }
 
-   gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
+   gl_linked_shader *linked = ctx->Driver.NewShader(shader_list[0]->Stage);
    linked->ir = new(linked) exec_list;
    clone_ir_list(mem_ctx, linked->ir, main->ir);
 
-   linked->BufferInterfaceBlocks =
-      ralloc_array(linked, gl_uniform_block *, num_uniform_blocks);
-
-   ralloc_steal(linked, uniform_blocks);
-   for (unsigned i = 0; i < num_uniform_blocks; i++) {
-      linked->BufferInterfaceBlocks[i] = &uniform_blocks[i];
-   }
-
-   linked->NumBufferInterfaceBlocks = num_uniform_blocks;
-
-   link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+   link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
    link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
    link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
    link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
@@ -2173,7 +2153,7 @@ link_intrastage_shaders(void *mem_ctx,
     * copy of the original shader that contained the main function).
     */
    ir_function_signature *const main_sig =
-      _mesa_get_main_function_signature(linked);
+      _mesa_get_main_function_signature(linked->symbols);
 
    /* Move any instructions other than variable declarations or function
     * declarations into main.
@@ -2190,45 +2170,45 @@ link_intrastage_shaders(void *mem_ctx,
                                              insertion_point, true, linked);
    }
 
-   /* Check if any shader needs built-in functions. */
-   bool need_builtins = false;
-   for (unsigned i = 0; i < num_shaders; i++) {
-      if (shader_list[i]->uses_builtin_functions) {
-         need_builtins = true;
-         break;
-      }
+   if (!link_function_calls(prog, linked, shader_list, num_shaders)) {
+      _mesa_delete_linked_shader(ctx, linked);
+      return NULL;
    }
 
-   bool ok;
-   if (need_builtins) {
-      /* Make a temporary array one larger than shader_list, which will hold
-       * the built-in function shader as well.
-       */
-      gl_shader **linking_shaders = (gl_shader **)
-         calloc(num_shaders + 1, sizeof(gl_shader *));
-
-      ok = linking_shaders != NULL;
-
-      if (ok) {
-         memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
-         _mesa_glsl_initialize_builtin_functions();
-         linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
+   /* Make a pass over all variable declarations to ensure that arrays with
+    * unspecified sizes have a size specified.  The size is inferred from the
+    * max_array_access field.
+    */
+   array_sizing_visitor v;
+   v.run(linked->ir);
+   v.fixup_unnamed_interface_types();
 
-         ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
+   /* Link up uniform blocks defined within this stage. */
+   link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
+                       &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
 
-         free(linking_shaders);
-      } else {
-         _mesa_error_no_memory(__func__);
-      }
-   } else {
-      ok = link_function_calls(prog, linked, shader_list, num_shaders);
+   if (!prog->LinkStatus) {
+      _mesa_delete_linked_shader(ctx, linked);
+      return NULL;
    }
 
+   /* Copy ubo blocks to linked shader list */
+   linked->UniformBlocks =
+      ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
+   ralloc_steal(linked, ubo_blocks);
+   for (unsigned i = 0; i < num_ubo_blocks; i++) {
+      linked->UniformBlocks[i] = &ubo_blocks[i];
+   }
+   linked->NumUniformBlocks = num_ubo_blocks;
 
-   if (!ok) {
-      _mesa_delete_shader(ctx, linked);
-      return NULL;
+   /* Copy ssbo blocks to linked shader list */
+   linked->ShaderStorageBlocks =
+      ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
+   ralloc_steal(linked, ssbo_blocks);
+   for (unsigned i = 0; i < num_ssbo_blocks; i++) {
+      linked->ShaderStorageBlocks[i] = &ssbo_blocks[i];
    }
+   linked->NumShaderStorageBlocks = num_ssbo_blocks;
 
    /* At this point linked should contain all of the linked IR, so
     * validate it to make sure nothing went wrong.
@@ -2237,8 +2217,9 @@ link_intrastage_shaders(void *mem_ctx,
 
    /* Set the size of geometry shader input arrays */
    if (linked->Stage == MESA_SHADER_GEOMETRY) {
-      unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
-      geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
+      unsigned num_vertices = vertices_per_prim(linked->info.Geom.InputType);
+      array_resize_visitor input_resize_visitor(num_vertices, prog,
+                                                MESA_SHADER_GEOMETRY);
       foreach_in_list(ir_instruction, ir, linked->ir) {
          ir->accept(&input_resize_visitor);
       }
@@ -2247,22 +2228,6 @@ link_intrastage_shaders(void *mem_ctx,
    if (ctx->Const.VertexID_is_zero_based)
       lower_vertex_id(linked);
 
-   /* Validate correct usage of barrier() in the tess control shader */
-   if (linked->Stage == MESA_SHADER_TESS_CTRL) {
-      barrier_use_visitor visitor(prog);
-      foreach_in_list(ir_instruction, ir, linked->ir) {
-         ir->accept(&visitor);
-      }
-   }
-
-   /* Make a pass over all variable declarations to ensure that arrays with
-    * unspecified sizes have a size specified.  The size is inferred from the
-    * max_array_access field.
-    */
-   array_sizing_visitor v;
-   v.run(linked->ir);
-   v.fixup_unnamed_interface_types();
-
    return linked;
 }
 
@@ -2306,10 +2271,10 @@ update_array_sizes(struct gl_shader_program *prog)
           * Subroutine uniforms are not removed.
          */
         if (var->is_in_buffer_block() || var->type->contains_atomic() ||
-            var->type->contains_subroutine())
+            var->type->contains_subroutine() || var->constant_initializer)
            continue;
 
-        unsigned int size = var->data.max_array_access;
+        int size = var->data.max_array_access;
         for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
               if (prog->_LinkedShaders[j] == NULL)
                  continue;
@@ -2326,7 +2291,7 @@ update_array_sizes(struct gl_shader_program *prog)
            }
         }
 
-        if (size + 1 != var->type->length) {
+        if (size + 1 != (int)var->type->length) {
            /* If this is a built-in uniform (i.e., it's backed by some
             * fixed-function state), adjust the number of state slots to
             * match the new array size.  The number of slots per array entry
@@ -2362,23 +2327,24 @@ resize_tes_inputs(struct gl_context *ctx,
    if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
       return;
 
-   gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
-   gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+   gl_linked_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+   gl_linked_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
 
    /* If no control shader is present, then the TES inputs are statically
     * sized to MaxPatchVertices; the actual size of the arrays won't be
     * known until draw time.
     */
    const int num_vertices = tcs
-      ? tcs->TessCtrl.VerticesOut
+      ? tcs->info.TessCtrl.VerticesOut
       : ctx->Const.MaxPatchVertices;
 
-   tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
+   array_resize_visitor input_resize_visitor(num_vertices, prog,
+                                             MESA_SHADER_TESS_EVAL);
    foreach_in_list(ir_instruction, ir, tes->ir) {
       ir->accept(&input_resize_visitor);
    }
 
-   if (tcs) {
+   if (tcs || ctx->Const.LowerTESPatchVerticesIn) {
       /* Convert the gl_PatchVerticesIn system value into a constant, since
        * the value is known at this point.
        */
@@ -2387,9 +2353,22 @@ resize_tes_inputs(struct gl_context *ctx,
          if (var && var->data.mode == ir_var_system_value &&
              var->data.location == SYSTEM_VALUE_VERTICES_IN) {
             void *mem_ctx = ralloc_parent(var);
-            var->data.mode = ir_var_auto;
             var->data.location = 0;
-            var->constant_value = new(mem_ctx) ir_constant(num_vertices);
+            var->data.explicit_location = false;
+            if (tcs) {
+               var->data.mode = ir_var_auto;
+               var->constant_value = new(mem_ctx) ir_constant(num_vertices);
+            } else {
+               var->data.mode = ir_var_uniform;
+               var->data.how_declared = ir_var_hidden;
+               var->allocate_state_slots(1);
+               ir_state_slot *slot0 = &var->get_state_slots()[0];
+               slot0->swizzle = SWIZZLE_XXXX;
+               slot0->tokens[0] = STATE_INTERNAL;
+               slot0->tokens[1] = STATE_TES_PATCH_VERTICES_IN;
+               for (int i = 2; i < STATE_LENGTH; i++)
+                  slot0->tokens[i] = 0;
+            }
          }
       }
    }
@@ -2430,6 +2409,7 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
 /**
  * Assign locations for either VS inputs or FS outputs
  *
+ * \param mem_ctx       Temporary ralloc context used for linking
  * \param prog          Shader program whose variables need locations assigned
  * \param constants     Driver specific constant values for the program.
  * \param target_index  Selector for the program target to receive location
@@ -2441,7 +2421,8 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
  * error is emitted to the shader link log and false is returned.
  */
 bool
-assign_attribute_or_color_locations(gl_shader_program *prog,
+assign_attribute_or_color_locations(void *mem_ctx,
+                                    gl_shader_program *prog,
                                     struct gl_constants *constants,
                                     unsigned target_index)
 {
@@ -2462,7 +2443,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
    assert((target_index == MESA_SHADER_VERTEX)
          || (target_index == MESA_SHADER_FRAGMENT));
 
-   gl_shader *const sh = prog->_LinkedShaders[target_index];
+   gl_linked_shader *const sh = prog->_LinkedShaders[target_index];
    if (sh == NULL)
       return true;
 
@@ -2508,7 +2489,12 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
    } to_assign[32];
    assert(max_index <= 32);
 
+   /* Temporary array for the set of attributes that have locations assigned.
+    */
+   ir_variable *assigned[16];
+
    unsigned num_attr = 0;
+   unsigned assigned_attr = 0;
 
    foreach_in_list(ir_instruction, node, sh->ir) {
       ir_variable *const var = node->as_variable();
@@ -2539,18 +2525,36 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
       } else if (target_index == MESA_SHADER_FRAGMENT) {
         unsigned binding;
         unsigned index;
+         const char *name = var->name;
+         const glsl_type *type = var->type;
+
+         while (type) {
+            /* Check if there's a binding for the variable name */
+            if (prog->FragDataBindings->get(binding, name)) {
+               assert(binding >= FRAG_RESULT_DATA0);
+               var->data.location = binding;
+               var->data.is_unmatched_generic_inout = 0;
+
+               if (prog->FragDataIndexBindings->get(index, name)) {
+                  var->data.index = index;
+               }
+               break;
+            }
 
-        if (prog->FragDataBindings->get(binding, var->name)) {
-           assert(binding >= FRAG_RESULT_DATA0);
-           var->data.location = binding;
-            var->data.is_unmatched_generic_inout = 0;
+            /* If not, but it's an array type, look for name[0] */
+            if (type->is_array()) {
+               name = ralloc_asprintf(mem_ctx, "%s[0]", name);
+               type = type->fields.array;
+               continue;
+            }
 
-           if (prog->FragDataIndexBindings->get(index, var->name)) {
-              var->data.index = index;
-           }
-        }
+            break;
+         }
       }
 
+      if (strcmp(var->name, "gl_LastFragData") == 0)
+         continue;
+
       /* From GL4.5 core spec, section 15.2 (Shader Execution):
        *
        *     "Output binding assignments will cause LinkProgram to fail:
@@ -2570,7 +2574,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
          return false;
       }
 
-      const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX ? true : false);
+      const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
 
       /* If the variable is not a built-in and has a location statically
        * assigned in the shader (presumably via a layout qualifier), make sure
@@ -2670,18 +2674,62 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
             * attribute overlaps any previously allocated bits.
             */
            if ((~(use_mask << attr) & used_locations) != used_locations) {
-               if (target_index == MESA_SHADER_FRAGMENT ||
-                   (prog->IsES && prog->Version >= 300)) {
-                  linker_error(prog,
-                               "overlapping location is assigned "
-                               "to %s `%s' %d %d %d\n", string,
-                               var->name, used_locations, use_mask, attr);
+               if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
+                  /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
+                   * 4.40 spec:
+                   *
+                   *    "Additionally, for fragment shader outputs, if two
+                   *    variables are placed within the same location, they
+                   *    must have the same underlying type (floating-point or
+                   *    integer). No component aliasing of output variables or
+                   *    members is allowed.
+                   */
+                  for (unsigned i = 0; i < assigned_attr; i++) {
+                     unsigned assigned_slots =
+                        assigned[i]->type->count_attribute_slots(false);
+                    unsigned assig_attr =
+                        assigned[i]->data.location - generic_base;
+                    unsigned assigned_use_mask = (1 << assigned_slots) - 1;
+
+                     if ((assigned_use_mask << assig_attr) &
+                         (use_mask << attr)) {
+
+                        const glsl_type *assigned_type =
+                           assigned[i]->type->without_array();
+                        const glsl_type *type = var->type->without_array();
+                        if (assigned_type->base_type != type->base_type) {
+                           linker_error(prog, "types do not match for aliased"
+                                        " %ss %s and %s\n", string,
+                                        assigned[i]->name, var->name);
+                           return false;
+                        }
+
+                        unsigned assigned_component_mask =
+                           ((1 << assigned_type->vector_elements) - 1) <<
+                           assigned[i]->data.location_frac;
+                        unsigned component_mask =
+                           ((1 << type->vector_elements) - 1) <<
+                           var->data.location_frac;
+                        if (assigned_component_mask & component_mask) {
+                           linker_error(prog, "overlapping component is "
+                                        "assigned to %ss %s and %s "
+                                        "(component=%d)\n",
+                                        string, assigned[i]->name, var->name,
+                                        var->data.location_frac);
+                           return false;
+                        }
+                     }
+                  }
+               } else if (target_index == MESA_SHADER_FRAGMENT ||
+                          (prog->IsES && prog->Version >= 300)) {
+                  linker_error(prog, "overlapping location is assigned "
+                               "to %s `%s' %d %d %d\n", string, var->name,
+                               used_locations, use_mask, attr);
                   return false;
                } else {
-                  linker_warning(prog,
-                                 "overlapping location is assigned "
-                                 "to %s `%s' %d %d %d\n", string,
-                                 var->name, used_locations, use_mask, attr);
+                  linker_warning(prog, "overlapping location is assigned "
+                                 "to %s `%s' %d %d %d\n", string, var->name,
+                                 used_locations, use_mask, attr);
                }
            }
 
@@ -2707,10 +2755,13 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
              * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
              * is optional behavior, but it seems preferable.
              */
-            if (var->type->without_array()->is_dual_slot_double())
+            if (var->type->without_array()->is_dual_slot())
                double_storage_locations |= (use_mask << attr);
         }
 
+         assigned[assigned_attr] = var;
+         assigned_attr++;
+
         continue;
       }
 
@@ -2780,6 +2831,26 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
       to_assign[i].var->data.location = generic_base + location;
       to_assign[i].var->data.is_unmatched_generic_inout = 0;
       used_locations |= (use_mask << location);
+
+      if (to_assign[i].var->type->without_array()->is_dual_slot())
+         double_storage_locations |= (use_mask << location);
+   }
+
+   /* Now that we have all the locations, from the GL 4.5 core spec, section
+    * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
+    * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
+    * as equivalent single-precision types.
+    */
+   if (target_index == MESA_SHADER_VERTEX) {
+      unsigned total_attribs_size =
+         _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
+         _mesa_bitcount(double_storage_locations);
+      if (total_attribs_size > max_index) {
+        linker_error(prog,
+                     "attempt to use %d vertex attribute slots only %d available ",
+                     total_attribs_size, max_index);
+        return false;
+      }
    }
 
    return true;
@@ -2790,12 +2861,12 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
  * unmatch flag if found so we don't optimise them away.
  */
 static void
-match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
-                                 gl_shader *producer,
-                                 gl_shader *consumer)
+match_explicit_outputs_to_inputs(gl_linked_shader *producer,
+                                 gl_linked_shader *consumer)
 {
    glsl_symbol_table parameters;
-   ir_variable *explicit_locations[MAX_VARYING] = { NULL };
+   ir_variable *explicit_locations[MAX_VARYINGS_INCL_PATCH][4] =
+      { {NULL, NULL} };
 
    /* Find all shader outputs in the "producer" stage.
     */
@@ -2808,8 +2879,8 @@ match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
       if (var->data.explicit_location &&
           var->data.location >= VARYING_SLOT_VAR0) {
          const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
-         if (explicit_locations[idx] == NULL)
-            explicit_locations[idx] = var;
+         if (explicit_locations[idx][var->data.location_frac] == NULL)
+            explicit_locations[idx][var->data.location_frac] = var;
       }
    }
 
@@ -2823,7 +2894,8 @@ match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
       ir_variable *output = NULL;
       if (input->data.explicit_location
           && input->data.location >= VARYING_SLOT_VAR0) {
-         output = explicit_locations[input->data.location - VARYING_SLOT_VAR0];
+         output = explicit_locations[input->data.location - VARYING_SLOT_VAR0]
+            [input->data.location_frac];
 
          if (output != NULL){
             input->data.is_unmatched_generic_inout = 0;
@@ -2890,8 +2962,11 @@ store_fragdepth_layout(struct gl_shader_program *prog)
 static void
 check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 {
+   unsigned total_uniform_blocks = 0;
+   unsigned total_shader_storage_blocks = 0;
+
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = prog->_LinkedShaders[i];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
 
       if (sh == NULL)
         continue;
@@ -2928,80 +3003,55 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
                          _mesa_shader_stage_to_string(i));
          }
       }
-   }
 
-   unsigned blocks[MESA_SHADER_STAGES] = {0};
-   unsigned total_uniform_blocks = 0;
-   unsigned shader_blocks[MESA_SHADER_STAGES] = {0};
-   unsigned total_shader_storage_blocks = 0;
+      total_shader_storage_blocks += sh->NumShaderStorageBlocks;
+      total_uniform_blocks += sh->NumUniformBlocks;
 
-   for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
-      /* Don't check SSBOs for Uniform Block Size */
-      if (!prog->BufferInterfaceBlocks[i].IsShaderStorage &&
-          prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
-         linker_error(prog, "Uniform block %s too big (%d/%d)\n",
-                      prog->BufferInterfaceBlocks[i].Name,
-                      prog->BufferInterfaceBlocks[i].UniformBufferSize,
-                      ctx->Const.MaxUniformBlockSize);
+      const unsigned max_uniform_blocks =
+         ctx->Const.Program[i].MaxUniformBlocks;
+      if (max_uniform_blocks < sh->NumUniformBlocks) {
+         linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
+                      _mesa_shader_stage_to_string(i), sh->NumUniformBlocks,
+                      max_uniform_blocks);
       }
 
-      if (prog->BufferInterfaceBlocks[i].IsShaderStorage &&
-          prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxShaderStorageBlockSize) {
-         linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
-                      prog->BufferInterfaceBlocks[i].Name,
-                      prog->BufferInterfaceBlocks[i].UniformBufferSize,
-                      ctx->Const.MaxShaderStorageBlockSize);
+      const unsigned max_shader_storage_blocks =
+         ctx->Const.Program[i].MaxShaderStorageBlocks;
+      if (max_shader_storage_blocks < sh->NumShaderStorageBlocks) {
+         linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
+                      _mesa_shader_stage_to_string(i),
+                      sh->NumShaderStorageBlocks, max_shader_storage_blocks);
       }
+   }
 
-      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
-        if (prog->InterfaceBlockStageIndex[j][i] != -1) {
-            struct gl_shader *sh = prog->_LinkedShaders[j];
-            int stage_index = prog->InterfaceBlockStageIndex[j][i];
-            if (sh &&
-                sh->BufferInterfaceBlocks[stage_index]->IsShaderStorage) {
-               shader_blocks[j]++;
-               total_shader_storage_blocks++;
-            } else {
-               blocks[j]++;
-               total_uniform_blocks++;
-            }
-        }
-      }
+   if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
+      linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
+                   total_uniform_blocks, ctx->Const.MaxCombinedUniformBlocks);
+   }
 
-      if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
-        linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
-                     total_uniform_blocks,
-                     ctx->Const.MaxCombinedUniformBlocks);
-      } else {
-        for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-            const unsigned max_uniform_blocks =
-               ctx->Const.Program[i].MaxUniformBlocks;
-           if (blocks[i] > max_uniform_blocks) {
-              linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
-                           _mesa_shader_stage_to_string(i),
-                           blocks[i],
-                           max_uniform_blocks);
-              break;
-           }
-        }
+   if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
+      linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
+                   total_shader_storage_blocks,
+                   ctx->Const.MaxCombinedShaderStorageBlocks);
+   }
+
+   for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+      if (prog->UniformBlocks[i].UniformBufferSize >
+          ctx->Const.MaxUniformBlockSize) {
+         linker_error(prog, "Uniform block %s too big (%d/%d)\n",
+                      prog->UniformBlocks[i].Name,
+                      prog->UniformBlocks[i].UniformBufferSize,
+                      ctx->Const.MaxUniformBlockSize);
       }
+   }
 
-      if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
-         linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
-                      total_shader_storage_blocks,
-                      ctx->Const.MaxCombinedShaderStorageBlocks);
-      } else {
-         for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-            const unsigned max_shader_storage_blocks =
-               ctx->Const.Program[i].MaxShaderStorageBlocks;
-            if (shader_blocks[i] > max_shader_storage_blocks) {
-               linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
-                            _mesa_shader_stage_to_string(i),
-                            shader_blocks[i],
-                            max_shader_storage_blocks);
-               break;
-            }
-         }
+   for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
+      if (prog->ShaderStorageBlocks[i].UniformBufferSize >
+          ctx->Const.MaxShaderStorageBlockSize) {
+         linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
+                      prog->ShaderStorageBlocks[i].Name,
+                      prog->ShaderStorageBlocks[i].UniformBufferSize,
+                      ctx->Const.MaxShaderStorageBlockSize);
       }
    }
 }
@@ -3010,18 +3060,26 @@ static void
 link_calculate_subroutine_compat(struct gl_shader_program *prog)
 {
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = prog->_LinkedShaders[i];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
       int count;
       if (!sh)
          continue;
 
       for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
+         if (sh->SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
+            continue;
+
          struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
 
          if (!uni)
             continue;
 
+         sh->NumSubroutineUniforms++;
          count = 0;
+         if (sh->NumSubroutineFunctions == 0) {
+            linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
+            continue;
+         }
          for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
             struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
             for (int k = 0; k < fn->num_compat_types; k++) {
@@ -3040,7 +3098,7 @@ static void
 check_subroutine_resources(struct gl_shader_program *prog)
 {
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = prog->_LinkedShaders[i];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
 
       if (sh) {
          if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
@@ -3063,7 +3121,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       return;
 
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = prog->_LinkedShaders[i];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
 
       if (sh) {
          if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
@@ -3072,13 +3130,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
                          ctx->Const.Program[i].MaxImageUniforms);
 
          total_image_units += sh->NumImages;
-
-         for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
-            int stage_index = prog->InterfaceBlockStageIndex[i][j];
-            if (stage_index != -1 &&
-                sh->BufferInterfaceBlocks[stage_index]->IsShaderStorage)
-               total_shader_storage_blocks++;
-         }
+         total_shader_storage_blocks += sh->NumShaderStorageBlocks;
 
          if (i == MESA_SHADER_FRAGMENT) {
             foreach_in_list(ir_instruction, node, sh->ir) {
@@ -3173,7 +3225,7 @@ reserve_explicit_locations(struct gl_shader_program *prog,
 
 static bool
 reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
-                                      struct gl_shader *sh,
+                                      struct gl_linked_shader *sh,
                                       ir_variable *var)
 {
    unsigned slots = var->type->uniform_locations();
@@ -3229,12 +3281,12 @@ reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
  * any optimizations happen to handle also inactive uniforms and
  * inactive array elements that may get trimmed away.
  */
-static int
+static unsigned
 check_explicit_uniform_locations(struct gl_context *ctx,
                                  struct gl_shader_program *prog)
 {
    if (!ctx->Extensions.ARB_explicit_uniform_location)
-      return -1;
+      return 0;
 
    /* This map is used to detect if overlapping explicit locations
     * occur with the same uniform (from different stage) or a different one.
@@ -3243,12 +3295,12 @@ check_explicit_uniform_locations(struct gl_context *ctx,
 
    if (!uniform_map) {
       linker_error(prog, "Out of memory during linking.\n");
-      return -1;
+      return 0;
    }
 
    unsigned entries_total = 0;
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = prog->_LinkedShaders[i];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
 
       if (!sh)
          continue;
@@ -3272,7 +3324,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
             }
             if (!ret) {
                delete uniform_map;
-               return -1;
+               return 0;
             }
          }
       }
@@ -3314,8 +3366,8 @@ should_add_buffer_variable(struct gl_shader_program *shProg,
    if (type != GL_BUFFER_VARIABLE)
       return true;
 
-   for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
-      const char *block_name = shProg->BufferInterfaceBlocks[i].Name;
+   for (unsigned i = 0; i < shProg->NumShaderStorageBlocks; i++) {
+      const char *block_name = shProg->ShaderStorageBlocks[i].Name;
       block_name_len = strlen(block_name);
 
       const char *block_square_bracket = strchr(block_name, '[');
@@ -3348,12 +3400,12 @@ should_add_buffer_variable(struct gl_shader_program *shProg,
    if (found_interface)
       name = name + block_name_len + 1;
 
-   /* From: ARB_program_interface_query extension:
+   /* The ARB_program_interface_query spec says:
     *
-    *  "For an active shader storage block member declared as an array, an
-    *   entry will be generated only for the first array element, regardless
-    *   of its type.  For arrays of aggregate types, the enumeration rules are
-    *   applied recursively for the single enumerated array element.
+    *     "For an active shader storage block member declared as an array, an
+    *     entry will be generated only for the first array element, regardless
+    *     of its type.  For arrays of aggregate types, the enumeration rules
+    *     are applied recursively for the single enumerated array element."
     */
    const char *struct_first_dot = strchr(name, '.');
    const char *first_square_bracket = strchr(name, '[');
@@ -3376,15 +3428,15 @@ should_add_buffer_variable(struct gl_shader_program *shProg,
 }
 
 static bool
-add_program_resource(struct gl_shader_program *prog, GLenum type,
-                     const void *data, uint8_t stages)
+add_program_resource(struct gl_shader_program *prog,
+                     struct set *resource_set,
+                     GLenum type, const void *data, uint8_t stages)
 {
    assert(data);
 
    /* If resource already exists, do not add it again. */
-   for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
-      if (prog->ProgramResourceList[i].Data == data)
-         return true;
+   if (_mesa_set_search(resource_set, data))
+      return true;
 
    prog->ProgramResourceList =
       reralloc(prog,
@@ -3406,6 +3458,8 @@ add_program_resource(struct gl_shader_program *prog, GLenum type,
 
    prog->NumProgramResourceList++;
 
+   _mesa_set_add(resource_set, data);
+
    return true;
 }
 
@@ -3453,7 +3507,7 @@ build_stageref(struct gl_shader_program *shProg, const char *name,
    assert(MESA_SHADER_STAGES < 8);
 
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = shProg->_LinkedShaders[i];
+      struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
       if (!sh)
          continue;
 
@@ -3497,53 +3551,193 @@ build_stageref(struct gl_shader_program *shProg, const char *name,
  * Create gl_shader_variable from ir_variable class.
  */
 static gl_shader_variable *
-create_shader_variable(struct gl_shader_program *shProg, const ir_variable *in)
+create_shader_variable(struct gl_shader_program *shProg,
+                       const ir_variable *in,
+                       const char *name, const glsl_type *type,
+                       bool use_implicit_location, int location,
+                       const glsl_type *outermost_struct_type)
 {
    gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
    if (!out)
       return NULL;
 
-   out->type = in->type;
-   out->name = ralloc_strdup(shProg, in->name);
+   /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
+    * expect to see gl_VertexID in the program resource list.  Pretend.
+    */
+   if (in->data.mode == ir_var_system_value &&
+       in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+      out->name = ralloc_strdup(shProg, "gl_VertexID");
+   } else if ((in->data.mode == ir_var_shader_out &&
+               in->data.location == VARYING_SLOT_TESS_LEVEL_OUTER) ||
+              (in->data.mode == ir_var_system_value &&
+               in->data.location == SYSTEM_VALUE_TESS_LEVEL_OUTER)) {
+      out->name = ralloc_strdup(shProg, "gl_TessLevelOuter");
+      type = glsl_type::get_array_instance(glsl_type::float_type, 4);
+   } else if ((in->data.mode == ir_var_shader_out &&
+               in->data.location == VARYING_SLOT_TESS_LEVEL_INNER) ||
+              (in->data.mode == ir_var_system_value &&
+               in->data.location == SYSTEM_VALUE_TESS_LEVEL_INNER)) {
+      out->name = ralloc_strdup(shProg, "gl_TessLevelInner");
+      type = glsl_type::get_array_instance(glsl_type::float_type, 2);
+   } else {
+      out->name = ralloc_strdup(shProg, name);
+   }
 
    if (!out->name)
       return NULL;
 
-   out->location = in->data.location;
+   /* The ARB_program_interface_query spec says:
+    *
+    *     "Not all active variables are assigned valid locations; the
+    *     following variables will have an effective location of -1:
+    *
+    *      * uniforms declared as atomic counters;
+    *
+    *      * members of a uniform block;
+    *
+    *      * built-in inputs, outputs, and uniforms (starting with "gl_"); and
+    *
+    *      * inputs or outputs not declared with a "location" layout
+    *        qualifier, except for vertex shader inputs and fragment shader
+    *        outputs."
+    */
+   if (in->type->base_type == GLSL_TYPE_ATOMIC_UINT ||
+       is_gl_identifier(in->name) ||
+       !(in->data.explicit_location || use_implicit_location)) {
+      out->location = -1;
+   } else {
+      out->location = location;
+   }
+
+   out->type = type;
+   out->outermost_struct_type = outermost_struct_type;
+   out->interface_type = in->get_interface_type();
+   out->component = in->data.location_frac;
    out->index = in->data.index;
    out->patch = in->data.patch;
    out->mode = in->data.mode;
+   out->interpolation = in->data.interpolation;
+   out->explicit_location = in->data.explicit_location;
+   out->precision = in->data.precision;
 
    return out;
 }
 
+static bool
+add_shader_variable(struct gl_shader_program *shProg, struct set *resource_set,
+                    unsigned stage_mask,
+                    GLenum programInterface, ir_variable *var,
+                    const char *name, const glsl_type *type,
+                    bool use_implicit_location, int location,
+                    const glsl_type *outermost_struct_type = NULL)
+{
+   const bool is_vertex_input =
+      programInterface == GL_PROGRAM_INPUT &&
+      stage_mask == MESA_SHADER_VERTEX;
+
+   switch (type->base_type) {
+   case GLSL_TYPE_STRUCT: {
+      /* The ARB_program_interface_query spec says:
+       *
+       *     "For an active variable declared as a structure, a separate entry
+       *     will be generated for each active structure member.  The name of
+       *     each entry is formed by concatenating the name of the structure,
+       *     the "."  character, and the name of the structure member.  If a
+       *     structure member to enumerate is itself a structure or array,
+       *     these enumeration rules are applied recursively."
+       */
+      if (outermost_struct_type == NULL)
+         outermost_struct_type = type;
+
+      unsigned field_location = location;
+      for (unsigned i = 0; i < type->length; i++) {
+         const struct glsl_struct_field *field = &type->fields.structure[i];
+         char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name);
+         if (!add_shader_variable(shProg, resource_set,
+                                  stage_mask, programInterface,
+                                  var, field_name, field->type,
+                                  use_implicit_location, field_location,
+                                  outermost_struct_type))
+            return false;
+
+         field_location +=
+            field->type->count_attribute_slots(is_vertex_input);
+      }
+      return true;
+   }
+
+   default: {
+      /* Issue #16 of the ARB_program_interface_query spec says:
+       *
+       * "* If a variable is a member of an interface block without an
+       *    instance name, it is enumerated using just the variable name.
+       *
+       *  * If a variable is a member of an interface block with an instance
+       *    name, it is enumerated as "BlockName.Member", where "BlockName" is
+       *    the name of the interface block (not the instance name) and
+       *    "Member" is the name of the variable."
+       */
+      const char *prefixed_name = (var->data.from_named_ifc_block &&
+                                   !is_gl_identifier(var->name))
+         ? ralloc_asprintf(shProg, "%s.%s", var->get_interface_type()->name,
+                           name)
+         : name;
+
+      /* The ARB_program_interface_query spec says:
+       *
+       *     "For an active variable declared as a single instance of a basic
+       *     type, a single entry will be generated, using the variable name
+       *     from the shader source."
+       */
+      gl_shader_variable *sha_v =
+         create_shader_variable(shProg, var, prefixed_name, type,
+                                use_implicit_location, location,
+                                outermost_struct_type);
+      if (!sha_v)
+         return false;
+
+      return add_program_resource(shProg, resource_set,
+                                  programInterface, sha_v, stage_mask);
+   }
+   }
+}
+
 static bool
 add_interface_variables(struct gl_shader_program *shProg,
+                        struct set *resource_set,
                         unsigned stage, GLenum programInterface)
 {
    exec_list *ir = shProg->_LinkedShaders[stage]->ir;
 
    foreach_in_list(ir_instruction, node, ir) {
       ir_variable *var = node->as_variable();
-      uint8_t stages = 0;
 
       if (!var || var->data.how_declared == ir_var_hidden)
          continue;
 
+      int loc_bias;
+
       switch (var->data.mode) {
       case ir_var_system_value:
       case ir_var_shader_in:
          if (programInterface != GL_PROGRAM_INPUT)
             continue;
+         loc_bias = (stage == MESA_SHADER_VERTEX) ? int(VERT_ATTRIB_GENERIC0)
+                                                  : int(VARYING_SLOT_VAR0);
          break;
       case ir_var_shader_out:
          if (programInterface != GL_PROGRAM_OUTPUT)
             continue;
+         loc_bias = (stage == MESA_SHADER_FRAGMENT) ? int(FRAG_RESULT_DATA0)
+                                                    : int(VARYING_SLOT_VAR0);
          break;
       default:
          continue;
       };
 
+      if (var->data.patch)
+         loc_bias = int(VARYING_SLOT_PATCH0);
+
       /* Skip packed varyings, packed varyings are handled separately
        * by add_packed_varyings.
        */
@@ -3556,22 +3750,24 @@ add_interface_variables(struct gl_shader_program *shProg,
       if (strncmp(var->name, "gl_out_FragData", 15) == 0)
          continue;
 
-      gl_shader_variable *sha_v = create_shader_variable(shProg, var);
-      if (!sha_v)
-         return false;
+      const bool vs_input_or_fs_output =
+         (stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_in) ||
+         (stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_out);
 
-      stages |= 1 << stage;
-
-      if (!add_program_resource(shProg, programInterface, sha_v, stages))
+      if (!add_shader_variable(shProg, resource_set,
+                               1 << stage, programInterface,
+                               var, var->name, var->type, vs_input_or_fs_output,
+                               var->data.location - loc_bias))
          return false;
    }
    return true;
 }
 
 static bool
-add_packed_varyings(struct gl_shader_program *shProg, int stage, GLenum type)
+add_packed_varyings(struct gl_shader_program *shProg, struct set *resource_set,
+                    int stage, GLenum type)
 {
-   struct gl_shader *sh = shProg->_LinkedShaders[stage];
+   struct gl_linked_shader *sh = shProg->_LinkedShaders[stage];
    GLenum iface;
 
    if (!sh || !sh->packed_varyings)
@@ -3592,12 +3788,12 @@ add_packed_varyings(struct gl_shader_program *shProg, int stage, GLenum type)
          }
 
          if (type == iface) {
-            gl_shader_variable *sha_v = create_shader_variable(shProg, var);
-            if (!sha_v)
-               return false;
-            if (!add_program_resource(shProg, iface, sha_v,
-                                      build_stageref(shProg, sha_v->name,
-                                                     sha_v->mode)))
+            const int stage_mask =
+               build_stageref(shProg, var->name, var->data.mode);
+            if (!add_shader_variable(shProg, resource_set,
+                                     stage_mask,
+                                     iface, var, var->name, var->type, false,
+                                     var->data.location - VARYING_SLOT_VAR0))
                return false;
          }
       }
@@ -3606,9 +3802,9 @@ add_packed_varyings(struct gl_shader_program *shProg, int stage, GLenum type)
 }
 
 static bool
-add_fragdata_arrays(struct gl_shader_program *shProg)
+add_fragdata_arrays(struct gl_shader_program *shProg, struct set *resource_set)
 {
-   struct gl_shader *sh = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
+   struct gl_linked_shader *sh = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
 
    if (!sh || !sh->fragdata_arrays)
       return true;
@@ -3617,11 +3813,11 @@ add_fragdata_arrays(struct gl_shader_program *shProg)
       ir_variable *var = node->as_variable();
       if (var) {
          assert(var->data.mode == ir_var_shader_out);
-         gl_shader_variable *sha_v = create_shader_variable(shProg, var);
-         if (!sha_v)
-            return false;
-         if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, sha_v,
-                                   1 << MESA_SHADER_FRAGMENT))
+
+         if (!add_shader_variable(shProg, resource_set,
+                                  1 << MESA_SHADER_FRAGMENT,
+                                  GL_PROGRAM_OUTPUT, var, var->name, var->type,
+                                  true, var->data.location - FRAG_RESULT_DATA0))
             return false;
       }
    }
@@ -3634,14 +3830,16 @@ get_top_level_name(const char *name)
    const char *first_dot = strchr(name, '.');
    const char *first_square_bracket = strchr(name, '[');
    int name_size = 0;
-   /* From ARB_program_interface_query spec:
+
+   /* The ARB_program_interface_query spec says:
     *
-    * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying the
-    *  number of active array elements of the top-level shader storage block
-    *  member containing to the active variable is written to <params>.  If the
-    *  top-level block member is not declared as an array, the value one is
-    *  written to <params>.  If the top-level block member is an array with no
-    *  declared size, the value zero is written to <params>.
+    *     "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
+    *     the number of active array elements of the top-level shader storage
+    *     block member containing to the active variable is written to
+    *     <params>.  If the top-level block member is not declared as an
+    *     array, the value one is written to <params>.  If the top-level block
+    *     member is an array with no declared size, the value zero is written
+    *     to <params>."
     */
 
    /* The buffer variable is on top level.*/
@@ -3711,15 +3909,15 @@ static int
 get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
                char *interface_name, char *var_name)
 {
-   /* From GL_ARB_program_interface_query spec:
+   /* The ARB_program_interface_query spec says:
     *
-    * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer
-    * identifying the number of active array elements of the top-level
-    * shader storage block member containing to the active variable is
-    * written to <params>.  If the top-level block member is not
-    * declared as an array, the value one is written to <params>.  If
-    * the top-level block member is an array with no declared size,
-    * the value zero is written to <params>.
+    *     "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
+    *     the number of active array elements of the top-level shader storage
+    *     block member containing to the active variable is written to
+    *     <params>.  If the top-level block member is not declared as an
+    *     array, the value one is written to <params>.  If the top-level block
+    *     member is an array with no declared size, the value zero is written
+    *     to <params>."
     */
    if (is_top_level_shader_storage_block_member(uni->name,
                                                 interface_name,
@@ -3738,17 +3936,16 @@ get_array_stride(struct gl_uniform_storage *uni, const glsl_type *interface,
                  const glsl_struct_field *field, char *interface_name,
                  char *var_name)
 {
-   /* From GL_ARB_program_interface_query:
+   /* The ARB_program_interface_query spec says:
     *
-    * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
-    *  identifying the stride between array elements of the top-level
-    *  shader storage block member containing the active variable is
-    *  written to <params>.  For top-level block members declared as
-    *  arrays, the value written is the difference, in basic machine
-    *  units, between the offsets of the active variable for
-    *  consecutive elements in the top-level array.  For top-level
-    *  block members not declared as an array, zero is written to
-    *  <params>."
+    *     "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
+    *     identifying the stride between array elements of the top-level
+    *     shader storage block member containing the active variable is
+    *     written to <params>.  For top-level block members declared as
+    *     arrays, the value written is the difference, in basic machine units,
+    *     between the offsets of the active variable for consecutive elements
+    *     in the top-level array.  For top-level block members not declared as
+    *     an array, zero is written to <params>."
     */
    if (field->type->is_array()) {
       const enum glsl_matrix_layout matrix_layout =
@@ -3782,7 +3979,9 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
    int array_stride = -1;
    char *var_name = get_top_level_name(uni->name);
    char *interface_name =
-      get_top_level_name(shProg->BufferInterfaceBlocks[block_index].Name);
+      get_top_level_name(uni->is_shader_storage ?
+                         shProg->ShaderStorageBlocks[block_index].Name :
+                         shProg->UniformBlocks[block_index].Name);
 
    if (strcmp(var_name, interface_name) == 0) {
       /* Deal with instanced array of SSBOs */
@@ -3800,12 +3999,12 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
       }
    }
 
-   for (unsigned i = 0; i < shProg->NumShaders; i++) {
-      if (shProg->Shaders[i] == NULL)
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      const gl_linked_shader *sh = shProg->_LinkedShaders[i];
+      if (sh == NULL)
          continue;
 
-      const gl_shader *stage = shProg->Shaders[i];
-      foreach_in_list(ir_instruction, node, stage->ir) {
+      foreach_in_list(ir_instruction, node, sh->ir) {
          ir_variable *var = node->as_variable();
          if (!var || !var->get_interface_type() ||
              var->data.mode != ir_var_shader_storage)
@@ -3868,29 +4067,38 @@ build_program_resource_list(struct gl_context *ctx,
    if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
       return;
 
+   struct set *resource_set = _mesa_set_create(NULL,
+                                               _mesa_hash_pointer,
+                                               _mesa_key_pointer_equal);
+
    /* Program interface needs to expose varyings in case of SSO. */
    if (shProg->SeparateShader) {
-      if (!add_packed_varyings(shProg, input_stage, GL_PROGRAM_INPUT))
+      if (!add_packed_varyings(shProg, resource_set,
+                               input_stage, GL_PROGRAM_INPUT))
          return;
 
-      if (!add_packed_varyings(shProg, output_stage, GL_PROGRAM_OUTPUT))
+      if (!add_packed_varyings(shProg, resource_set,
+                               output_stage, GL_PROGRAM_OUTPUT))
          return;
    }
 
-   if (!add_fragdata_arrays(shProg))
+   if (!add_fragdata_arrays(shProg, resource_set))
       return;
 
    /* Add inputs and outputs to the resource list. */
-   if (!add_interface_variables(shProg, input_stage, GL_PROGRAM_INPUT))
+   if (!add_interface_variables(shProg, resource_set,
+                                input_stage, GL_PROGRAM_INPUT))
       return;
 
-   if (!add_interface_variables(shProg, output_stage, GL_PROGRAM_OUTPUT))
+   if (!add_interface_variables(shProg, resource_set,
+                                output_stage, GL_PROGRAM_OUTPUT))
       return;
 
    /* Add transform feedback varyings. */
    if (shProg->LinkedTransformFeedback.NumVarying > 0) {
       for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
-         if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
+         if (!add_program_resource(shProg, resource_set,
+                                   GL_TRANSFORM_FEEDBACK_VARYING,
                                    &shProg->LinkedTransformFeedback.Varyings[i],
                                    0))
          return;
@@ -3901,7 +4109,8 @@ build_program_resource_list(struct gl_context *ctx,
    for (unsigned i = 0; i < ctx->Const.MaxTransformFeedbackBuffers; i++) {
       if ((shProg->LinkedTransformFeedback.ActiveBuffers >> i) & 1) {
          shProg->LinkedTransformFeedback.Buffers[i].Binding = i;
-         if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_BUFFER,
+         if (!add_program_resource(shProg, resource_set,
+                                   GL_TRANSFORM_FEEDBACK_BUFFER,
                                    &shProg->LinkedTransformFeedback.Buffers[i],
                                    0))
          return;
@@ -3919,15 +4128,14 @@ build_program_resource_list(struct gl_context *ctx,
                         ir_var_uniform);
 
       /* Add stagereferences for uniforms in a uniform block. */
+      bool is_shader_storage =  shProg->UniformStorage[i].is_shader_storage;
       int block_index = shProg->UniformStorage[i].block_index;
       if (block_index != -1) {
-         for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
-             if (shProg->InterfaceBlockStageIndex[j][block_index] != -1)
-                stageref |= (1 << j);
-         }
+         stageref |= is_shader_storage ?
+            shProg->ShaderStorageBlocks[block_index].stageref :
+            shProg->UniformBlocks[block_index].stageref;
       }
 
-      bool is_shader_storage =  shProg->UniformStorage[i].is_shader_storage;
       GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
       if (!should_add_buffer_variable(shProg, type,
                                       shProg->UniformStorage[i].name))
@@ -3937,23 +4145,28 @@ build_program_resource_list(struct gl_context *ctx,
          calculate_array_size_and_stride(shProg, &shProg->UniformStorage[i]);
       }
 
-      if (!add_program_resource(shProg, type,
+      if (!add_program_resource(shProg, resource_set, type,
                                 &shProg->UniformStorage[i], stageref))
          return;
    }
 
-   /* Add program uniform blocks and shader storage blocks. */
-   for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
-      bool is_shader_storage = shProg->BufferInterfaceBlocks[i].IsShaderStorage;
-      GLenum type = is_shader_storage ? GL_SHADER_STORAGE_BLOCK : GL_UNIFORM_BLOCK;
-      if (!add_program_resource(shProg, type,
-          &shProg->BufferInterfaceBlocks[i], 0))
+   /* Add program uniform blocks. */
+   for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+      if (!add_program_resource(shProg, resource_set, GL_UNIFORM_BLOCK,
+          &shProg->UniformBlocks[i], 0))
+         return;
+   }
+
+   /* Add program shader storage blocks. */
+   for (unsigned i = 0; i < shProg->NumShaderStorageBlocks; i++) {
+      if (!add_program_resource(shProg, resource_set, GL_SHADER_STORAGE_BLOCK,
+          &shProg->ShaderStorageBlocks[i], 0))
          return;
    }
 
    /* Add atomic counter buffers. */
    for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
-      if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
+      if (!add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
                                 &shProg->AtomicBuffers[i], 0))
          return;
    }
@@ -3970,13 +4183,14 @@ build_program_resource_list(struct gl_context *ctx,
 
          type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
          /* add shader subroutines */
-         if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0))
+         if (!add_program_resource(shProg, resource_set,
+                                   type, &shProg->UniformStorage[i], 0))
             return;
       }
    }
 
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = shProg->_LinkedShaders[i];
+      struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
       GLuint type;
 
       if (!sh)
@@ -3984,10 +4198,13 @@ build_program_resource_list(struct gl_context *ctx,
 
       type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
       for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
-         if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0))
+         if (!add_program_resource(shProg, resource_set,
+                                   type, &sh->SubroutineFunctions[j], 0))
             return;
       }
    }
+
+   _mesa_set_destroy(resource_set, NULL);
 }
 
 /**
@@ -4028,11 +4245,12 @@ static void
 link_assign_subroutine_types(struct gl_shader_program *prog)
 {
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      gl_shader *sh = prog->_LinkedShaders[i];
+      gl_linked_shader *sh = prog->_LinkedShaders[i];
 
       if (sh == NULL)
          continue;
 
+      sh->MaxSubroutineFunctionIndex = 0;
       foreach_in_list(ir_instruction, node, sh->ir) {
          ir_function *fn = node->as_function();
          if (!fn)
@@ -4044,6 +4262,12 @@ link_assign_subroutine_types(struct gl_shader_program *prog)
          if (!fn->num_subroutine_types)
             continue;
 
+        /* these should have been calculated earlier. */
+        assert(fn->subroutine_index != -1);
+         if (sh->NumSubroutineFunctions + 1 > MAX_SUBROUTINES) {
+            linker_error(prog, "Too many subroutine functions declared.\n");
+            return;
+         }
          sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
                                             struct gl_subroutine_function,
                                             sh->NumSubroutineFunctions + 1);
@@ -4071,68 +4295,14 @@ link_assign_subroutine_types(struct gl_shader_program *prog)
          sh->SubroutineFunctions[sh->NumSubroutineFunctions].index =
             fn->subroutine_index;
 
+         if (fn->subroutine_index > (int)sh->MaxSubroutineFunctionIndex)
+            sh->MaxSubroutineFunctionIndex = fn->subroutine_index;
+
          for (int j = 0; j < fn->num_subroutine_types; j++)
             sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
          sh->NumSubroutineFunctions++;
       }
-
-      /* Assign index for subroutines without an explicit index*/
-      int index = 0;
-      for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
-         while (sh->SubroutineFunctions[j].index == -1) {
-            for (unsigned k = 0; k < sh->NumSubroutineFunctions; k++) {
-               if (sh->SubroutineFunctions[k].index == index)
-                  break;
-               else if (k == sh->NumSubroutineFunctions - 1)
-                  sh->SubroutineFunctions[j].index = index;
-            }
-            index++;
-         }
-      }
-   }
-}
-
-static void
-split_ubos_and_ssbos(void *mem_ctx,
-                     struct gl_uniform_block **s_blks,
-                     struct gl_uniform_block *p_blks,
-                     unsigned num_blocks,
-                     struct gl_uniform_block ***ubos,
-                     unsigned *num_ubos,
-                     struct gl_uniform_block ***ssbos,
-                     unsigned *num_ssbos)
-{
-   unsigned num_ubo_blocks = 0;
-   unsigned num_ssbo_blocks = 0;
-
-   /* Are we spliting the list of blocks for the shader or the program */
-   bool is_shader = p_blks == NULL;
-
-   for (unsigned i = 0; i < num_blocks; i++) {
-      if (is_shader ? s_blks[i]->IsShaderStorage : p_blks[i].IsShaderStorage)
-         num_ssbo_blocks++;
-      else
-         num_ubo_blocks++;
-   }
-
-   *ubos = ralloc_array(mem_ctx, gl_uniform_block *, num_ubo_blocks);
-   *num_ubos = 0;
-
-   *ssbos = ralloc_array(mem_ctx, gl_uniform_block *, num_ssbo_blocks);
-   *num_ssbos = 0;
-
-   for (unsigned i = 0; i < num_blocks; i++) {
-      struct gl_uniform_block *blk = is_shader ? s_blks[i] : &p_blks[i];
-      if (blk->IsShaderStorage) {
-         (*ssbos)[*num_ssbos] = blk;
-         (*num_ssbos)++;
-      } else {
-         (*ubos)[*num_ubos] = blk;
-         (*num_ubos)++;
-      }
    }
-
-   assert(*num_ubos + *num_ssbos == num_blocks);
 }
 
 static void
@@ -4181,7 +4351,7 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
       return;
 
    for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
-      gl_shader *sh = prog->_LinkedShaders[stage];
+      gl_linked_shader *sh = prog->_LinkedShaders[stage];
       if (!sh)
          continue;
 
@@ -4206,41 +4376,255 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
    }
 }
 
-void
-link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
+static bool
+link_varyings_and_uniforms(unsigned first, unsigned last,
+                           unsigned num_explicit_uniform_locs,
+                           struct gl_context *ctx,
+                           struct gl_shader_program *prog, void *mem_ctx)
 {
-   prog->LinkStatus = true; /* All error paths will set this to false */
-   prog->Validated = false;
-   prog->_Used = false;
-
-   /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
-    *
-    *     "Linking can fail for a variety of reasons as specified in the
-    *     OpenGL Shading Language Specification, as well as any of the
-    *     following reasons:
-    *
-    *     - No shader objects are attached to program."
-    *
-    * The Compatibility Profile specification does not list the error.  In
-    * Compatibility Profile missing shader stages are replaced by
-    * fixed-function.  This applies to the case where all stages are
-    * missing.
-    */
-   if (prog->NumShaders == 0) {
-      if (ctx->API != API_OPENGL_COMPAT)
-         linker_error(prog, "no shaders attached to the program\n");
-      return;
-   }
-
-   unsigned num_tfeedback_decls = 0;
-   unsigned int num_explicit_uniform_locs = 0;
    bool has_xfb_qualifiers = false;
+   unsigned num_tfeedback_decls = 0;
    char **varying_names = NULL;
    tfeedback_decl *tfeedback_decls = NULL;
 
-   void *mem_ctx = ralloc_context(NULL); // temporary linker context
+   /* Mark all generic shader inputs and outputs as unpaired. */
+   for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+      if (prog->_LinkedShaders[i] != NULL) {
+         link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
+      }
+   }
 
-   prog->ARB_fragment_coord_conventions_enable = false;
+   unsigned prev = first;
+   for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+         continue;
+
+      match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
+                                       prog->_LinkedShaders[i]);
+      prev = i;
+   }
+
+   if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
+                                            MESA_SHADER_VERTEX)) {
+      return false;
+   }
+
+   if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
+                                            MESA_SHADER_FRAGMENT)) {
+      return false;
+   }
+
+   /* From the ARB_enhanced_layouts spec:
+    *
+    *    "If the shader used to record output variables for transform feedback
+    *    varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
+    *    qualifiers, the values specified by TransformFeedbackVaryings are
+    *    ignored, and the set of variables captured for transform feedback is
+    *    instead derived from the specified layout qualifiers."
+    */
+   for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
+      /* Find last stage before fragment shader */
+      if (prog->_LinkedShaders[i]) {
+         has_xfb_qualifiers =
+            process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
+                                          &num_tfeedback_decls,
+                                          &varying_names);
+         break;
+      }
+   }
+
+   if (!has_xfb_qualifiers) {
+      num_tfeedback_decls = prog->TransformFeedback.NumVarying;
+      varying_names = prog->TransformFeedback.VaryingNames;
+   }
+
+   if (num_tfeedback_decls != 0) {
+      /* From GL_EXT_transform_feedback:
+       *   A program will fail to link if:
+       *
+       *   * the <count> specified by TransformFeedbackVaryingsEXT is
+       *     non-zero, but the program object has no vertex or geometry
+       *     shader;
+       */
+      if (first >= MESA_SHADER_FRAGMENT) {
+         linker_error(prog, "Transform feedback varyings specified, but "
+                      "no vertex, tessellation, or geometry shader is "
+                      "present.\n");
+         return false;
+      }
+
+      tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
+                                     num_tfeedback_decls);
+      if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
+                                 varying_names, tfeedback_decls))
+         return false;
+   }
+
+   /* If there is no fragment shader we need to set transform feedback.
+    *
+    * For SSO we also need to assign output locations.  We assign them here
+    * because we need to do it for both single stage programs and multi stage
+    * programs.
+    */
+   if (last < MESA_SHADER_FRAGMENT &&
+       (num_tfeedback_decls != 0 || prog->SeparateShader)) {
+      const uint64_t reserved_out_slots =
+         reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
+      if (!assign_varying_locations(ctx, mem_ctx, prog,
+                                    prog->_LinkedShaders[last], NULL,
+                                    num_tfeedback_decls, tfeedback_decls,
+                                    reserved_out_slots))
+         return false;
+   }
+
+   if (last <= MESA_SHADER_FRAGMENT) {
+      /* Remove unused varyings from the first/last stage unless SSO */
+      remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
+                                              prog->_LinkedShaders[first],
+                                              ir_var_shader_in);
+      remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
+                                              prog->_LinkedShaders[last],
+                                              ir_var_shader_out);
+
+      /* If the program is made up of only a single stage */
+      if (first == last) {
+         gl_linked_shader *const sh = prog->_LinkedShaders[last];
+
+         do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
+         do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
+                                  tfeedback_decls);
+
+         if (prog->SeparateShader) {
+            const uint64_t reserved_slots =
+               reserved_varying_slot(sh, ir_var_shader_in);
+
+            /* Assign input locations for SSO, output locations are already
+             * assigned.
+             */
+            if (!assign_varying_locations(ctx, mem_ctx, prog,
+                                          NULL /* producer */,
+                                          sh /* consumer */,
+                                          0 /* num_tfeedback_decls */,
+                                          NULL /* tfeedback_decls */,
+                                          reserved_slots))
+               return false;
+         }
+      } else {
+         /* Linking the stages in the opposite order (from fragment to vertex)
+          * ensures that inter-shader outputs written to in an earlier stage
+          * are eliminated if they are (transitively) not used in a later
+          * stage.
+          */
+         int next = last;
+         for (int i = next - 1; i >= 0; i--) {
+            if (prog->_LinkedShaders[i] == NULL && i != 0)
+               continue;
+
+            gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
+            gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
+
+            const uint64_t reserved_out_slots =
+               reserved_varying_slot(sh_i, ir_var_shader_out);
+            const uint64_t reserved_in_slots =
+               reserved_varying_slot(sh_next, ir_var_shader_in);
+
+            do_dead_builtin_varyings(ctx, sh_i, sh_next,
+                      next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+                      tfeedback_decls);
+
+            if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
+                      next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+                      tfeedback_decls,
+                      reserved_out_slots | reserved_in_slots))
+               return false;
+
+            /* This must be done after all dead varyings are eliminated. */
+            if (sh_i != NULL) {
+               unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
+               if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
+                  return false;
+               }
+            }
+
+            unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
+            if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
+               return false;
+
+            next = i;
+         }
+      }
+   }
+
+   if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
+                             has_xfb_qualifiers))
+      return false;
+
+   update_array_sizes(prog);
+   link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
+   link_assign_atomic_counter_resources(ctx, prog);
+
+   link_calculate_subroutine_compat(prog);
+   check_resources(ctx, prog);
+   check_subroutine_resources(prog);
+   check_image_resources(ctx, prog);
+   link_check_atomic_counter_resources(ctx, prog);
+
+   if (!prog->LinkStatus)
+      return false;
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+         continue;
+
+      const struct gl_shader_compiler_options *options =
+         &ctx->Const.ShaderCompilerOptions[i];
+
+      if (options->LowerBufferInterfaceBlocks)
+         lower_ubo_reference(prog->_LinkedShaders[i],
+                             options->ClampBlockIndicesToArrayBounds);
+
+      if (options->LowerShaderSharedVariables)
+         lower_shared_reference(prog->_LinkedShaders[i],
+                                &prog->Comp.SharedSize);
+
+      lower_vector_derefs(prog->_LinkedShaders[i]);
+      do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
+   }
+
+   return true;
+}
+
+void
+link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+   prog->LinkStatus = true; /* All error paths will set this to false */
+   prog->Validated = false;
+   prog->_Used = false;
+
+   /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
+    *
+    *     "Linking can fail for a variety of reasons as specified in the
+    *     OpenGL Shading Language Specification, as well as any of the
+    *     following reasons:
+    *
+    *     - No shader objects are attached to program."
+    *
+    * The Compatibility Profile specification does not list the error.  In
+    * Compatibility Profile missing shader stages are replaced by
+    * fixed-function.  This applies to the case where all stages are
+    * missing.
+    */
+   if (prog->NumShaders == 0) {
+      if (ctx->API != API_OPENGL_COMPAT)
+         linker_error(prog, "no shaders attached to the program\n");
+      return;
+   }
+
+   unsigned int num_explicit_uniform_locs = 0;
+
+   void *mem_ctx = ralloc_context(NULL); // temporary linker context
+
+   prog->ARB_fragment_coord_conventions_enable = false;
 
    /* Separate the shaders into groups based on their type.
     */
@@ -4265,7 +4649,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
         goto done;
       }
 
-      if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
+      if (prog->Shaders[i]->info.ARB_fragment_coord_conventions_enable) {
          prog->ARB_fragment_coord_conventions_enable = true;
       }
 
@@ -4340,8 +4724,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 
    for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
-      if (prog->_LinkedShaders[i] != NULL)
-        _mesa_delete_shader(ctx, prog->_LinkedShaders[i]);
+      if (prog->_LinkedShaders[i] != NULL) {
+        _mesa_delete_linked_shader(ctx, prog->_LinkedShaders[i]);
+      }
 
       prog->_LinkedShaders[i] = NULL;
    }
@@ -4350,28 +4735,28 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
     */
    for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
       if (num_shaders[stage] > 0) {
-         gl_shader *const sh =
+         gl_linked_shader *const sh =
             link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
                                     num_shaders[stage]);
 
          if (!prog->LinkStatus) {
             if (sh)
-               _mesa_delete_shader(ctx, sh);
+               _mesa_delete_linked_shader(ctx, sh);
             goto done;
          }
 
          switch (stage) {
          case MESA_SHADER_VERTEX:
-            validate_vertex_shader_executable(prog, sh);
+            validate_vertex_shader_executable(prog, sh, ctx);
             break;
          case MESA_SHADER_TESS_CTRL:
             /* nothing to be done */
             break;
          case MESA_SHADER_TESS_EVAL:
-            validate_tess_eval_shader_executable(prog, sh);
+            validate_tess_eval_shader_executable(prog, sh, ctx);
             break;
          case MESA_SHADER_GEOMETRY:
-            validate_geometry_shader_executable(prog, sh);
+            validate_geometry_shader_executable(prog, sh, ctx);
             break;
          case MESA_SHADER_FRAGMENT:
             validate_fragment_shader_executable(prog, sh);
@@ -4379,22 +4764,27 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          }
          if (!prog->LinkStatus) {
             if (sh)
-               _mesa_delete_shader(ctx, sh);
+               _mesa_delete_linked_shader(ctx, sh);
             goto done;
          }
 
-         _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
+         prog->_LinkedShaders[stage] = sh;
       }
    }
 
-   if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
+   if (num_shaders[MESA_SHADER_GEOMETRY] > 0) {
       prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
-   else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
+      prog->LastCullDistanceArraySize = prog->Geom.CullDistanceArraySize;
+   } else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0) {
       prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
-   else if (num_shaders[MESA_SHADER_VERTEX] > 0)
+      prog->LastCullDistanceArraySize = prog->TessEval.CullDistanceArraySize;
+   } else if (num_shaders[MESA_SHADER_VERTEX] > 0) {
       prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
-   else
+      prog->LastCullDistanceArraySize = prog->Vert.CullDistanceArraySize;
+   } else {
       prog->LastClipDistanceArraySize = 0; /* Not used */
+      prog->LastCullDistanceArraySize = 0; /* Not used */
+   }
 
    /* Here begins the inter-stage linking phase.  Some initial validation is
     * performed, then locations are assigned for uniforms, attributes, and
@@ -4449,8 +4839,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 
    /* Cross-validate uniform blocks between shader stages */
-   validate_interstage_uniform_blocks(prog, prog->_LinkedShaders,
-                                      MESA_SHADER_STAGES);
+   validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
    if (!prog->LinkStatus)
       goto done;
 
@@ -4466,7 +4855,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
     * This rule also applies to GLSL ES 3.00.
     */
    if (max_version >= (prog->IsES ? 300 : 130)) {
-      struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
       if (sh) {
         lower_discard_flow(sh->ir);
       }
@@ -4475,7 +4864,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    if (prog->SeparateShader)
       disable_varying_optimizations_for_sso(prog);
 
-   if (!interstage_cross_validate_uniform_blocks(prog))
+   /* Process UBOs */
+   if (!interstage_cross_validate_uniform_blocks(prog, false))
+      goto done;
+
+   /* Process SSBOs */
+   if (!interstage_cross_validate_uniform_blocks(prog, true))
       goto done;
 
    /* Do common optimization before assigning storage for attributes,
@@ -4490,8 +4884,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       if (!prog->LinkStatus)
         goto done;
 
-      if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
-         lower_clip_distance(prog->_LinkedShaders[i]);
+      if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
+         lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
       }
 
       if (ctx->Const.LowerTessLevel) {
@@ -4503,7 +4897,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
                                     ctx->Const.NativeIntegers))
         ;
 
-      lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
+      lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
+      propagate_invariance(prog->_LinkedShaders[i]->ir);
    }
 
    /* Validation for special cases where we allow sampler array indexing
@@ -4519,173 +4914,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    /* Check and validate stream emissions in geometry shaders */
    validate_geometry_shader_emissions(ctx, prog);
 
-   /* Mark all generic shader inputs and outputs as unpaired. */
-   for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
-      if (prog->_LinkedShaders[i] != NULL) {
-         link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
-      }
-   }
-
-   prev = first;
-   for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
-         continue;
-
-      match_explicit_outputs_to_inputs(prog, prog->_LinkedShaders[prev],
-                                       prog->_LinkedShaders[i]);
-      prev = i;
-   }
-
-   if (!assign_attribute_or_color_locations(prog, &ctx->Const,
-                                            MESA_SHADER_VERTEX)) {
-      goto done;
-   }
-
-   if (!assign_attribute_or_color_locations(prog, &ctx->Const,
-                                            MESA_SHADER_FRAGMENT)) {
-      goto done;
-   }
-
-   /* From the ARB_enhanced_layouts spec:
-    *
-    *    "If the shader used to record output variables for transform feedback
-    *    varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
-    *    qualifiers, the values specified by TransformFeedbackVaryings are
-    *    ignored, and the set of variables captured for transform feedback is
-    *    instead derived from the specified layout qualifiers."
-    */
-   for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
-      /* Find last stage before fragment shader */
-      if (prog->_LinkedShaders[i]) {
-         has_xfb_qualifiers =
-            process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
-                                          &num_tfeedback_decls,
-                                          &varying_names);
-         break;
-      }
-   }
-
-   if (!has_xfb_qualifiers) {
-      num_tfeedback_decls = prog->TransformFeedback.NumVarying;
-      varying_names = prog->TransformFeedback.VaryingNames;
-   }
-
-   if (num_tfeedback_decls != 0) {
-      /* From GL_EXT_transform_feedback:
-       *   A program will fail to link if:
-       *
-       *   * the <count> specified by TransformFeedbackVaryingsEXT is
-       *     non-zero, but the program object has no vertex or geometry
-       *     shader;
-       */
-      if (first >= MESA_SHADER_FRAGMENT) {
-         linker_error(prog, "Transform feedback varyings specified, but "
-                      "no vertex, tessellation, or geometry shader is "
-                      "present.\n");
-         goto done;
-      }
-
-      tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
-                                     num_tfeedback_decls);
-      if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
-                                 varying_names, tfeedback_decls))
-         goto done;
-   }
-
-   /* If there is no fragment shader we need to set transform feedback.
-    *
-    * For SSO we need also need to assign output locations, we assign them
-    * here because we need to do it for both single stage programs and multi
-    * stage programs.
-    */
-   if (last < MESA_SHADER_FRAGMENT &&
-       (num_tfeedback_decls != 0 || prog->SeparateShader)) {
-      if (!assign_varying_locations(ctx, mem_ctx, prog,
-                                    prog->_LinkedShaders[last], NULL,
-                                    num_tfeedback_decls, tfeedback_decls))
-         goto done;
-   }
-
-   if (last <= MESA_SHADER_FRAGMENT) {
-      /* Remove unused varyings from the first/last stage unless SSO */
-      remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
-                                              prog->_LinkedShaders[first],
-                                              ir_var_shader_in);
-      remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
-                                              prog->_LinkedShaders[last],
-                                              ir_var_shader_out);
-
-      /* If the program is made up of only a single stage */
-      if (first == last) {
-
-         gl_shader *const sh = prog->_LinkedShaders[last];
-         if (prog->SeparateShader) {
-            /* Assign input locations for SSO, output locations are already
-             * assigned.
-             */
-            if (!assign_varying_locations(ctx, mem_ctx, prog,
-                                          NULL /* producer */,
-                                          sh /* consumer */,
-                                          0 /* num_tfeedback_decls */,
-                                          NULL /* tfeedback_decls */))
-               goto done;
-         }
-
-         do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
-         do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
-                                  tfeedback_decls);
-      } else {
-         /* Linking the stages in the opposite order (from fragment to vertex)
-          * ensures that inter-shader outputs written to in an earlier stage
-          * are eliminated if they are (transitively) not used in a later
-          * stage.
-          */
-         int next = last;
-         for (int i = next - 1; i >= 0; i--) {
-            if (prog->_LinkedShaders[i] == NULL)
-               continue;
-
-            gl_shader *const sh_i = prog->_LinkedShaders[i];
-            gl_shader *const sh_next = prog->_LinkedShaders[next];
-
-            if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
-                      next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
-                      tfeedback_decls))
-               goto done;
-
-            do_dead_builtin_varyings(ctx, sh_i, sh_next,
-                      next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
-                      tfeedback_decls);
-
-            /* This must be done after all dead varyings are eliminated. */
-            if (!check_against_output_limit(ctx, prog, sh_i))
-               goto done;
-            if (!check_against_input_limit(ctx, prog, sh_next))
-               goto done;
-
-            next = i;
-         }
-      }
-   }
-
-   if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
-                             has_xfb_qualifiers))
-      goto done;
-
-   update_array_sizes(prog);
-   link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
-                                 num_explicit_uniform_locs,
-                                 ctx->Const.MaxUserAssignableUniformLocations);
-   link_assign_atomic_counter_resources(ctx, prog);
    store_fragdepth_layout(prog);
 
-   link_calculate_subroutine_compat(prog);
-   check_resources(ctx, prog);
-   check_subroutine_resources(prog);
-   check_image_resources(ctx, prog);
-   link_check_atomic_counter_resources(ctx, prog);
-
-   if (!prog->LinkStatus)
+   if(!link_varyings_and_uniforms(first, last, num_explicit_uniform_locs, ctx,
+                                  prog, mem_ctx))
       goto done;
 
    /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
@@ -4723,47 +4955,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       }
    }
 
-   /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks
-    * for gl_shader_program and gl_shader, so that drivers that need separate
-    * index spaces for each set can have that.
-    */
-   for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
-      if (prog->_LinkedShaders[i] != NULL) {
-         gl_shader *sh = prog->_LinkedShaders[i];
-         split_ubos_and_ssbos(sh,
-                              sh->BufferInterfaceBlocks,
-                              NULL,
-                              sh->NumBufferInterfaceBlocks,
-                              &sh->UniformBlocks,
-                              &sh->NumUniformBlocks,
-                              &sh->ShaderStorageBlocks,
-                              &sh->NumShaderStorageBlocks);
-      }
-   }
-
-   split_ubos_and_ssbos(prog,
-                        NULL,
-                        prog->BufferInterfaceBlocks,
-                        prog->NumBufferInterfaceBlocks,
-                        &prog->UniformBlocks,
-                        &prog->NumUniformBlocks,
-                        &prog->ShaderStorageBlocks,
-                        &prog->NumShaderStorageBlocks);
-
-   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
-        continue;
-
-      if (ctx->Const.ShaderCompilerOptions[i].LowerBufferInterfaceBlocks)
-         lower_ubo_reference(prog->_LinkedShaders[i]);
-
-      if (ctx->Const.ShaderCompilerOptions[i].LowerShaderSharedVariables)
-         lower_shared_reference(prog->_LinkedShaders[i],
-                                &prog->Comp.SharedSize);
-
-      lower_vector_derefs(prog->_LinkedShaders[i]);
-   }
-
 done:
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       free(shader_list[i]);