glsl/linker: Check the invariance of built-in special variables
[mesa.git] / src / compiler / glsl / linker.cpp
index 5f96a7e7447d008fc50ca16d734519ed0fa48c33..3fde7e78d31cf1e239ee96c6e16b939ea2cea568 100644 (file)
 
 #include <ctype.h>
 #include "util/strndup.h"
-#include "main/core.h"
 #include "glsl_symbol_table.h"
 #include "glsl_parser_extras.h"
 #include "ir.h"
 #include "program.h"
 #include "program/prog_instruction.h"
 #include "program/program.h"
+#include "util/mesa-sha1.h"
 #include "util/set.h"
-#include "util/string_to_uint_map.h"
+#include "string_to_uint_map.h"
 #include "linker.h"
+#include "linker_util.h"
 #include "link_varyings.h"
 #include "ir_optimization.h"
 #include "ir_rvalue_visitor.h"
 #include "ir_uniform.h"
+#include "builtin_functions.h"
+#include "shader_cache.h"
+#include "util/u_string.h"
+#include "util/u_math.h"
 
+#include "main/imports.h"
 #include "main/shaderobj.h"
 #include "main/enums.h"
+#include "main/mtypes.h"
 
 
 namespace {
 
+struct find_variable {
+   const char *name;
+   bool found;
+
+   find_variable(const char *name) : name(name), found(false) {}
+};
+
 /**
  * Visitor that determines whether or not a variable is ever written.
+ *
+ * Use \ref find_assignments for convenience.
  */
 class find_assignment_visitor : public ir_hierarchical_visitor {
 public:
-   find_assignment_visitor(const char *name)
-      : name(name), found(false)
+   find_assignment_visitor(unsigned num_vars,
+                           find_variable * const *vars)
+      : num_variables(num_vars), num_found(0), variables(vars)
    {
-      /* empty */
    }
 
    virtual ir_visitor_status visit_enter(ir_assignment *ir)
    {
       ir_variable *const var = ir->lhs->variable_referenced();
 
-      if (strcmp(name, var->name) == 0) {
-         found = true;
-         return visit_stop;
-      }
-
-      return visit_continue_with_parent;
+      return check_variable_name(var->name);
    }
 
    virtual ir_visitor_status visit_enter(ir_call *ir)
@@ -120,35 +131,71 @@ public:
          if (sig_param->data.mode == ir_var_function_out ||
              sig_param->data.mode == ir_var_function_inout) {
             ir_variable *var = param_rval->variable_referenced();
-            if (var && strcmp(name, var->name) == 0) {
-               found = true;
+            if (var && check_variable_name(var->name) == visit_stop)
                return visit_stop;
-            }
          }
       }
 
       if (ir->return_deref != NULL) {
          ir_variable *const var = ir->return_deref->variable_referenced();
 
-         if (strcmp(name, var->name) == 0) {
-            found = true;
+         if (check_variable_name(var->name) == visit_stop)
             return visit_stop;
-         }
       }
 
       return visit_continue_with_parent;
    }
 
-   bool variable_found()
+private:
+   ir_visitor_status check_variable_name(const char *name)
    {
-      return found;
+      for (unsigned i = 0; i < num_variables; ++i) {
+         if (strcmp(variables[i]->name, name) == 0) {
+            if (!variables[i]->found) {
+               variables[i]->found = true;
+
+               assert(num_found < num_variables);
+               if (++num_found == num_variables)
+                  return visit_stop;
+            }
+            break;
+         }
+      }
+
+      return visit_continue_with_parent;
    }
 
 private:
-   const char *name;       /**< Find writes to a variable with this name. */
-   bool found;             /**< Was a write to the variable found? */
+   unsigned num_variables;           /**< Number of variables to find */
+   unsigned num_found;               /**< Number of variables already found */
+   find_variable * const *variables; /**< Variables to find */
 };
 
+/**
+ * Determine whether or not any of NULL-terminated list of variables is ever
+ * written to.
+ */
+static void
+find_assignments(exec_list *ir, find_variable * const *vars)
+{
+   unsigned num_variables = 0;
+
+   for (find_variable * const *v = vars; *v; ++v)
+      num_variables++;
+
+   find_assignment_visitor visitor(num_variables, vars);
+   visitor.run(ir);
+}
+
+/**
+ * Determine whether or not the given variable is ever written to.
+ */
+static void
+find_assignments(exec_list *ir, find_variable *var)
+{
+   find_assignment_visitor visitor(1, &var);
+   visitor.run(ir);
+}
 
 /**
  * Visitor that determines whether or not a variable is ever read.
@@ -205,14 +252,7 @@ public:
 
    virtual ir_visitor_status visit_leave(ir_dereference_record *ir)
    {
-      for (unsigned i = 0; i < ir->record->type->length; i++) {
-         const struct glsl_struct_field *field =
-            &ir->record->type->fields.structure[i];
-         if (strcmp(field->name, ir->field) == 0) {
-            ir->type = field->type;
-            break;
-         }
-      }
+      ir->type = ir->record->type->fields.structure[ir->field_idx].type;
       return visit_continue;
    }
 };
@@ -392,7 +432,7 @@ public:
       if (!ir->variable_referenced()->type->contains_sampler())
          return visit_continue;
 
-      if (!ir->array_index->constant_expression_value()) {
+      if (!ir->array_index->constant_expression_value(ralloc_parent(ir))) {
          dynamic_sampler_array_indexing = true;
          return visit_stop;
       }
@@ -420,7 +460,7 @@ linker_error(gl_shader_program *prog, const char *fmt, ...)
    ralloc_vasprintf_append(&prog->data->InfoLog, fmt, ap);
    va_end(ap);
 
-   prog->data->LinkStatus = false;
+   prog->data->LinkStatus = LINKING_FAILURE;
 }
 
 
@@ -564,11 +604,16 @@ analyze_clip_cull_usage(struct gl_shader_program *prog,
        * gl_ClipVertex nor gl_ClipDistance. However with
        * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
        */
-      find_assignment_visitor clip_distance("gl_ClipDistance");
-      find_assignment_visitor cull_distance("gl_CullDistance");
-
-      clip_distance.run(shader->ir);
-      cull_distance.run(shader->ir);
+      find_variable gl_ClipDistance("gl_ClipDistance");
+      find_variable gl_CullDistance("gl_CullDistance");
+      find_variable gl_ClipVertex("gl_ClipVertex");
+      find_variable * const variables[] = {
+         &gl_ClipDistance,
+         &gl_CullDistance,
+         !prog->IsES ? &gl_ClipVertex : NULL,
+         NULL
+      };
+      find_assignments(shader->ir, variables);
 
       /* From the ARB_cull_distance spec:
        *
@@ -580,17 +625,13 @@ analyze_clip_cull_usage(struct gl_shader_program *prog,
        * 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()) {
+         if (gl_ClipVertex.found && gl_ClipDistance.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()) {
+         if (gl_ClipVertex.found && gl_CullDistance.found) {
             linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
                          "and `gl_CullDistance'\n",
                          _mesa_shader_stage_to_string(shader->Stage));
@@ -598,13 +639,13 @@ analyze_clip_cull_usage(struct gl_shader_program *prog,
          }
       }
 
-      if (clip_distance.variable_found()) {
+      if (gl_ClipDistance.found) {
          ir_variable *clip_distance_var =
                 shader->symbols->get_variable("gl_ClipDistance");
          assert(clip_distance_var);
          *clip_distance_array_size = clip_distance_var->type->length;
       }
-      if (cull_distance.variable_found()) {
+      if (gl_CullDistance.found) {
          ir_variable *cull_distance_var =
                 shader->symbols->get_variable("gl_CullDistance");
          assert(cull_distance_var);
@@ -633,12 +674,12 @@ analyze_clip_cull_usage(struct gl_shader_program *prog,
 /**
  * Verify that a vertex shader executable meets all semantic requirements.
  *
- * Also sets prog->Vert.ClipDistanceArraySize and
- * prog->Vert.CullDistanceArraySize as a side effect.
+ * Also sets info.clip_distance_array_size and
+ * info.cull_distance_array_size as a side effect.
  *
  * \param shader  Vertex shader executable to be verified
  */
-void
+static void
 validate_vertex_shader_executable(struct gl_shader_program *prog,
                                   struct gl_linked_shader *shader,
                                   struct gl_context *ctx)
@@ -673,9 +714,9 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
     * gl_Position is not an error.
     */
    if (prog->data->Version < (prog->IsES ? 300 : 140)) {
-      find_assignment_visitor find("gl_Position");
-      find.run(shader->ir);
-      if (!find.variable_found()) {
+      find_variable gl_Position("gl_Position");
+      find_assignments(shader->ir, &gl_Position);
+      if (!gl_Position.found) {
         if (prog->IsES) {
           linker_warning(prog,
                          "vertex shader does not write to `gl_Position'. "
@@ -689,11 +730,11 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
    }
 
    analyze_clip_cull_usage(prog, shader, ctx,
-                           &prog->Vert.ClipDistanceArraySize,
-                           &prog->Vert.CullDistanceArraySize);
+                           &shader->Program->info.clip_distance_array_size,
+                           &shader->Program->info.cull_distance_array_size);
 }
 
-void
+static void
 validate_tess_eval_shader_executable(struct gl_shader_program *prog,
                                      struct gl_linked_shader *shader,
                                      struct gl_context *ctx)
@@ -702,8 +743,8 @@ validate_tess_eval_shader_executable(struct gl_shader_program *prog,
       return;
 
    analyze_clip_cull_usage(prog, shader, ctx,
-                           &prog->TessEval.ClipDistanceArraySize,
-                           &prog->TessEval.CullDistanceArraySize);
+                           &shader->Program->info.clip_distance_array_size,
+                           &shader->Program->info.cull_distance_array_size);
 }
 
 
@@ -712,20 +753,19 @@ validate_tess_eval_shader_executable(struct gl_shader_program *prog,
  *
  * \param shader  Fragment shader executable to be verified
  */
-void
+static void
 validate_fragment_shader_executable(struct gl_shader_program *prog,
                                     struct gl_linked_shader *shader)
 {
    if (shader == NULL)
       return;
 
-   find_assignment_visitor frag_color("gl_FragColor");
-   find_assignment_visitor frag_data("gl_FragData");
-
-   frag_color.run(shader->ir);
-   frag_data.run(shader->ir);
+   find_variable gl_FragColor("gl_FragColor");
+   find_variable gl_FragData("gl_FragData");
+   find_variable * const variables[] = { &gl_FragColor, &gl_FragData, NULL };
+   find_assignments(shader->ir, variables);
 
-   if (frag_color.variable_found() && frag_data.variable_found()) {
+   if (gl_FragColor.found && gl_FragData.found) {
       linker_error(prog,  "fragment shader writes to both "
                    "`gl_FragColor' and `gl_FragData'\n");
    }
@@ -734,12 +774,12 @@ 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 and
- * prog->Geom.CullDistanceArraySize as a side effect.
+ * Also sets prog->Geom.VerticesIn, and info.clip_distance_array_sizeand
+ * info.cull_distance_array_size as a side effect.
  *
  * \param shader Geometry shader executable to be verified
  */
-void
+static void
 validate_geometry_shader_executable(struct gl_shader_program *prog,
                                     struct gl_linked_shader *shader,
                                     struct gl_context *ctx)
@@ -747,12 +787,13 @@ validate_geometry_shader_executable(struct gl_shader_program *prog,
    if (shader == NULL)
       return;
 
-   unsigned num_vertices = vertices_per_prim(shader->info.Geom.InputType);
+   unsigned num_vertices =
+      vertices_per_prim(shader->Program->info.gs.input_primitive);
    prog->Geom.VerticesIn = num_vertices;
 
    analyze_clip_cull_usage(prog, shader, ctx,
-                           &prog->Geom.ClipDistanceArraySize,
-                           &prog->Geom.CullDistanceArraySize);
+                           &shader->Program->info.clip_distance_array_size,
+                           &shader->Program->info.cull_distance_array_size);
 }
 
 /**
@@ -802,7 +843,8 @@ validate_geometry_shader_emissions(struct gl_context *ctx,
        * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
        * stream.
        */
-      if (prog->Geom.UsesStreams && sh->info.Geom.OutputType != GL_POINTS) {
+      if (prog->Geom.UsesStreams &&
+          sh->Program->info.gs.output_primitive != GL_POINTS) {
          linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
                       "with n>0 requires point output\n");
       }
@@ -845,14 +887,6 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
             }
             return true;
          }
-      } else {
-         /* The arrays of structs could have different glsl_type pointers but
-          * they are actually the same type. Use record_compare() to check that.
-          */
-         if (existing->type->fields.array->is_record() &&
-             var->type->fields.array->is_record() &&
-             existing->type->fields.array->record_compare(var->type->fields.array))
-            return true;
       }
    }
    return false;
@@ -862,8 +896,8 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
 /**
  * Perform validation of global variables used across multiple shaders
  */
-void
-cross_validate_globals(struct gl_shader_program *prog,
+static void
+cross_validate_globals(struct gl_context *ctx, struct gl_shader_program *prog,
                        struct exec_list *ir, glsl_symbol_table *variables,
                        bool uniforms_only)
 {
@@ -880,6 +914,13 @@ cross_validate_globals(struct gl_shader_program *prog,
       if (var->type->contains_subroutine())
          continue;
 
+      /* Don't cross validate interface instances. These are only relevant
+       * inside a shader. The cross validation is done at the Interface Block
+       * name level.
+       */
+      if (var->is_interface_instance())
+         continue;
+
       /* Don't cross validate temporaries that are at global scope.  These
        * will eventually get pulled into the shaders 'main'.
        */
@@ -892,34 +933,26 @@ cross_validate_globals(struct gl_shader_program *prog,
        */
       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()) {
+         /* Check if types match. */
+         if (var->type != existing->type) {
             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 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;
                }
             }
          }
@@ -1082,20 +1115,52 @@ cross_validate_globals(struct gl_shader_program *prog,
             return;
          }
 
-         /* Only in GLSL ES 3.10, the precision qualifier should not match
-          * between block members defined in matched block names within a
-          * shader interface.
-          *
-          * In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
-          * member should match.
+         /* Check the precision qualifier matches for uniform variables on
+          * GLSL ES.
           */
-         if (prog->IsES && (prog->data->Version != 310 ||
-                            !var->get_interface_type()) &&
+         if (!ctx->Const.AllowGLSLRelaxedES &&
+             prog->IsES && !var->get_interface_type() &&
              existing->data.precision != var->data.precision) {
-            linker_error(prog, "declarations for %s `%s` have "
-                         "mismatching precision qualifiers\n",
-                         mode_string(var), var->name);
-            return;
+            if ((existing->data.used && var->data.used) || prog->data->Version >= 300) {
+               linker_error(prog, "declarations for %s `%s` have "
+                            "mismatching precision qualifiers\n",
+                            mode_string(var), var->name);
+               return;
+            } else {
+               linker_warning(prog, "declarations for %s `%s` have "
+                              "mismatching precision qualifiers\n",
+                              mode_string(var), var->name);
+            }
+         }
+
+         /* In OpenGL GLSL 3.20 spec, section 4.3.9:
+          *
+          *   "It is a link-time error if any particular shader interface
+          *    contains:
+          *
+          *    - two different blocks, each having no instance name, and each
+          *      having a member of the same name, or
+          *
+          *    - a variable outside a block, and a block with no instance name,
+          *      where the variable has the same name as a member in the block."
+          */
+         const glsl_type *var_itype = var->get_interface_type();
+         const glsl_type *existing_itype = existing->get_interface_type();
+         if (var_itype != existing_itype) {
+            if (!var_itype || !existing_itype) {
+               linker_error(prog, "declarations for %s `%s` are inside block "
+                            "`%s` and outside a block",
+                            mode_string(var), var->name,
+                            var_itype ? var_itype->name : existing_itype->name);
+               return;
+            } else if (strcmp(var_itype->name, existing_itype->name) != 0) {
+               linker_error(prog, "declarations for %s `%s` are inside blocks "
+                            "`%s` and `%s`",
+                            mode_string(var), var->name,
+                            existing_itype->name,
+                            var_itype->name);
+               return;
+            }
          }
       } else
          variables->add_variable(var);
@@ -1106,16 +1171,17 @@ cross_validate_globals(struct gl_shader_program *prog,
 /**
  * Perform validation of uniforms used across multiple shader stages
  */
-void
-cross_validate_uniforms(struct gl_shader_program *prog)
+static void
+cross_validate_uniforms(struct gl_context *ctx,
+                        struct gl_shader_program *prog)
 {
    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);
+      cross_validate_globals(ctx, prog, prog->_LinkedShaders[i]->ir,
+                             &variables, true);
    }
 }
 
@@ -1166,8 +1232,8 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
       }
 
       for (unsigned int j = 0; j < sh_num_blocks; j++) {
-         int index = link_cross_validate_uniform_block(prog, &blks, num_blks,
-                                                       sh_blks[j]);
+         int index = link_cross_validate_uniform_block(prog->data, &blks,
+                                                       num_blks, sh_blks[j]);
 
          if (index == -1) {
             linker_error(prog, "buffer block `%s' has mismatching "
@@ -1176,6 +1242,12 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
             for (unsigned k = 0; k <= i; k++) {
                delete[] InterfaceBlockStageIndex[k];
             }
+
+            /* Reset the block count. This will help avoid various segfaults
+             * from api calls that assume the array exists due to the count
+             * being non-zero.
+             */
+            *num_blks = 0;
             return false;
          }
 
@@ -1215,26 +1287,76 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
    return true;
 }
 
+/**
+ * Verifies the invariance of built-in special variables.
+ */
+static bool
+validate_invariant_builtins(struct gl_shader_program *prog,
+                            const gl_linked_shader *vert,
+                            const gl_linked_shader *frag)
+{
+   const ir_variable *var_vert;
+   const ir_variable *var_frag;
+
+   if (!vert || !frag)
+      return true;
+
+   /*
+    * From OpenGL ES Shading Language 1.0 specification
+    * (4.6.4 Invariance and Linkage):
+    *     "The invariance of varyings that are declared in both the vertex and
+    *     fragment shaders must match. For the built-in special variables,
+    *     gl_FragCoord can only be declared invariant if and only if
+    *     gl_Position is declared invariant. Similarly gl_PointCoord can only
+    *     be declared invariant if and only if gl_PointSize is declared
+    *     invariant. It is an error to declare gl_FrontFacing as invariant.
+    *     The invariance of gl_FrontFacing is the same as the invariance of
+    *     gl_Position."
+    */
+   var_frag = frag->symbols->get_variable("gl_FragCoord");
+   if (var_frag && var_frag->data.invariant) {
+      var_vert = vert->symbols->get_variable("gl_Position");
+      if (var_vert && !var_vert->data.invariant) {
+         linker_error(prog,
+               "fragment shader built-in `%s' has invariant qualifier, "
+               "but vertex shader built-in `%s' lacks invariant qualifier\n",
+               var_frag->name, var_vert->name);
+         return false;
+      }
+   }
+
+   var_frag = frag->symbols->get_variable("gl_PointCoord");
+   if (var_frag && var_frag->data.invariant) {
+      var_vert = vert->symbols->get_variable("gl_PointSize");
+      if (var_vert && !var_vert->data.invariant) {
+         linker_error(prog,
+               "fragment shader built-in `%s' has invariant qualifier, "
+               "but vertex shader built-in `%s' lacks invariant qualifier\n",
+               var_frag->name, var_vert->name);
+         return false;
+      }
+   }
+
+   var_frag = frag->symbols->get_variable("gl_FrontFacing");
+   if (var_frag && var_frag->data.invariant) {
+      linker_error(prog,
+            "fragment shader built-in `%s' can not be declared as invariant\n",
+            var_frag->name);
+      return false;
+   }
+
+   return true;
+}
 
 /**
  * Populates a shaders symbol table with all global declarations
  */
 static void
-populate_symbol_table(gl_linked_shader *sh)
+populate_symbol_table(gl_linked_shader *sh, glsl_symbol_table *symbols)
 {
    sh->symbols = new(sh) glsl_symbol_table;
 
-   foreach_in_list(ir_instruction, inst, sh->ir) {
-      ir_variable *var;
-      ir_function *func;
-
-      if ((func = inst->as_function()) != NULL) {
-         sh->symbols->add_function(func);
-      } else if ((var = inst->as_variable()) != NULL) {
-         if (var->data.mode != ir_var_temporary)
-            sh->symbols->add_variable(var);
-      }
-   }
+   _mesa_glsl_copy_symbols_from_table(sh->ir, symbols, sh->symbols);
 }
 
 
@@ -1257,7 +1379,7 @@ populate_symbol_table(gl_linked_shader *sh)
  * \param instructions Instruction stream where new variable declarations
  *                     should be added.
  */
-void
+static void
 remap_variables(ir_instruction *inst, struct gl_linked_shader *target,
                 hash_table *temps)
 {
@@ -1331,7 +1453,7 @@ remap_variables(ir_instruction *inst, struct gl_linked_shader *target,
  * is suitable for use as the \c last parameter of a later call to this
  * function.
  */
-exec_node *
+static exec_node *
 move_non_declarations(exec_list *instructions, exec_node *last,
                       bool make_copies, gl_linked_shader *target)
 {
@@ -1587,6 +1709,29 @@ private:
    hash_table *unnamed_interfaces;
 };
 
+static bool
+validate_xfb_buffer_stride(struct gl_context *ctx, unsigned idx,
+                           struct gl_shader_program *prog)
+{
+   /* We will validate doubles at a later stage */
+   if (prog->TransformFeedback.BufferStride[idx] % 4) {
+      linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
+                   "multiple of 4 or if its applied to a type that is "
+                   "or contains a double a multiple of 8.",
+                   prog->TransformFeedback.BufferStride[idx]);
+      return false;
+   }
+
+   if (prog->TransformFeedback.BufferStride[idx] / 4 >
+       ctx->Const.MaxTransformFeedbackInterleavedComponents) {
+      linker_error(prog, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
+                   "limit has been exceeded.");
+      return false;
+   }
+
+   return true;
+}
+
 /**
  * Check for conflicting xfb_stride default qualifiers and store buffer stride
  * for later use.
@@ -1594,60 +1739,75 @@ private:
 static void
 link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
                                   struct gl_shader_program *prog,
-                                  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->info.TransformFeedback.BufferStride[i] = 0;
+      prog->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->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]) {
+         if (shader->TransformFeedbackBufferStride[j]) {
+            if (prog->TransformFeedback.BufferStride[j] == 0) {
+               prog->TransformFeedback.BufferStride[j] =
+                  shader->TransformFeedbackBufferStride[j];
+               if (!validate_xfb_buffer_stride(ctx, j, prog))
+                  return;
+            } else if (prog->TransformFeedback.BufferStride[j] !=
+                       shader->TransformFeedbackBufferStride[j]){
                linker_error(prog,
                             "intrastage shaders defined with conflicting "
                             "xfb_stride for buffer %d (%d and %d)\n", j,
-                            linked_shader->
-                               info.TransformFeedback.BufferStride[j],
-                            shader->info.TransformFeedback.BufferStride[j]);
+                            prog->TransformFeedback.BufferStride[j],
+                            shader->TransformFeedbackBufferStride[j]);
                return;
             }
-
-            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->info.TransformFeedback.BufferStride[j]) {
-         prog->TransformFeedback.BufferStride[j] =
-            linked_shader->info.TransformFeedback.BufferStride[j];
+/**
+ * Check for conflicting bindless/bound sampler/image layout qualifiers at
+ * global scope.
+ */
+static void
+link_bindless_layout_qualifiers(struct gl_shader_program *prog,
+                                struct gl_shader **shader_list,
+                                unsigned num_shaders)
+{
+   bool bindless_sampler, bindless_image;
+   bool bound_sampler, bound_image;
 
-         /* We will validate doubles at a later stage */
-         if (prog->TransformFeedback.BufferStride[j] % 4) {
-            linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
-                         "multiple of 4 or if its applied to a type that is "
-                         "or contains a double a multiple of 8.",
-                         prog->TransformFeedback.BufferStride[j]);
-            return;
-         }
+   bindless_sampler = bindless_image = false;
+   bound_sampler = bound_image = false;
 
-         if (prog->TransformFeedback.BufferStride[j] / 4 >
-             ctx->Const.MaxTransformFeedbackInterleavedComponents) {
-            linker_error(prog,
-                         "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
-                         "limit has been exceeded.");
-                  return;
-         }
+   for (unsigned i = 0; i < num_shaders; i++) {
+      struct gl_shader *shader = shader_list[i];
+
+      if (shader->bindless_sampler)
+         bindless_sampler = true;
+      if (shader->bindless_image)
+         bindless_image = true;
+      if (shader->bound_sampler)
+         bound_sampler = true;
+      if (shader->bound_image)
+         bound_image = true;
+
+      if ((bindless_sampler && bound_sampler) ||
+          (bindless_image && bound_image)) {
+         /* From section 4.4.6 of the ARB_bindless_texture spec:
+          *
+          *     "If both bindless_sampler and bound_sampler, or bindless_image
+          *      and bound_image, are declared at global scope in any
+          *      compilation unit, a link- time error will be generated."
+          */
+         linker_error(prog, "both bindless_sampler and bound_sampler, or "
+                      "bindless_image and bound_image, can't be declared at "
+                      "global scope");
       }
    }
 }
@@ -1716,18 +1876,19 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
  */
 static void
 link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
-                              struct gl_linked_shader *linked_shader,
+                              struct gl_program *gl_prog,
                               struct gl_shader **shader_list,
                               unsigned num_shaders)
 {
-   linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
-   linked_shader->info.TessEval.Spacing = TESS_SPACING_UNSPECIFIED;
-   linked_shader->info.TessEval.VertexOrder = 0;
-   linked_shader->info.TessEval.PointMode = -1;
-
-   if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
+   if (gl_prog->info.stage != MESA_SHADER_TESS_EVAL)
       return;
 
+   int point_mode = -1;
+   unsigned vertex_order = 0;
+
+   gl_prog->info.tess.primitive_mode = PRIM_UNKNOWN;
+   gl_prog->info.tess.spacing = TESS_SPACING_UNSPECIFIED;
+
    /* From the GLSL 4.0 spec (chapter 4.3.8.1):
     *
     *     "At least one tessellation evaluation shader (compilation unit) in
@@ -1746,49 +1907,45 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
       struct gl_shader *shader = shader_list[i];
 
       if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) {
-         if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN &&
-             linked_shader->info.TessEval.PrimitiveMode !=
+         if (gl_prog->info.tess.primitive_mode != PRIM_UNKNOWN &&
+             gl_prog->info.tess.primitive_mode !=
              shader->info.TessEval.PrimitiveMode) {
             linker_error(prog, "tessellation evaluation shader defined with "
                          "conflicting input primitive modes.\n");
             return;
          }
-         linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode;
+         gl_prog->info.tess.primitive_mode =
+            shader->info.TessEval.PrimitiveMode;
       }
 
       if (shader->info.TessEval.Spacing != 0) {
-         if (linked_shader->info.TessEval.Spacing != 0 &&
-             linked_shader->info.TessEval.Spacing !=
+         if (gl_prog->info.tess.spacing != 0 && gl_prog->info.tess.spacing !=
              shader->info.TessEval.Spacing) {
             linker_error(prog, "tessellation evaluation shader defined with "
                          "conflicting vertex spacing.\n");
             return;
          }
-         linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing;
+         gl_prog->info.tess.spacing = shader->info.TessEval.Spacing;
       }
 
       if (shader->info.TessEval.VertexOrder != 0) {
-         if (linked_shader->info.TessEval.VertexOrder != 0 &&
-             linked_shader->info.TessEval.VertexOrder !=
-             shader->info.TessEval.VertexOrder) {
+         if (vertex_order != 0 &&
+             vertex_order != shader->info.TessEval.VertexOrder) {
             linker_error(prog, "tessellation evaluation shader defined with "
                          "conflicting ordering.\n");
             return;
          }
-         linked_shader->info.TessEval.VertexOrder =
-            shader->info.TessEval.VertexOrder;
+         vertex_order = shader->info.TessEval.VertexOrder;
       }
 
       if (shader->info.TessEval.PointMode != -1) {
-         if (linked_shader->info.TessEval.PointMode != -1 &&
-             linked_shader->info.TessEval.PointMode !=
-             shader->info.TessEval.PointMode) {
+         if (point_mode != -1 &&
+             point_mode != shader->info.TessEval.PointMode) {
             linker_error(prog, "tessellation evaluation shader defined with "
                          "conflicting point modes.\n");
             return;
          }
-         linked_shader->info.TessEval.PointMode =
-            shader->info.TessEval.PointMode;
+         point_mode = shader->info.TessEval.PointMode;
       }
 
    }
@@ -1797,21 +1954,26 @@ 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->info.TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+   if (gl_prog->info.tess.primitive_mode == PRIM_UNKNOWN) {
       linker_error(prog,
                    "tessellation evaluation shader didn't declare input "
                    "primitive modes.\n");
       return;
    }
 
-   if (linked_shader->info.TessEval.Spacing == TESS_SPACING_UNSPECIFIED)
-      linked_shader->info.TessEval.Spacing = TESS_SPACING_EQUAL;
+   if (gl_prog->info.tess.spacing == TESS_SPACING_UNSPECIFIED)
+      gl_prog->info.tess.spacing = TESS_SPACING_EQUAL;
+
+   if (vertex_order == 0 || vertex_order == GL_CCW)
+      gl_prog->info.tess.ccw = true;
+   else
+      gl_prog->info.tess.ccw = false;
 
-   if (linked_shader->info.TessEval.VertexOrder == 0)
-      linked_shader->info.TessEval.VertexOrder = GL_CCW;
 
-   if (linked_shader->info.TessEval.PointMode == -1)
-      linked_shader->info.TessEval.PointMode = GL_FALSE;
+   if (point_mode == -1 || point_mode == GL_FALSE)
+      gl_prog->info.tess.point_mode = false;
+   else
+      gl_prog->info.tess.point_mode = true;
 }
 
 
@@ -1877,11 +2039,18 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
       }
 
       linked_shader->Program->info.fs.early_fragment_tests |=
-         shader->EarlyFragmentTests;
-      linked_shader->info.InnerCoverage |=
-         shader->info.InnerCoverage;
+         shader->EarlyFragmentTests || shader->PostDepthCoverage;
+      linked_shader->Program->info.fs.inner_coverage |= shader->InnerCoverage;
       linked_shader->Program->info.fs.post_depth_coverage |=
-         shader->info.PostDepthCoverage;
+         shader->PostDepthCoverage;
+      linked_shader->Program->info.fs.pixel_interlock_ordered |=
+         shader->PixelInterlockOrdered;
+      linked_shader->Program->info.fs.pixel_interlock_unordered |=
+         shader->PixelInterlockUnordered;
+      linked_shader->Program->info.fs.sample_interlock_ordered |=
+         shader->SampleInterlockOrdered;
+      linked_shader->Program->info.fs.sample_interlock_unordered |=
+         shader->SampleInterlockUnordered;
 
       linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
    }
@@ -1894,22 +2063,23 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
  */
 static void
 link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
-                                struct gl_linked_shader *linked_shader,
+                                struct gl_program *gl_prog,
                                 struct gl_shader **shader_list,
                                 unsigned num_shaders)
 {
-   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.
     */
-   if (linked_shader->Stage != MESA_SHADER_GEOMETRY ||
+   if (gl_prog->info.stage != MESA_SHADER_GEOMETRY ||
        prog->data->Version < 150)
       return;
 
+   int vertices_out = -1;
+
+   gl_prog->info.gs.invocations = 0;
+   gl_prog->info.gs.input_primitive = PRIM_UNKNOWN;
+   gl_prog->info.gs.output_primitive = PRIM_UNKNOWN;
+
    /* From the GLSL 1.50 spec, page 46:
     *
     *     "All geometry shader output layout declarations in a program
@@ -1924,51 +2094,49 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
       struct gl_shader *shader = shader_list[i];
 
       if (shader->info.Geom.InputType != PRIM_UNKNOWN) {
-         if (linked_shader->info.Geom.InputType != PRIM_UNKNOWN &&
-             linked_shader->info.Geom.InputType !=
+         if (gl_prog->info.gs.input_primitive != PRIM_UNKNOWN &&
+             gl_prog->info.gs.input_primitive !=
              shader->info.Geom.InputType) {
             linker_error(prog, "geometry shader defined with conflicting "
                          "input types\n");
             return;
          }
-         linked_shader->info.Geom.InputType = shader->info.Geom.InputType;
+         gl_prog->info.gs.input_primitive = shader->info.Geom.InputType;
       }
 
       if (shader->info.Geom.OutputType != PRIM_UNKNOWN) {
-         if (linked_shader->info.Geom.OutputType != PRIM_UNKNOWN &&
-             linked_shader->info.Geom.OutputType !=
+         if (gl_prog->info.gs.output_primitive != PRIM_UNKNOWN &&
+             gl_prog->info.gs.output_primitive !=
              shader->info.Geom.OutputType) {
             linker_error(prog, "geometry shader defined with conflicting "
                          "output types\n");
             return;
          }
-         linked_shader->info.Geom.OutputType = shader->info.Geom.OutputType;
+         gl_prog->info.gs.output_primitive = shader->info.Geom.OutputType;
       }
 
       if (shader->info.Geom.VerticesOut != -1) {
-         if (linked_shader->info.Geom.VerticesOut != -1 &&
-             linked_shader->info.Geom.VerticesOut !=
-             shader->info.Geom.VerticesOut) {
+         if (vertices_out != -1 &&
+             vertices_out != shader->info.Geom.VerticesOut) {
             linker_error(prog, "geometry shader defined with conflicting "
                          "output vertex count (%d and %d)\n",
-                         linked_shader->info.Geom.VerticesOut,
-                         shader->info.Geom.VerticesOut);
+                         vertices_out, shader->info.Geom.VerticesOut);
             return;
          }
-         linked_shader->info.Geom.VerticesOut = shader->info.Geom.VerticesOut;
+         vertices_out = shader->info.Geom.VerticesOut;
       }
 
       if (shader->info.Geom.Invocations != 0) {
-         if (linked_shader->info.Geom.Invocations != 0 &&
-             linked_shader->info.Geom.Invocations !=
-             shader->info.Geom.Invocations) {
+         if (gl_prog->info.gs.invocations != 0 &&
+             gl_prog->info.gs.invocations !=
+             (unsigned) shader->info.Geom.Invocations) {
             linker_error(prog, "geometry shader defined with conflicting "
                          "invocation count (%d and %d)\n",
-                         linked_shader->info.Geom.Invocations,
+                         gl_prog->info.gs.invocations,
                          shader->info.Geom.Invocations);
             return;
          }
-         linked_shader->info.Geom.Invocations = shader->info.Geom.Invocations;
+         gl_prog->info.gs.invocations = shader->info.Geom.Invocations;
       }
    }
 
@@ -1976,26 +2144,28 @@ 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->info.Geom.InputType == PRIM_UNKNOWN) {
+   if (gl_prog->info.gs.input_primitive == PRIM_UNKNOWN) {
       linker_error(prog,
                    "geometry shader didn't declare primitive input type\n");
       return;
    }
 
-   if (linked_shader->info.Geom.OutputType == PRIM_UNKNOWN) {
+   if (gl_prog->info.gs.output_primitive == PRIM_UNKNOWN) {
       linker_error(prog,
                    "geometry shader didn't declare primitive output type\n");
       return;
    }
 
-   if (linked_shader->info.Geom.VerticesOut == -1) {
+   if (vertices_out == -1) {
       linker_error(prog,
                    "geometry shader didn't declare max_vertices\n");
       return;
+   } else {
+      gl_prog->info.gs.vertices_out = vertices_out;
    }
 
-   if (linked_shader->info.Geom.Invocations == 0)
-      linked_shader->info.Geom.Invocations = 1;
+   if (gl_prog->info.gs.invocations == 0)
+      gl_prog->info.gs.invocations = 1;
 }
 
 
@@ -2006,21 +2176,21 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
  */
 static void
 link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
-                                struct gl_linked_shader *linked_shader,
+                                struct gl_program *gl_prog,
                                 struct gl_shader **shader_list,
                                 unsigned num_shaders)
 {
-   for (int i = 0; i < 3; i++)
-      linked_shader->info.Comp.LocalSize[i] = 0;
-
-   linked_shader->info.Comp.LocalSizeVariable = false;
-
    /* This function is called for all shader stages, but it only has an effect
     * for compute shaders.
     */
-   if (linked_shader->Stage != MESA_SHADER_COMPUTE)
+   if (gl_prog->info.stage != MESA_SHADER_COMPUTE)
       return;
 
+   for (int i = 0; i < 3; i++)
+      gl_prog->info.cs.local_size[i] = 0;
+
+   gl_prog->info.cs.local_size_variable = false;
+
    /* From the ARB_compute_shader spec, in the section describing local size
     * declarations:
     *
@@ -2035,9 +2205,9 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
       struct gl_shader *shader = shader_list[sh];
 
       if (shader->info.Comp.LocalSize[0] != 0) {
-         if (linked_shader->info.Comp.LocalSize[0] != 0) {
+         if (gl_prog->info.cs.local_size[0] != 0) {
             for (int i = 0; i < 3; i++) {
-               if (linked_shader->info.Comp.LocalSize[i] !=
+               if (gl_prog->info.cs.local_size[i] !=
                    shader->info.Comp.LocalSize[i]) {
                   linker_error(prog, "compute shader defined with conflicting "
                                "local sizes\n");
@@ -2046,11 +2216,11 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
             }
          }
          for (int i = 0; i < 3; i++) {
-            linked_shader->info.Comp.LocalSize[i] =
+            gl_prog->info.cs.local_size[i] =
                shader->info.Comp.LocalSize[i];
          }
       } else if (shader->info.Comp.LocalSizeVariable) {
-         if (linked_shader->info.Comp.LocalSize[0] != 0) {
+         if (gl_prog->info.cs.local_size[0] != 0) {
             /* The ARB_compute_variable_group_size spec says:
              *
              *     If one compute shader attached to a program declares a
@@ -2062,7 +2232,7 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
                          "variable local group size\n");
             return;
          }
-         linked_shader->info.Comp.LocalSizeVariable = true;
+         gl_prog->info.cs.local_size_variable = true;
       }
    }
 
@@ -2070,17 +2240,46 @@ 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->info.Comp.LocalSize[0] == 0 &&
-       !linked_shader->info.Comp.LocalSizeVariable) {
+   if (gl_prog->info.cs.local_size[0] == 0 &&
+       !gl_prog->info.cs.local_size_variable) {
       linker_error(prog, "compute shader must contain a fixed or a variable "
                          "local group size\n");
       return;
    }
-   for (int i = 0; i < 3; i++)
-      prog->Comp.LocalSize[i] = linked_shader->info.Comp.LocalSize[i];
+}
+
+/**
+ * Link all out variables on a single stage which are not
+ * directly used in a shader with the main function.
+ */
+static void
+link_output_variables(struct gl_linked_shader *linked_shader,
+                      struct gl_shader **shader_list,
+                      unsigned num_shaders)
+{
+   struct glsl_symbol_table *symbols = linked_shader->symbols;
+
+   for (unsigned i = 0; i < num_shaders; i++) {
+
+      /* Skip shader object with main function */
+      if (shader_list[i]->symbols->get_function("main"))
+         continue;
 
-   prog->Comp.LocalSizeVariable =
-      linked_shader->info.Comp.LocalSizeVariable;
+      foreach_in_list(ir_instruction, ir, shader_list[i]->ir) {
+         if (ir->ir_type != ir_type_variable)
+            continue;
+
+         ir_variable *const var = (ir_variable *) ir;
+
+         if (var->data.mode == ir_var_shader_out &&
+               !symbols->get_variable(var->name)) {
+            symbols->add_variable(var);
+            linked_shader->ir->push_head(var);
+         }
+      }
+   }
+
+   return;
 }
 
 
@@ -2110,7 +2309,8 @@ link_intrastage_shaders(void *mem_ctx,
    for (unsigned i = 0; i < num_shaders; i++) {
       if (shader_list[i] == NULL)
          continue;
-      cross_validate_globals(prog, shader_list[i]->ir, &variables, false);
+      cross_validate_globals(ctx, prog, shader_list[i]->ir, &variables,
+                             false);
    }
 
    if (!prog->data->LinkStatus)
@@ -2193,7 +2393,7 @@ link_intrastage_shaders(void *mem_ctx,
                              _mesa_shader_stage_to_program(shader_list[0]->Stage),
                              prog->Name, false);
    if (!gl_prog) {
-      prog->data->LinkStatus = false;
+      prog->data->LinkStatus = LINKING_FAILURE;
       _mesa_delete_linked_shader(ctx, linked);
       return NULL;
    }
@@ -2208,13 +2408,16 @@ link_intrastage_shaders(void *mem_ctx,
 
    link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
    link_tcs_out_layout_qualifiers(prog, gl_prog, 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);
-   link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
-   link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
-                                     num_shaders);
+   link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
+   link_gs_inout_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
+   link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
+
+   if (linked->Stage != MESA_SHADER_FRAGMENT)
+      link_xfb_stride_layout_qualifiers(ctx, prog, shader_list, num_shaders);
 
-   populate_symbol_table(linked);
+   link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
+
+   populate_symbol_table(linked, shader_list[0]->symbols);
 
    /* The pointer to the main function in the final linked shader (i.e., the
     * copy of the original shader that contained the main function).
@@ -2244,6 +2447,9 @@ link_intrastage_shaders(void *mem_ctx,
       return NULL;
    }
 
+   if (linked->Stage != MESA_SHADER_FRAGMENT)
+      link_output_variables(linked, shader_list, num_shaders);
+
    /* 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.
@@ -2286,7 +2492,8 @@ 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(linked->info.Geom.InputType);
+      unsigned num_vertices =
+         vertices_per_prim(gl_prog->info.gs.input_primitive);
       array_resize_visitor input_resize_visitor(num_vertices, prog,
                                                 MESA_SHADER_GEOMETRY);
       foreach_in_list(ir_instruction, ir, linked->ir) {
@@ -2297,6 +2504,9 @@ link_intrastage_shaders(void *mem_ctx,
    if (ctx->Const.VertexID_is_zero_based)
       lower_vertex_id(linked);
 
+   if (ctx->Const.LowerCsDerivedVariables)
+      lower_cs_derived(linked);
+
 #ifdef DEBUG
    /* Compute the source checksum. */
    linked->SourceChecksum = 0;
@@ -2429,7 +2639,7 @@ resize_tes_inputs(struct gl_context *ctx,
       ir->accept(&input_resize_visitor);
    }
 
-   if (tcs || ctx->Const.LowerTESPatchVerticesIn) {
+   if (tcs) {
       /* Convert the gl_PatchVerticesIn system value into a constant, since
        * the value is known at this point.
        */
@@ -2440,20 +2650,8 @@ resize_tes_inputs(struct gl_context *ctx,
             void *mem_ctx = ralloc_parent(var);
             var->data.location = 0;
             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;
-            }
+            var->data.mode = ir_var_auto;
+            var->constant_value = new(mem_ctx) ir_constant(num_vertices);
          }
       }
    }
@@ -2468,7 +2666,7 @@ resize_tes_inputs(struct gl_context *ctx,
  * \return
  * Base location of the available bits on success or -1 on failure.
  */
-int
+static int
 find_available_slots(unsigned used_mask, unsigned needed_count)
 {
    unsigned needed_mask = (1 << needed_count) - 1;
@@ -2491,6 +2689,8 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
 }
 
 
+#define SAFE_MASK_FROM_INDEX(i) (((i) >= 32) ? ~0 : ((1 << (i)) - 1))
+
 /**
  * Assign locations for either VS inputs or FS outputs
  *
@@ -2505,7 +2705,7 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
  * If locations are successfully assigned, true is returned.  Otherwise an
  * error is emitted to the shader link log and false is returned.
  */
-bool
+static bool
 assign_attribute_or_color_locations(void *mem_ctx,
                                     gl_shader_program *prog,
                                     struct gl_constants *constants,
@@ -2521,8 +2721,7 @@ assign_attribute_or_color_locations(void *mem_ctx,
 
    /* Mark invalid locations as being used.
     */
-   unsigned used_locations = (max_index >= 32)
-      ? ~0 : ~((1 << max_index) - 1);
+   unsigned used_locations = ~SAFE_MASK_FROM_INDEX(max_index);
    unsigned double_storage_locations = 0;
 
    assert((target_index == MESA_SHADER_VERTEX)
@@ -2574,12 +2773,14 @@ assign_attribute_or_color_locations(void *mem_ctx,
    } to_assign[32];
    assert(max_index <= 32);
 
-   /* Temporary array for the set of attributes that have locations assigned.
+   /* Temporary array for the set of attributes that have locations assigned,
+    * for the purpose of checking overlapping slots/components of (non-ES)
+    * fragment shader outputs.
     */
-   ir_variable *assigned[16];
+   ir_variable *assigned[12 * 4]; /* (max # of FS outputs) * # components */
+   unsigned assigned_attr = 0;
 
    unsigned num_attr = 0;
-   unsigned assigned_attr = 0;
 
    foreach_in_list(ir_instruction, node, sh->ir) {
       ir_variable *const var = node->as_variable();
@@ -2818,6 +3019,18 @@ assign_attribute_or_color_locations(void *mem_ctx,
                }
             }
 
+            if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
+               /* Only track assigned variables for non-ES fragment shaders
+                * to avoid overflowing the array.
+                *
+                * At most one variable per fragment output component should
+                * reach this.
+                */
+               assert(assigned_attr < ARRAY_SIZE(assigned));
+               assigned[assigned_attr] = var;
+               assigned_attr++;
+            }
+
             used_locations |= (use_mask << attr);
 
             /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
@@ -2844,9 +3057,6 @@ assign_attribute_or_color_locations(void *mem_ctx,
                double_storage_locations |= (use_mask << attr);
          }
 
-         assigned[assigned_attr] = var;
-         assigned_attr++;
-
          continue;
       }
 
@@ -2864,8 +3074,8 @@ assign_attribute_or_color_locations(void *mem_ctx,
 
    if (target_index == MESA_SHADER_VERTEX) {
       unsigned total_attribs_size =
-         _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
-         _mesa_bitcount(double_storage_locations);
+         util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) +
+         util_bitcount(double_storage_locations);
       if (total_attribs_size > max_index) {
          linker_error(prog,
                       "attempt to use %d vertex attribute slots only %d available ",
@@ -2928,8 +3138,8 @@ assign_attribute_or_color_locations(void *mem_ctx,
     */
    if (target_index == MESA_SHADER_VERTEX) {
       unsigned total_attribs_size =
-         _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
-         _mesa_bitcount(double_storage_locations);
+         util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) +
+         util_bitcount(double_storage_locations);
       if (total_attribs_size > max_index) {
          linker_error(prog,
                       "attempt to use %d vertex attribute slots only %d available ",
@@ -3417,23 +3627,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
       }
    }
 
-   struct empty_uniform_block *current_block = NULL;
-
-   for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
-      /* We found empty space in UniformRemapTable. */
-      if (prog->UniformRemapTable[i] == NULL) {
-         /* We've found the beginning of a new continous block of empty slots */
-         if (!current_block || current_block->start + current_block->slots != i) {
-            current_block = rzalloc(prog, struct empty_uniform_block);
-            current_block->start = i;
-            exec_list_push_tail(&prog->EmptyUniformLocations,
-                                &current_block->link);
-         }
-
-         /* The current block continues, so we simply increment its slots */
-         current_block->slots++;
-      }
-   }
+   link_util_update_empty_uniform_locations(prog);
 
    delete uniform_map;
    prog->NumExplicitUniformLocations = entries_total;
@@ -3514,42 +3708,6 @@ should_add_buffer_variable(struct gl_shader_program *shProg,
    return false;
 }
 
-static bool
-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. */
-   if (_mesa_set_search(resource_set, data))
-      return true;
-
-   prog->data->ProgramResourceList =
-      reralloc(prog,
-               prog->data->ProgramResourceList,
-               gl_program_resource,
-               prog->data->NumProgramResourceList + 1);
-
-   if (!prog->data->ProgramResourceList) {
-      linker_error(prog, "Out of memory during linking.\n");
-      return false;
-   }
-
-   struct gl_program_resource *res =
-      &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
-
-   res->Type = type;
-   res->Data = data;
-   res->StageReferences = stages;
-
-   prog->data->NumProgramResourceList++;
-
-   _mesa_set_add(resource_set, data);
-
-   return true;
-}
-
 /* Function checks if a variable var is a packed varying and
  * if given name is part of packed varying's list.
  *
@@ -3645,7 +3803,10 @@ create_shader_variable(struct gl_shader_program *shProg,
                        bool use_implicit_location, int location,
                        const glsl_type *outermost_struct_type)
 {
-   gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
+   /* Allocate zero-initialized memory to ensure that bitfield padding
+    * is zero.
+    */
+   gl_shader_variable *out = rzalloc(shProg, struct gl_shader_variable);
    if (!out)
       return NULL;
 
@@ -3689,8 +3850,7 @@ create_shader_variable(struct gl_shader_program *shProg,
     *        qualifier, except for vertex shader inputs and fragment shader
     *        outputs."
     */
-   if (in->type->base_type == GLSL_TYPE_ATOMIC_UINT ||
-       is_gl_identifier(in->name) ||
+   if (in->type->is_atomic_uint() || is_gl_identifier(in->name) ||
        !(in->data.explicit_location || use_implicit_location)) {
       out->location = -1;
    } else {
@@ -3711,17 +3871,6 @@ create_shader_variable(struct gl_shader_program *shProg,
    return out;
 }
 
-static const glsl_type *
-resize_to_max_patch_vertices(const struct gl_context *ctx,
-                             const glsl_type *type)
-{
-   if (!type)
-      return NULL;
-
-   return glsl_type::get_array_instance(type->fields.array,
-                                        ctx->Const.MaxPatchVertices);
-}
-
 static bool
 add_shader_variable(const struct gl_context *ctx,
                     struct gl_shader_program *shProg,
@@ -3730,32 +3879,12 @@ add_shader_variable(const struct gl_context *ctx,
                     GLenum programInterface, ir_variable *var,
                     const char *name, const glsl_type *type,
                     bool use_implicit_location, int location,
+                    bool inouts_share_location,
                     const glsl_type *outermost_struct_type = NULL)
 {
    const glsl_type *interface_type = var->get_interface_type();
 
    if (outermost_struct_type == NULL) {
-      /* Unsized (non-patch) TCS output/TES input arrays are implicitly
-       * sized to gl_MaxPatchVertices.  Internally, we shrink them to a
-       * smaller size.
-       *
-       * This can cause trouble with SSO programs.  Since the TCS declares
-       * the number of output vertices, we can always shrink TCS output
-       * arrays.  However, the TES might not be linked with a TCS, in
-       * which case it won't know the size of the patch.  In other words,
-       * the TCS and TES may disagree on the (smaller) array sizes.  This
-       * can result in the resource names differing across stages, causing
-       * SSO validation failures and other cascading issues.
-       *
-       * Expanding the array size to the full gl_MaxPatchVertices fixes
-       * these issues.  It's also what program interface queries expect,
-       * as that is the official size of the array.
-       */
-      if (var->data.tess_varying_implicit_sized_array) {
-         type = resize_to_max_patch_vertices(ctx, type);
-         interface_type = resize_to_max_patch_vertices(ctx, interface_type);
-      }
-
       if (var->data.from_named_ifc_block) {
          const char *interface_name = interface_type->name;
 
@@ -3813,7 +3942,7 @@ add_shader_variable(const struct gl_context *ctx,
                                   stage_mask, programInterface,
                                   var, field_name, field->type,
                                   use_implicit_location, field_location,
-                                  outermost_struct_type))
+                                  false, outermost_struct_type))
             return false;
 
          field_location += field->type->count_attribute_slots(false);
@@ -3821,6 +3950,43 @@ add_shader_variable(const struct gl_context *ctx,
       return true;
    }
 
+   case GLSL_TYPE_ARRAY: {
+      /* The ARB_program_interface_query spec says:
+       *
+       *     "For an active variable declared as an array of basic types, a
+       *      single entry will be generated, with its name string formed by
+       *      concatenating the name of the array and the string "[0]"."
+       *
+       *     "For an active variable declared as an array of an aggregate data
+       *      type (structures or arrays), a separate entry will be generated
+       *      for each active array element, unless noted immediately below.
+       *      The name of each entry is formed by concatenating the name of
+       *      the array, the "[" character, an integer identifying the element
+       *      number, and the "]" character.  These enumeration rules are
+       *      applied recursively, treating each enumerated array element as a
+       *      separate active variable."
+       */
+      const struct glsl_type *array_type = type->fields.array;
+      if (array_type->base_type == GLSL_TYPE_STRUCT ||
+          array_type->base_type == GLSL_TYPE_ARRAY) {
+         unsigned elem_location = location;
+         unsigned stride = inouts_share_location ? 0 :
+                           array_type->count_attribute_slots(false);
+         for (unsigned i = 0; i < type->length; i++) {
+            char *elem = ralloc_asprintf(shProg, "%s[%d]", name, i);
+            if (!add_shader_variable(ctx, shProg, resource_set,
+                                     stage_mask, programInterface,
+                                     var, elem, array_type,
+                                     use_implicit_location, elem_location,
+                                     false, outermost_struct_type))
+               return false;
+            elem_location += stride;
+         }
+         return true;
+      }
+      /* fallthrough */
+   }
+
    default: {
       /* The ARB_program_interface_query spec says:
        *
@@ -3835,12 +4001,26 @@ add_shader_variable(const struct gl_context *ctx,
       if (!sha_v)
          return false;
 
-      return add_program_resource(shProg, resource_set,
-                                  programInterface, sha_v, stage_mask);
+      return link_util_add_program_resource(shProg, resource_set,
+                                            programInterface, sha_v, stage_mask);
    }
    }
 }
 
+static bool
+inout_has_same_location(const ir_variable *var, unsigned stage)
+{
+   if (!var->data.patch &&
+       ((var->data.mode == ir_var_shader_out &&
+         stage == MESA_SHADER_TESS_CTRL) ||
+        (var->data.mode == ir_var_shader_in &&
+         (stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL ||
+          stage == MESA_SHADER_GEOMETRY))))
+      return true;
+   else
+      return false;
+}
+
 static bool
 add_interface_variables(const struct gl_context *ctx,
                         struct gl_shader_program *shProg,
@@ -3897,7 +4077,8 @@ add_interface_variables(const struct gl_context *ctx,
       if (!add_shader_variable(ctx, shProg, resource_set,
                                1 << stage, programInterface,
                                var, var->name, var->type, vs_input_or_fs_output,
-                               var->data.location - loc_bias))
+                               var->data.location - loc_bias,
+                               inout_has_same_location(var, stage)))
          return false;
    }
    return true;
@@ -3935,7 +4116,8 @@ add_packed_varyings(const struct gl_context *ctx,
             if (!add_shader_variable(ctx, shProg, resource_set,
                                      stage_mask,
                                      iface, var, var->name, var->type, false,
-                                     var->data.location - VARYING_SLOT_VAR0))
+                                     var->data.location - VARYING_SLOT_VAR0,
+                                     inout_has_same_location(var, stage)))
                return false;
          }
       }
@@ -3961,7 +4143,8 @@ add_fragdata_arrays(const struct gl_context *ctx,
          if (!add_shader_variable(ctx, shProg, resource_set,
                                   1 << MESA_SHADER_FRAGMENT,
                                   GL_PROGRAM_OUTPUT, var, var->name, var->type,
-                                  true, var->data.location - FRAG_RESULT_DATA0))
+                                  true, var->data.location - FRAG_RESULT_DATA0,
+                                  false))
             return false;
       }
    }
@@ -4035,8 +4218,8 @@ is_top_level_shader_storage_block_member(const char* name,
       return false;
    }
 
-   snprintf(full_instanced_name, name_length, "%s.%s",
-            interface_name, field_name);
+   util_snprintf(full_instanced_name, name_length, "%s.%s",
+                 interface_name, field_name);
 
    /* Check if its top-level shader storage block member of an
     * instanced interface block, or of a unnamed interface block.
@@ -4076,9 +4259,9 @@ get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
 }
 
 static int
-get_array_stride(struct gl_uniform_storage *uni, const glsl_type *interface,
-                 const glsl_struct_field *field, char *interface_name,
-                 char *var_name)
+get_array_stride(struct gl_context *ctx, struct gl_uniform_storage *uni,
+                 const glsl_type *iface, const glsl_struct_field *field,
+                 char *interface_name, char *var_name)
 {
    /* The ARB_program_interface_query spec says:
     *
@@ -4102,7 +4285,9 @@ get_array_stride(struct gl_uniform_storage *uni, const glsl_type *interface,
                                                    var_name))
          return 0;
 
-      if (interface->interface_packing != GLSL_INTERFACE_PACKING_STD430) {
+      if (GLSL_INTERFACE_PACKING_STD140 ==
+          iface->
+             get_internal_ifc_packing(ctx->Const.UseSTD430AsDefaultPacking)) {
          if (array_type->is_record() || array_type->is_array())
             return glsl_align(array_type->std140_size(row_major), 16);
          else
@@ -4115,7 +4300,8 @@ get_array_stride(struct gl_uniform_storage *uni, const glsl_type *interface,
 }
 
 static void
-calculate_array_size_and_stride(struct gl_shader_program *shProg,
+calculate_array_size_and_stride(struct gl_context *ctx,
+                                struct gl_shader_program *shProg,
                                 struct gl_uniform_storage *uni)
 {
    int block_index = uni->block_index;
@@ -4154,17 +4340,17 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
              var->data.mode != ir_var_shader_storage)
             continue;
 
-         const glsl_type *interface = var->get_interface_type();
+         const glsl_type *iface = var->get_interface_type();
 
-         if (strcmp(interface_name, interface->name) != 0)
+         if (strcmp(interface_name, iface->name) != 0)
             continue;
 
-         for (unsigned i = 0; i < interface->length; i++) {
-            const glsl_struct_field *field = &interface->fields.structure[i];
+         for (unsigned i = 0; i < iface->length; i++) {
+            const glsl_struct_field *field = &iface->fields.structure[i];
             if (strcmp(field->name, var_name) != 0)
                continue;
 
-            array_stride = get_array_stride(uni, interface, field,
+            array_stride = get_array_stride(ctx, uni, iface, field,
                                             interface_name, var_name);
             array_size = get_array_size(uni, field, interface_name, var_name);
             goto write_top_level_array_size_and_stride;
@@ -4238,27 +4424,29 @@ build_program_resource_list(struct gl_context *ctx,
                                 output_stage, GL_PROGRAM_OUTPUT))
       return;
 
-   struct gl_transform_feedback_info *linked_xfb =
-      shProg->xfb_program->sh.LinkedTransformFeedback;
+   if (shProg->last_vert_prog) {
+      struct gl_transform_feedback_info *linked_xfb =
+         shProg->last_vert_prog->sh.LinkedTransformFeedback;
 
-   /* Add transform feedback varyings. */
-   if (linked_xfb->NumVarying > 0) {
-      for (int i = 0; i < linked_xfb->NumVarying; i++) {
-         if (!add_program_resource(shProg, resource_set,
-                                   GL_TRANSFORM_FEEDBACK_VARYING,
-                                   &linked_xfb->Varyings[i], 0))
-         return;
+      /* Add transform feedback varyings. */
+      if (linked_xfb->NumVarying > 0) {
+         for (int i = 0; i < linked_xfb->NumVarying; i++) {
+            if (!link_util_add_program_resource(shProg, resource_set,
+                                                GL_TRANSFORM_FEEDBACK_VARYING,
+                                                &linked_xfb->Varyings[i], 0))
+            return;
+         }
       }
-   }
 
-   /* Add transform feedback buffers. */
-   for (unsigned i = 0; i < ctx->Const.MaxTransformFeedbackBuffers; i++) {
-      if ((linked_xfb->ActiveBuffers >> i) & 1) {
-         linked_xfb->Buffers[i].Binding = i;
-         if (!add_program_resource(shProg, resource_set,
-                                   GL_TRANSFORM_FEEDBACK_BUFFER,
-                                   &linked_xfb->Buffers[i], 0))
-         return;
+      /* Add transform feedback buffers. */
+      for (unsigned i = 0; i < ctx->Const.MaxTransformFeedbackBuffers; i++) {
+         if ((linked_xfb->ActiveBuffers >> i) & 1) {
+            linked_xfb->Buffers[i].Binding = i;
+            if (!link_util_add_program_resource(shProg, resource_set,
+                                                GL_TRANSFORM_FEEDBACK_BUFFER,
+                                                &linked_xfb->Buffers[i], 0))
+            return;
+         }
       }
    }
 
@@ -4288,33 +4476,33 @@ build_program_resource_list(struct gl_context *ctx,
          continue;
 
       if (is_shader_storage) {
-         calculate_array_size_and_stride(shProg,
+         calculate_array_size_and_stride(ctx, shProg,
                                          &shProg->data->UniformStorage[i]);
       }
 
-      if (!add_program_resource(shProg, resource_set, type,
-                                &shProg->data->UniformStorage[i], stageref))
+      if (!link_util_add_program_resource(shProg, resource_set, type,
+                                          &shProg->data->UniformStorage[i], stageref))
          return;
    }
 
    /* Add program uniform blocks. */
    for (unsigned i = 0; i < shProg->data->NumUniformBlocks; i++) {
-      if (!add_program_resource(shProg, resource_set, GL_UNIFORM_BLOCK,
-          &shProg->data->UniformBlocks[i], 0))
+      if (!link_util_add_program_resource(shProg, resource_set, GL_UNIFORM_BLOCK,
+                                          &shProg->data->UniformBlocks[i], 0))
          return;
    }
 
    /* Add program shader storage blocks. */
    for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
-      if (!add_program_resource(shProg, resource_set, GL_SHADER_STORAGE_BLOCK,
-          &shProg->data->ShaderStorageBlocks[i], 0))
+      if (!link_util_add_program_resource(shProg, resource_set, GL_SHADER_STORAGE_BLOCK,
+                                          &shProg->data->ShaderStorageBlocks[i], 0))
          return;
    }
 
    /* Add atomic counter buffers. */
    for (unsigned i = 0; i < shProg->data->NumAtomicBuffers; i++) {
-      if (!add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
-                                &shProg->data->AtomicBuffers[i], 0))
+      if (!link_util_add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
+                                          &shProg->data->AtomicBuffers[i], 0))
          return;
    }
 
@@ -4330,8 +4518,8 @@ 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, resource_set,
-                                   type, &shProg->data->UniformStorage[i], 0))
+         if (!link_util_add_program_resource(shProg, resource_set,
+                                             type, &shProg->data->UniformStorage[i], 0))
             return;
       }
    }
@@ -4343,8 +4531,8 @@ build_program_resource_list(struct gl_context *ctx,
 
       GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
       for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
-         if (!add_program_resource(shProg, resource_set,
-                                   type, &p->sh.SubroutineFunctions[j], 0))
+         if (!link_util_add_program_resource(shProg, resource_set,
+                                             type, &p->sh.SubroutineFunctions[j], 0))
             return;
       }
    }
@@ -4501,24 +4689,17 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
       if (!sh)
          continue;
 
-      if (first == last) {
-         /* For a single shader program only allow inputs to the vertex shader
-          * and outputs from the fragment shader to be removed.
-          */
-         if (stage != MESA_SHADER_VERTEX)
-            set_always_active_io(sh->ir, ir_var_shader_in);
-         if (stage != MESA_SHADER_FRAGMENT)
-            set_always_active_io(sh->ir, ir_var_shader_out);
-      } else {
-         /* For multi-stage separate shader programs only allow inputs and
-          * outputs between the shader stages to be removed as well as inputs
-          * to the vertex shader and outputs from the fragment shader.
-          */
-         if (stage == first && stage != MESA_SHADER_VERTEX)
-            set_always_active_io(sh->ir, ir_var_shader_in);
-         else if (stage == last && stage != MESA_SHADER_FRAGMENT)
-            set_always_active_io(sh->ir, ir_var_shader_out);
-      }
+      /* Prevent the removal of inputs to the first and outputs from the last
+       * stage, unless they are the initial pipeline inputs or final pipeline
+       * outputs, respectively.
+       *
+       * The removal of IO between shaders in the same program is always
+       * allowed.
+       */
+      if (stage == first && stage != MESA_SHADER_VERTEX)
+         set_always_active_io(sh->ir, ir_var_shader_in);
+      if (stage == last && stage != MESA_SHADER_FRAGMENT)
+         set_always_active_io(sh->ir, ir_var_shader_out);
    }
 }
 
@@ -4569,15 +4750,12 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
       return false;
    }
 
-   /* Find the program used for xfb. Even if we don't use xfb we still want to
-    * set this so we can fill the default values for program interface query.
-    */
-   prog->xfb_program = prog->_LinkedShaders[last]->Program;
+   prog->last_vert_prog = NULL;
    for (int i = MESA_SHADER_GEOMETRY; i >= MESA_SHADER_VERTEX; i--) {
       if (prog->_LinkedShaders[i] == NULL)
          continue;
 
-      prog->xfb_program = prog->_LinkedShaders[i]->Program;
+      prog->last_vert_prog = prog->_LinkedShaders[i]->Program;
       break;
    }
 
@@ -4598,11 +4776,11 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
 
       if (options->LowerBufferInterfaceBlocks)
          lower_ubo_reference(prog->_LinkedShaders[i],
-                             options->ClampBlockIndicesToArrayBounds);
+                             options->ClampBlockIndicesToArrayBounds,
+                             ctx->Const.UseSTD430AsDefaultPacking);
 
       if (i == MESA_SHADER_COMPUTE)
-         lower_shared_reference(prog->_LinkedShaders[i],
-                                &prog->Comp.SharedSize);
+         lower_shared_reference(ctx, prog, prog->_LinkedShaders[i]);
 
       lower_vector_derefs(prog->_LinkedShaders[i]);
       do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
@@ -4611,10 +4789,28 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
    return true;
 }
 
+static void
+linker_optimisation_loop(struct gl_context *ctx, exec_list *ir,
+                         unsigned stage)
+{
+      if (ctx->Const.GLSLOptimizeConservatively) {
+         /* Run it just once. */
+         do_common_optimization(ir, true, false,
+                                &ctx->Const.ShaderCompilerOptions[stage],
+                                ctx->Const.NativeIntegers);
+      } else {
+         /* Repeat it until it stops making changes. */
+         while (do_common_optimization(ir, true, false,
+                                       &ctx->Const.ShaderCompilerOptions[stage],
+                                       ctx->Const.NativeIntegers))
+            ;
+      }
+}
+
 void
 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 {
-   prog->data->LinkStatus = true; /* All error paths will set this to false */
+   prog->data->LinkStatus = LINKING_SUCCESS; /* All error paths will set this to false */
    prog->data->Validated = false;
 
    /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
@@ -4636,6 +4832,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       return;
    }
 
+#ifdef ENABLE_SHADER_CACHE
+   if (shader_cache_read_program_metadata(ctx, prog))
+      return;
+#endif
+
    void *mem_ctx = ralloc_context(NULL); // temporary linker context
 
    prog->ARB_fragment_coord_conventions_enable = false;
@@ -4657,7 +4858,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       min_version = MIN2(min_version, prog->Shaders[i]->Version);
       max_version = MAX2(max_version, prog->Shaders[i]->Version);
 
-      if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
+      if (!ctx->Const.AllowGLSLRelaxedES &&
+          prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
          linker_error(prog, "all shaders must use same shading "
                       "language version\n");
          goto done;
@@ -4675,7 +4877,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    /* In desktop GLSL, different shader versions may be linked together.  In
     * GLSL ES, all shader versions must be the same.
     */
-   if (prog->Shaders[0]->IsES && min_version != max_version) {
+   if (!ctx->Const.AllowGLSLRelaxedES && prog->Shaders[0]->IsES &&
+       min_version != max_version) {
       linker_error(prog, "all shaders must use same shading "
                    "language version\n");
       goto done;
@@ -4706,7 +4909,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          goto done;
       }
 
-      /* The spec is self-contradictory here. It allows linking without a tess
+      /* Section 7.3 of the OpenGL ES 3.2 specification says:
+       *
+       *    "Linking can fail for [...] any of the following reasons:
+       *
+       *     * program contains an object to form a tessellation control
+       *       shader [...] and [...] the program is not separable and
+       *       contains no object to form a tessellation evaluation shader"
+       *
+       * The OpenGL spec is contradictory. It allows linking without a tess
        * eval shader, but that can only be used with transform feedback and
        * rasterization disabled. However, transform feedback isn't allowed
        * with GL_PATCHES, so it can't be used.
@@ -4728,6 +4939,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
                       "tessellation evaluation shader\n");
          goto done;
       }
+
+      if (prog->IsES) {
+         if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
+             num_shaders[MESA_SHADER_TESS_CTRL] == 0) {
+            linker_error(prog, "GLSL ES requires non-separable programs "
+                         "containing a tessellation evaluation shader to also "
+                         "be linked with a tessellation control shader\n");
+            goto done;
+         }
+      }
    }
 
    /* Compute shaders have additional restrictions. */
@@ -4779,25 +5000,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       }
    }
 
-   if (num_shaders[MESA_SHADER_GEOMETRY] > 0) {
-      prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
-      prog->LastCullDistanceArraySize = prog->Geom.CullDistanceArraySize;
-   } else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0) {
-      prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
-      prog->LastCullDistanceArraySize = prog->TessEval.CullDistanceArraySize;
-   } else if (num_shaders[MESA_SHADER_VERTEX] > 0) {
-      prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
-      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
     * varyings.
     */
-   cross_validate_uniforms(prog);
+   cross_validate_uniforms(ctx, prog);
    if (!prog->data->LinkStatus)
       goto done;
 
@@ -4836,7 +5043,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       if (!prog->data->LinkStatus)
          goto done;
 
-      cross_validate_outputs_to_inputs(prog,
+      cross_validate_outputs_to_inputs(ctx, prog,
                                        prog->_LinkedShaders[prev],
                                        prog->_LinkedShaders[i]);
       if (!prog->data->LinkStatus)
@@ -4845,6 +5052,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       prev = i;
    }
 
+   /* The cross validation of outputs/inputs above validates explicit locations
+    * but for SSO programs we need to do this also for the inputs in the
+    * first stage and outputs of the last stage included in the program, since
+    * there is no cross validation for these.
+    */
+   if (prog->SeparateShader)
+      validate_sso_explicit_locations(ctx, prog,
+                                      (gl_shader_stage) first,
+                                      (gl_shader_stage) last);
+
    /* Cross-validate uniform blocks between shader stages */
    validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
    if (!prog->data->LinkStatus)
@@ -4855,6 +5072,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
    }
 
+   if (prog->IsES && prog->data->Version == 100)
+      if (!validate_invariant_builtins(prog,
+            prog->_LinkedShaders[MESA_SHADER_VERTEX],
+            prog->_LinkedShaders[MESA_SHADER_FRAGMENT]))
+         goto done;
+
    /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
     * it before optimization because we want most of the checks to get
     * dropped thanks to constant propagation.
@@ -4899,20 +5122,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          lower_tess_level(prog->_LinkedShaders[i]);
       }
 
-      if (ctx->Const.GLSLOptimizeConservatively) {
-         /* Run it just once. */
-         do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
-                                &ctx->Const.ShaderCompilerOptions[i],
-                                ctx->Const.NativeIntegers);
-      } else {
-         /* Repeat it until it stops making changes. */
-         while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
-                                       &ctx->Const.ShaderCompilerOptions[i],
-                                       ctx->Const.NativeIntegers))
-            ;
-      }
+      /* Call opts before lowering const arrays to uniforms so we can const
+       * propagate any elements accessed directly.
+       */
+      linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
+
+      /* Call opts after lowering const arrays to copy propagate things. */
+      if (lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i))
+         linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
 
-      lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
       propagate_invariance(prog->_LinkedShaders[i]->ir);
    }
 
@@ -4934,6 +5152,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    if(!link_varyings_and_uniforms(first, last, ctx, prog, mem_ctx))
       goto done;
 
+   /* Linking varyings can cause some extra, useless swizzles to be generated
+    * due to packing and unpacking.
+    */
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+         continue;
+
+      optimize_swizzles(prog->_LinkedShaders[i]->ir);
+   }
+
    /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
     * be present in a linked program. GL_ARB_ES2_compatibility doesn't say
     * anything about shader linking when one of the shaders (vertex or