glsl/linker: pass shader_info to analyze_clip_cull_usage directly
[mesa.git] / src / compiler / glsl / linker.cpp
index 57cf7eb2a8c1722d2695dc5c0e0c3953ae696ef6..eb615ebd30a44a1dd22a69b1668ccf63c6d3fb43 100644 (file)
@@ -587,11 +587,10 @@ static void
 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)
+                        struct shader_info *info)
 {
-   *clip_distance_array_size = 0;
-   *cull_distance_array_size = 0;
+   info->clip_distance_array_size = 0;
+   info->cull_distance_array_size = 0;
 
    if (prog->data->Version >= (prog->IsES ? 300 : 130)) {
       /* From section 7.1 (Vertex Shader Special Variables) of the
@@ -643,13 +642,13 @@ analyze_clip_cull_usage(struct gl_shader_program *prog,
          ir_variable *clip_distance_var =
                 shader->symbols->get_variable("gl_ClipDistance");
          assert(clip_distance_var);
-         *clip_distance_array_size = clip_distance_var->type->length;
+         info->clip_distance_array_size = clip_distance_var->type->length;
       }
       if (gl_CullDistance.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;
+         info->cull_distance_array_size = cull_distance_var->type->length;
       }
       /* From the ARB_cull_distance spec:
        *
@@ -658,7 +657,7 @@ analyze_clip_cull_usage(struct gl_shader_program *prog,
        * gl_CullDistance arrays to be larger than
        * gl_MaxCombinedClipAndCullDistances.
        */
-      if ((*clip_distance_array_size + *cull_distance_array_size) >
+      if ((uint32_t)(info->clip_distance_array_size + info->cull_distance_array_size) >
           ctx->Const.MaxClipPlanes) {
           linker_error(prog, "%s shader: the combined size of "
                        "'gl_ClipDistance' and 'gl_CullDistance' size cannot "
@@ -729,9 +728,7 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
       }
    }
 
-   analyze_clip_cull_usage(prog, shader, ctx,
-                           &shader->Program->info.clip_distance_array_size,
-                           &shader->Program->info.cull_distance_array_size);
+   analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
 }
 
 static void
@@ -742,9 +739,7 @@ validate_tess_eval_shader_executable(struct gl_shader_program *prog,
    if (shader == NULL)
       return;
 
-   analyze_clip_cull_usage(prog, shader, ctx,
-                           &shader->Program->info.clip_distance_array_size,
-                           &shader->Program->info.cull_distance_array_size);
+   analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
 }
 
 
@@ -791,9 +786,7 @@ validate_geometry_shader_executable(struct gl_shader_program *prog,
       vertices_per_prim(shader->Program->info.gs.input_primitive);
    prog->Geom.VerticesIn = num_vertices;
 
-   analyze_clip_cull_usage(prog, shader, ctx,
-                           &shader->Program->info.clip_distance_array_size,
-                           &shader->Program->info.cull_distance_array_size);
+   analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
 }
 
 /**
@@ -854,7 +847,8 @@ validate_geometry_shader_emissions(struct gl_context *ctx,
 bool
 validate_intrastage_arrays(struct gl_shader_program *prog,
                            ir_variable *const var,
-                           ir_variable *const existing)
+                           ir_variable *const existing,
+                           bool match_precision)
 {
    /* Consider the types to be "the same" if both types are arrays
     * of the same type and one of the arrays is implicitly sized.
@@ -862,7 +856,15 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
     * explicitly sized array.
     */
    if (var->type->is_array() && existing->type->is_array()) {
-      if ((var->type->fields.array == existing->type->fields.array) &&
+      const glsl_type *no_array_var = var->type->fields.array;
+      const glsl_type *no_array_existing = existing->type->fields.array;
+      bool type_matches;
+
+      type_matches = (match_precision ?
+                      no_array_var == no_array_existing :
+                      no_array_var->compare_no_precision(no_array_existing));
+
+      if (type_matches &&
           ((var->type->length == 0)|| (existing->type->length == 0))) {
          if (var->type->length != 0) {
             if ((int)var->type->length <= existing->data.max_array_access) {
@@ -1090,7 +1092,7 @@ cross_validate_globals(struct gl_context *ctx, struct gl_shader_program *prog,
             }
          }
 
-         if (existing->data.invariant != var->data.invariant) {
+         if (existing->data.explicit_invariant != var->data.explicit_invariant) {
             linker_error(prog, "declarations for %s `%s' have "
                          "mismatching invariant qualifiers\n",
                          mode_string(var), var->name);
@@ -1287,6 +1289,66 @@ 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
@@ -1400,8 +1462,7 @@ move_non_declarations(exec_list *instructions, exec_node *last,
    hash_table *temps = NULL;
 
    if (make_copies)
-      temps = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
-                                      _mesa_key_pointer_equal);
+      temps = _mesa_pointer_hash_table_create(NULL);
 
    foreach_in_list_safe(ir_instruction, inst, instructions) {
       if (inst->as_function())
@@ -1447,8 +1508,7 @@ class array_sizing_visitor : public deref_type_updater {
 public:
    array_sizing_visitor()
       : mem_ctx(ralloc_context(NULL)),
-        unnamed_interfaces(_mesa_hash_table_create(NULL, _mesa_hash_pointer,
-                                                   _mesa_key_pointer_equal))
+        unnamed_interfaces(_mesa_pointer_hash_table_create(NULL))
    {
    }
 
@@ -1991,9 +2051,11 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
          shader->SampleInterlockOrdered;
       linked_shader->Program->info.fs.sample_interlock_unordered |=
          shader->SampleInterlockUnordered;
-
       linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
    }
+
+   linked_shader->Program->info.fs.pixel_center_integer = pixel_center_integer;
+   linked_shader->Program->info.fs.origin_upper_left = origin_upper_left;
 }
 
 /**
@@ -2110,9 +2172,9 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
 
 
 /**
- * Perform cross-validation of compute shader local_size_{x,y,z} layout
- * qualifiers for the attached compute shaders, and propagate them to the
- * linked CS and linked shader program.
+ * Perform cross-validation of compute shader local_size_{x,y,z} layout and
+ * derivative arrangement qualifiers for the attached compute shaders, and
+ * propagate them to the linked CS and linked shader program.
  */
 static void
 link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
@@ -2131,6 +2193,8 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
 
    gl_prog->info.cs.local_size_variable = false;
 
+   gl_prog->info.cs.derivative_group = DERIVATIVE_GROUP_NONE;
+
    /* From the ARB_compute_shader spec, in the section describing local size
     * declarations:
     *
@@ -2174,6 +2238,17 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
          }
          gl_prog->info.cs.local_size_variable = true;
       }
+
+      enum gl_derivative_group group = shader->info.Comp.DerivativeGroup;
+      if (group != DERIVATIVE_GROUP_NONE) {
+         if (gl_prog->info.cs.derivative_group != DERIVATIVE_GROUP_NONE &&
+             gl_prog->info.cs.derivative_group != group) {
+            linker_error(prog, "compute shader defined with conflicting "
+                         "derivative groups\n");
+            return;
+         }
+         gl_prog->info.cs.derivative_group = group;
+      }
    }
 
    /* Just do the intrastage -> interstage propagation right now,
@@ -2186,6 +2261,30 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
                          "local group size\n");
       return;
    }
+
+   if (gl_prog->info.cs.derivative_group == DERIVATIVE_GROUP_QUADS) {
+      if (gl_prog->info.cs.local_size[0] % 2 != 0) {
+         linker_error(prog, "derivative_group_quadsNV must be used with a "
+                      "local group size whose first dimension "
+                      "is a multiple of 2\n");
+         return;
+      }
+      if (gl_prog->info.cs.local_size[1] % 2 != 0) {
+         linker_error(prog, "derivative_group_quadsNV must be used with a local"
+                      "group size whose second dimension "
+                      "is a multiple of 2\n");
+         return;
+      }
+   } else if (gl_prog->info.cs.derivative_group == DERIVATIVE_GROUP_LINEAR) {
+      if ((gl_prog->info.cs.local_size[0] *
+           gl_prog->info.cs.local_size[1] *
+           gl_prog->info.cs.local_size[2]) % 4 != 0) {
+         linker_error(prog, "derivative_group_linearNV must be used with a "
+                      "local group size whose total number of invocations "
+                      "is a multiple of 4\n");
+         return;
+      }
+   }
 }
 
 /**
@@ -2209,10 +2308,11 @@ link_output_variables(struct gl_linked_shader *linked_shader,
          if (ir->ir_type != ir_type_variable)
             continue;
 
-         ir_variable *const var = (ir_variable *) ir;
+         ir_variable *var = (ir_variable *) ir;
 
          if (var->data.mode == ir_var_shader_out &&
                !symbols->get_variable(var->name)) {
+            var = var->clone(linked_shader, NULL);
             symbols->add_variable(var);
             linked_shader->ir->push_head(var);
          }
@@ -2632,24 +2732,29 @@ 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
+ * 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
- *                      assignmnets.  Must be either \c MESA_SHADER_VERTEX or
- *                      \c MESA_SHADER_FRAGMENT.
+ * \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
+ *                       assignmnets.  Must be either \c MESA_SHADER_VERTEX or
+ *                       \c MESA_SHADER_FRAGMENT.
+ * \param do_assignment  Whether we are actually marking the assignment or we
+ *                       are just doing a dry-run checking.
  *
  * \return
- * If locations are successfully assigned, true is returned.  Otherwise an
- * error is emitted to the shader link log and false is returned.
+ * If locations are (or can be, in case of dry-running) successfully assigned,
+ * true is returned.  Otherwise an error is emitted to the shader link log and
+ * false is returned.
  */
 static bool
 assign_attribute_or_color_locations(void *mem_ctx,
                                     gl_shader_program *prog,
                                     struct gl_constants *constants,
-                                    unsigned target_index)
+                                    unsigned target_index,
+                                    bool do_assignment)
 {
    /* Maximum number of generic locations.  This corresponds to either the
     * maximum number of draw buffers or the maximum number of generic
@@ -3012,6 +3117,9 @@ assign_attribute_or_color_locations(void *mem_ctx,
       num_attr++;
    }
 
+   if (!do_assignment)
+      return true;
+
    if (target_index == MESA_SHADER_VERTEX) {
       unsigned total_attribs_size =
          util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) +
@@ -3116,6 +3224,12 @@ match_explicit_outputs_to_inputs(gl_linked_shader *producer,
          const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
          if (explicit_locations[idx][var->data.location_frac] == NULL)
             explicit_locations[idx][var->data.location_frac] = var;
+
+         /* Always match TCS outputs. They are shared by all invocations
+          * within a patch and can be used as shared memory.
+          */
+         if (producer->Stage == MESA_SHADER_TESS_CTRL)
+            var->data.is_unmatched_generic_inout = 0;
       }
    }
 
@@ -3573,81 +3687,6 @@ check_explicit_uniform_locations(struct gl_context *ctx,
    prog->NumExplicitUniformLocations = entries_total;
 }
 
-static bool
-should_add_buffer_variable(struct gl_shader_program *shProg,
-                           GLenum type, const char *name)
-{
-   bool found_interface = false;
-   unsigned block_name_len = 0;
-   const char *block_name_dot = strchr(name, '.');
-
-   /* These rules only apply to buffer variables. So we return
-    * true for the rest of types.
-    */
-   if (type != GL_BUFFER_VARIABLE)
-      return true;
-
-   for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
-      const char *block_name = shProg->data->ShaderStorageBlocks[i].Name;
-      block_name_len = strlen(block_name);
-
-      const char *block_square_bracket = strchr(block_name, '[');
-      if (block_square_bracket) {
-         /* The block is part of an array of named interfaces,
-          * for the name comparison we ignore the "[x]" part.
-          */
-         block_name_len -= strlen(block_square_bracket);
-      }
-
-      if (block_name_dot) {
-         /* Check if the variable name starts with the interface
-          * name. The interface name (if present) should have the
-          * length than the interface block name we are comparing to.
-          */
-         unsigned len = strlen(name) - strlen(block_name_dot);
-         if (len != block_name_len)
-            continue;
-      }
-
-      if (strncmp(block_name, name, block_name_len) == 0) {
-         found_interface = true;
-         break;
-      }
-   }
-
-   /* We remove the interface name from the buffer variable name,
-    * including the dot that follows it.
-    */
-   if (found_interface)
-      name = name + block_name_len + 1;
-
-   /* 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."
-    */
-   const char *struct_first_dot = strchr(name, '.');
-   const char *first_square_bracket = strchr(name, '[');
-
-   /* The buffer variable is on top level and it is not an array */
-   if (!first_square_bracket) {
-      return true;
-   /* The shader storage block member is a struct, then generate the entry */
-   } else if (struct_first_dot && struct_first_dot < first_square_bracket) {
-      return true;
-   } else {
-      /* Shader storage block member is an array, only generate an entry for the
-       * first array element.
-       */
-      if (strncmp(first_square_bracket, "[0]", 3) == 0)
-         return true;
-   }
-
-   return false;
-}
-
 /* Function checks if a variable var is a packed varying and
  * if given name is part of packed varying's list.
  *
@@ -4158,8 +4197,8 @@ is_top_level_shader_storage_block_member(const char* name,
       return false;
    }
 
-   util_snprintf(full_instanced_name, name_length, "%s.%s",
-                 interface_name, field_name);
+   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.
@@ -4228,7 +4267,7 @@ get_array_stride(struct gl_context *ctx, struct gl_uniform_storage *uni,
       if (GLSL_INTERFACE_PACKING_STD140 ==
           iface->
              get_internal_ifc_packing(ctx->Const.UseSTD430AsDefaultPacking)) {
-         if (array_type->is_record() || array_type->is_array())
+         if (array_type->is_struct() || array_type->is_array())
             return glsl_align(array_type->std140_size(row_major), 16);
          else
             return MAX2(array_type->std140_base_alignment(row_major), 16);
@@ -4337,9 +4376,7 @@ 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);
+   struct set *resource_set = _mesa_pointer_set_create(NULL);
 
    /* Program interface needs to expose varyings in case of SSO. */
    if (shProg->SeparateShader) {
@@ -4390,6 +4427,11 @@ build_program_resource_list(struct gl_context *ctx,
       }
    }
 
+   int top_level_array_base_offset = -1;
+   int top_level_array_size_in_bytes = -1;
+   int second_element_offset = -1;
+   int buffer_block_index = -1;
+
    /* Add uniforms from uniform storage. */
    for (unsigned i = 0; i < shProg->data->NumUniformStorage; i++) {
       /* Do not add uniforms internally used by Mesa. */
@@ -4411,13 +4453,48 @@ build_program_resource_list(struct gl_context *ctx,
       }
 
       GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
-      if (!should_add_buffer_variable(shProg, type,
-                                      shProg->data->UniformStorage[i].name))
+      if (!link_util_should_add_buffer_variable(shProg,
+                                                &shProg->data->UniformStorage[i],
+                                                top_level_array_base_offset,
+                                                top_level_array_size_in_bytes,
+                                                second_element_offset,
+                                                buffer_block_index))
          continue;
 
       if (is_shader_storage) {
          calculate_array_size_and_stride(ctx, shProg,
                                          &shProg->data->UniformStorage[i]);
+
+         /* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
+          *
+          *    "For an active shader storage block member declared as an array
+          *    of an aggregate type, an entry will be generated only for the
+          *    first array element, regardless of its type. Such block members
+          *    are referred to as top-level arrays. If the block member is an
+          *    aggregate type, the enumeration rules are then applied
+          *    recursively."
+          *
+          * Below we update our tracking values used by
+          * link_util_should_add_buffer_variable(). We only want to reset the
+          * offsets once we have moved past the first element.
+          */
+         if (shProg->data->UniformStorage[i].offset >= second_element_offset) {
+            top_level_array_base_offset =
+               shProg->data->UniformStorage[i].offset;
+
+            top_level_array_size_in_bytes =
+               shProg->data->UniformStorage[i].top_level_array_size *
+               shProg->data->UniformStorage[i].top_level_array_stride;
+
+            /* Set or reset the second element offset. For non arrays this
+             * will be set to -1.
+             */
+            second_element_offset = top_level_array_size_in_bytes ?
+               top_level_array_base_offset +
+               shProg->data->UniformStorage[i].top_level_array_stride : -1;
+         }
+
+         buffer_block_index = shProg->data->UniformStorage[i].block_index;
       }
 
       if (!link_util_add_program_resource(shProg, resource_set, type,
@@ -4579,6 +4656,44 @@ link_assign_subroutine_types(struct gl_shader_program *prog)
    }
 }
 
+static void
+verify_subroutine_associated_funcs(struct gl_shader_program *prog)
+{
+   unsigned mask = prog->data->linked_stages;
+   while (mask) {
+      const int i = u_bit_scan(&mask);
+      gl_program *p = prog->_LinkedShaders[i]->Program;
+      glsl_symbol_table *symbols = prog->_LinkedShaders[i]->symbols;
+
+      /* Section 6.1.2 (Subroutines) of the GLSL 4.00 spec says:
+       *
+       *   "A program will fail to compile or link if any shader
+       *    or stage contains two or more functions with the same
+       *    name if the name is associated with a subroutine type."
+       */
+      for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
+         unsigned definitions = 0;
+         char *name = p->sh.SubroutineFunctions[j].name;
+         ir_function *fn = symbols->get_function(name);
+
+         /* Calculate number of function definitions with the same name */
+         foreach_in_list(ir_function_signature, sig, &fn->signatures) {
+            if (sig->is_defined) {
+               if (++definitions > 1) {
+                  linker_error(prog, "%s shader contains two or more function "
+                               "definitions with name `%s', which is "
+                               "associated with a subroutine type.\n",
+                               _mesa_shader_stage_to_string(i),
+                               fn->name);
+                  return;
+               }
+            }
+         }
+      }
+   }
+}
+
+
 static void
 set_always_active_io(exec_list *ir, ir_variable_mode io_mode)
 {
@@ -4681,12 +4796,12 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
    }
 
    if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
-                                            MESA_SHADER_VERTEX)) {
+                                            MESA_SHADER_VERTEX, true)) {
       return false;
    }
 
    if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
-                                            MESA_SHADER_FRAGMENT)) {
+                                            MESA_SHADER_FRAGMENT, true)) {
       return false;
    }
 
@@ -4964,6 +5079,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    check_explicit_uniform_locations(ctx, prog);
    link_assign_subroutine_types(prog);
+   verify_subroutine_associated_funcs(prog);
 
    if (!prog->data->LinkStatus)
       goto done;
@@ -4992,15 +5108,14 @@ 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.
+   /* The cross validation of outputs/inputs above validates interstage
+    * explicit locations. 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);
+   validate_first_and_last_interface_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);
@@ -5012,6 +5127,12 @@ 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.
@@ -5056,16 +5177,36 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          lower_tess_level(prog->_LinkedShaders[i]);
       }
 
+      /* Section 13.46 (Vertex Attribute Aliasing) of the OpenGL ES 3.2
+       * specification says:
+       *
+       *    "In general, the behavior of GLSL ES should not depend on compiler
+       *    optimizations which might be implementation-dependent. Name matching
+       *    rules in most languages, including C++ from which GLSL ES is derived,
+       *    are based on declarations rather than use.
+       *
+       *    RESOLUTION: The existence of aliasing is determined by declarations
+       *    present after preprocessing."
+       *
+       * Because of this rule, we do a 'dry-run' of attribute assignment for
+       * vertex shader inputs here.
+       */
+      if (prog->IsES && i == MESA_SHADER_VERTEX) {
+         if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
+                                                  MESA_SHADER_VERTEX, false)) {
+            goto done;
+         }
+      }
+
       /* 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))
+      if (ctx->Const.GLSLLowerConstArrays &&
+          lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i))
          linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
-
-      propagate_invariance(prog->_LinkedShaders[i]->ir);
    }
 
    /* Validation for special cases where we allow sampler array indexing