glsl: Link error if fs defines conflicting qualifiers for gl_FragCoord
[mesa.git] / src / glsl / linker.cpp
index 1d53b659955ee2cb52c0cfc72931327e4e55047c..9a018774f80f086be95f768afdbf8319fc835bd2 100644 (file)
@@ -109,20 +109,19 @@ public:
 
    virtual ir_visitor_status visit_enter(ir_call *ir)
    {
-      exec_list_iterator sig_iter = ir->callee->parameters.iterator();
-      foreach_iter(exec_list_iterator, iter, *ir) {
-        ir_rvalue *param_rval = (ir_rvalue *)iter.get();
-        ir_variable *sig_param = (ir_variable *)sig_iter.get();
+      foreach_two_lists(formal_node, &ir->callee->parameters,
+                        actual_node, &ir->actual_parameters) {
+        ir_rvalue *param_rval = (ir_rvalue *) actual_node;
+        ir_variable *sig_param = (ir_variable *) formal_node;
 
-        if (sig_param->mode == ir_var_function_out ||
-            sig_param->mode == ir_var_function_inout) {
+        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;
               return visit_stop;
            }
         }
-        sig_iter.next();
       }
 
       if (ir->return_deref != NULL) {
@@ -198,7 +197,7 @@ public:
 
    virtual ir_visitor_status visit(ir_variable *var)
    {
-      if (!var->type->is_array() || var->mode != ir_var_shader_in)
+      if (!var->type->is_array() || var->data.mode != ir_var_shader_in)
          return visit_continue;
 
       unsigned size = var->type->length;
@@ -217,16 +216,16 @@ public:
        * array using an index too large for its actual size assigned at link
        * time.
        */
-      if (var->max_array_access >= this->num_vertices) {
+      if (var->data.max_array_access >= this->num_vertices) {
          linker_error(this->prog, "geometry shader accesses element %i of "
                       "%s, but only %i input vertices\n",
-                      var->max_array_access, var->name, this->num_vertices);
+                      var->data.max_array_access, var->name, this->num_vertices);
          return visit_continue;
       }
 
       var->type = glsl_type::get_array_instance(var->type->element_type(),
                                                 this->num_vertices);
-      var->max_array_access = this->num_vertices - 1;
+      var->data.max_array_access = this->num_vertices - 1;
 
       return visit_continue;
    }
@@ -298,7 +297,7 @@ linker_warning(gl_shader_program *prog, const char *fmt, ...)
 {
    va_list ap;
 
-   ralloc_strcat(&prog->InfoLog, "error: ");
+   ralloc_strcat(&prog->InfoLog, "warning: ");
    va_start(ap, fmt);
    ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
    va_end(ap);
@@ -379,9 +378,9 @@ link_invalidate_variable_locations(exec_list *ir)
        * shader inputs (via layout(location=...)), and generic fragment shader
        * outputs (also via layout(location=...)).
        */
-      if (!var->explicit_location) {
-         var->location = -1;
-         var->location_frac = 0;
+      if (!var->data.explicit_location) {
+         var->data.location = -1;
+         var->data.location_frac = 0;
       }
 
       /* ir_variable::is_unmatched_generic_inout is used by the linker while
@@ -396,10 +395,10 @@ link_invalidate_variable_locations(exec_list *ir)
        * GL_ARB_separate_shader_objects is supported.  When that extension is
        * implemented, this function will need some modifications.
        */
-      if (!var->explicit_location) {
-         var->is_unmatched_generic_inout = 1;
+      if (!var->data.explicit_location) {
+         var->data.is_unmatched_generic_inout = 1;
       } else {
-         var->is_unmatched_generic_inout = 0;
+         var->data.is_unmatched_generic_inout = 0;
       }
    }
 }
@@ -414,7 +413,7 @@ link_invalidate_variable_locations(exec_list *ir)
  * Return false if an error was reported.
  */
 static void
-analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
+analyze_clip_usage(struct gl_shader_program *prog,
                    struct gl_shader *shader, GLboolean *UsesClipDistance,
                    GLuint *ClipDistanceArraySize)
 {
@@ -437,7 +436,8 @@ analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
       clip_distance.run(shader->ir);
       if (clip_vertex.variable_found() && clip_distance.variable_found()) {
          linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
-                      "and `gl_ClipDistance'\n", shader_type);
+                      "and `gl_ClipDistance'\n",
+                      _mesa_shader_stage_to_string(shader->Stage));
          return;
       }
       *UsesClipDistance = clip_distance.variable_found();
@@ -501,7 +501,7 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
       }
    }
 
-   analyze_clip_usage("vertex", prog, shader, &prog->Vert.UsesClipDistance,
+   analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
                       &prog->Vert.ClipDistanceArraySize);
 }
 
@@ -548,7 +548,7 @@ validate_geometry_shader_executable(struct gl_shader_program *prog,
    unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
    prog->Geom.VerticesIn = num_vertices;
 
-   analyze_clip_usage("geometry", prog, shader, &prog->Geom.UsesClipDistance,
+   analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
                       &prog->Geom.ClipDistanceArraySize);
 
    find_end_primitive_visitor end_primitive;
@@ -580,13 +580,13 @@ cross_validate_globals(struct gl_shader_program *prog,
         if (var == NULL)
            continue;
 
-        if (uniforms_only && (var->mode != ir_var_uniform))
+        if (uniforms_only && (var->data.mode != ir_var_uniform))
            continue;
 
         /* Don't cross validate temporaries that are at global scope.  These
          * will eventually get pulled into the shaders 'main'.
          */
-        if (var->mode == ir_var_temporary)
+        if (var->data.mode == ir_var_temporary)
            continue;
 
         /* If a global with this name has already been seen, verify that the
@@ -609,6 +609,10 @@ cross_validate_globals(struct gl_shader_program *prog,
                  if (var->type->length != 0) {
                     existing->type = var->type;
                  }
+               } else if (var->type->is_record()
+                  && existing->type->is_record()
+                  && existing->type->record_compare(var->type)) {
+                 existing->type = var->type;
               } else {
                  linker_error(prog, "%s `%s' declared as type "
                               "`%s' and type `%s'\n",
@@ -619,17 +623,17 @@ cross_validate_globals(struct gl_shader_program *prog,
               }
            }
 
-           if (var->explicit_location) {
-              if (existing->explicit_location
-                  && (var->location != existing->location)) {
+           if (var->data.explicit_location) {
+              if (existing->data.explicit_location
+                  && (var->data.location != existing->data.location)) {
                     linker_error(prog, "explicit locations for %s "
                                  "`%s' have differing values\n",
                                  mode_string(var), var->name);
                     return;
               }
 
-              existing->location = var->location;
-              existing->explicit_location = true;
+              existing->data.location = var->data.location;
+              existing->data.explicit_location = true;
            }
 
             /* From the GLSL 4.20 specification:
@@ -638,21 +642,21 @@ cross_validate_globals(struct gl_shader_program *prog,
              *  opaque-uniform name.  However, it is not an error to specify a
              *  binding on some but not all declarations for the same name"
              */
-            if (var->explicit_binding) {
-               if (existing->explicit_binding &&
-                   var->binding != existing->binding) {
+            if (var->data.explicit_binding) {
+               if (existing->data.explicit_binding &&
+                   var->data.binding != existing->data.binding) {
                   linker_error(prog, "explicit bindings for %s "
                                "`%s' have differing values\n",
                                mode_string(var), var->name);
                   return;
                }
 
-               existing->binding = var->binding;
-               existing->explicit_binding = true;
+               existing->data.binding = var->data.binding;
+               existing->data.explicit_binding = true;
             }
 
             if (var->type->contains_atomic() &&
-                var->atomic.offset != existing->atomic.offset) {
+                var->data.atomic.offset != existing->data.atomic.offset) {
                linker_error(prog, "offset specifications for %s "
                             "`%s' have differing values\n",
                             mode_string(var), var->name);
@@ -671,9 +675,9 @@ cross_validate_globals(struct gl_shader_program *prog,
             *    of qualifiers."
             */
            if (strcmp(var->name, "gl_FragDepth") == 0) {
-              bool layout_declared = var->depth_layout != ir_depth_layout_none;
+              bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
               bool layout_differs =
-                 var->depth_layout != existing->depth_layout;
+                 var->data.depth_layout != existing->data.depth_layout;
 
               if (layout_declared && layout_differs) {
                  linker_error(prog,
@@ -682,7 +686,7 @@ cross_validate_globals(struct gl_shader_program *prog,
                               "the same set of qualifiers.");
               }
 
-              if (var->used && layout_differs) {
+              if (var->data.used && layout_differs) {
                  linker_error(prog,
                               "If gl_FragDepth is redeclared with a layout "
                               "qualifier in any fragment shader, it must be "
@@ -734,8 +738,8 @@ cross_validate_globals(struct gl_shader_program *prog,
               }
            }
 
-           if (var->has_initializer) {
-              if (existing->has_initializer
+           if (var->data.has_initializer) {
+              if (existing->data.has_initializer
                   && (var->constant_initializer == NULL
                       || existing->constant_initializer == NULL)) {
                  linker_error(prog,
@@ -750,21 +754,27 @@ cross_validate_globals(struct gl_shader_program *prog,
                * otherwise) will propagate the existence to the variable
                * stored in the symbol table.
                */
-              existing->has_initializer = true;
+              existing->data.has_initializer = true;
            }
 
-           if (existing->invariant != var->invariant) {
+           if (existing->data.invariant != var->data.invariant) {
               linker_error(prog, "declarations for %s `%s' have "
                            "mismatching invariant qualifiers\n",
                            mode_string(var), var->name);
               return;
            }
-            if (existing->centroid != var->centroid) {
+            if (existing->data.centroid != var->data.centroid) {
                linker_error(prog, "declarations for %s `%s' have "
                            "mismatching centroid qualifiers\n",
                            mode_string(var), var->name);
                return;
             }
+            if (existing->data.sample != var->data.sample) {
+               linker_error(prog, "declarations for %s `%s` have "
+                            "mismatching sample qualifiers\n",
+                            mode_string(var), var->name);
+               return;
+            }
         } else
            variables.add_variable(var);
       }
@@ -779,7 +789,7 @@ void
 cross_validate_uniforms(struct gl_shader_program *prog)
 {
    cross_validate_globals(prog, prog->_LinkedShaders,
-                          MESA_SHADER_TYPES, true);
+                          MESA_SHADER_STAGES, true);
 }
 
 /**
@@ -790,12 +800,12 @@ static bool
 interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
 {
    unsigned max_num_uniform_blocks = 0;
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i])
         max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
    }
 
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       struct gl_shader *sh = prog->_LinkedShaders[i];
 
       prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
@@ -884,7 +894,7 @@ remap_variables(ir_instruction *inst, struct gl_shader *target,
 
       virtual ir_visitor_status visit(ir_dereference_variable *ir)
       {
-        if (ir->var->mode == ir_var_temporary) {
+        if (ir->var->data.mode == ir_var_temporary) {
            ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
 
            assert(var != NULL);
@@ -958,13 +968,13 @@ move_non_declarations(exec_list *instructions, exec_node *last,
         continue;
 
       ir_variable *var = inst->as_variable();
-      if ((var != NULL) && (var->mode != ir_var_temporary))
+      if ((var != NULL) && (var->data.mode != ir_var_temporary))
         continue;
 
       assert(inst->as_assignment()
              || inst->as_call()
              || inst->as_if() /* for initializers with the ?: operator */
-            || ((var != NULL) && (var->mode == ir_var_temporary)));
+            || ((var != NULL) && (var->data.mode == ir_var_temporary)));
 
       if (make_copies) {
         inst = inst->clone(target, NULL);
@@ -1036,7 +1046,7 @@ public:
 
    virtual ir_visitor_status visit(ir_variable *var)
    {
-      fixup_type(&var->type, var->max_array_access);
+      fixup_type(&var->type, var->data.max_array_access);
       if (var->type->is_interface()) {
          if (interface_contains_unsized_arrays(var->type)) {
             const glsl_type *new_type =
@@ -1184,6 +1194,82 @@ private:
    hash_table *unnamed_interfaces;
 };
 
+/**
+ * Performs the cross-validation of layout qualifiers specified in
+ * redeclaration of gl_FragCoord for the attached fragment shaders,
+ * and propagates them to the linked FS and linked shader program.
+ */
+static void
+link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
+                               struct gl_shader *linked_shader,
+                               struct gl_shader **shader_list,
+                               unsigned num_shaders)
+{
+   linked_shader->redeclares_gl_fragcoord = false;
+   linked_shader->uses_gl_fragcoord = false;
+   linked_shader->origin_upper_left = false;
+   linked_shader->pixel_center_integer = false;
+
+   if (linked_shader->Stage != MESA_SHADER_FRAGMENT || prog->Version < 150)
+      return;
+
+   for (unsigned i = 0; i < num_shaders; i++) {
+      struct gl_shader *shader = shader_list[i];
+      /* From the GLSL 1.50 spec, page 39:
+       *
+       *   "If gl_FragCoord is redeclared in any fragment shader in a program,
+       *    it must be redeclared in all the fragment shaders in that program
+       *    that have a static use gl_FragCoord."
+       *
+       * Exclude the case when one of the 'linked_shader' or 'shader' redeclares
+       * gl_FragCoord with no layout qualifiers but the other one doesn't
+       * redeclare it. If we strictly follow GLSL 1.50 spec's language, it
+       * should be a link error. But, generating link error for this case will
+       * be a wrong behaviour which spec didn't intend to do and it could also
+       * break some applications.
+       */
+      if ((linked_shader->redeclares_gl_fragcoord
+           && !shader->redeclares_gl_fragcoord
+           && shader->uses_gl_fragcoord
+           && (linked_shader->origin_upper_left
+               || linked_shader->pixel_center_integer))
+          || (shader->redeclares_gl_fragcoord
+              && !linked_shader->redeclares_gl_fragcoord
+              && linked_shader->uses_gl_fragcoord
+              && (shader->origin_upper_left
+                  || shader->pixel_center_integer))) {
+             linker_error(prog, "fragment shader defined with conflicting "
+                         "layout qualifiers for gl_FragCoord\n");
+      }
+
+      /* From the GLSL 1.50 spec, page 39:
+       *
+       *   "All redeclarations of gl_FragCoord in all fragment shaders in a
+       *    single program must have the same set of qualifiers."
+       */
+      if (linked_shader->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
+          && (shader->origin_upper_left != linked_shader->origin_upper_left
+          || shader->pixel_center_integer != linked_shader->pixel_center_integer)) {
+         linker_error(prog, "fragment shader defined with conflicting "
+                      "layout qualifiers for gl_FragCoord\n");
+      }
+
+      /* Update the linked shader state. Â Note that uses_gl_fragcoord should
+       * accumulate the results. Â The other values should replace. Â If there
+       * are multiple redeclarations, all the fields except uses_gl_fragcoord
+       * are already known to be the same.
+       */
+      if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
+         linked_shader->redeclares_gl_fragcoord =
+            shader->redeclares_gl_fragcoord;
+         linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
+            || shader->uses_gl_fragcoord;
+         linked_shader->origin_upper_left = shader->origin_upper_left;
+         linked_shader->pixel_center_integer = shader->pixel_center_integer;
+      }
+   }
+}
+
 /**
  * Performs the cross-validation of geometry shader max_vertices and
  * primitive type layout qualifiers for the attached geometry shaders,
@@ -1196,13 +1282,14 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
                                unsigned num_shaders)
 {
    linked_shader->Geom.VerticesOut = 0;
+   linked_shader->Geom.Invocations = 0;
    linked_shader->Geom.InputType = PRIM_UNKNOWN;
    linked_shader->Geom.OutputType = PRIM_UNKNOWN;
 
    /* No in/out qualifiers defined for anything but GLSL 1.50+
     * geometry shaders so far.
     */
-   if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150)
+   if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
       return;
 
    /* From the GLSL 1.50 spec, page 46:
@@ -1249,6 +1336,18 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
         }
         linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
       }
+
+      if (shader->Geom.Invocations != 0) {
+        if (linked_shader->Geom.Invocations != 0 &&
+            linked_shader->Geom.Invocations != shader->Geom.Invocations) {
+           linker_error(prog, "geometry shader defined with conflicting "
+                        "invocation count (%d and %d)\n",
+                        linked_shader->Geom.Invocations,
+                        shader->Geom.Invocations);
+           return;
+        }
+        linked_shader->Geom.Invocations = shader->Geom.Invocations;
+      }
    }
 
    /* Just do the intrastage -> interstage propagation right now,
@@ -1275,8 +1374,76 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
       return;
    }
    prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
+
+   if (linked_shader->Geom.Invocations == 0)
+      linked_shader->Geom.Invocations = 1;
+
+   prog->Geom.Invocations = linked_shader->Geom.Invocations;
 }
 
+
+/**
+ * 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.
+ */
+static void
+link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
+                                struct gl_shader *linked_shader,
+                                struct gl_shader **shader_list,
+                                unsigned num_shaders)
+{
+   for (int i = 0; i < 3; i++)
+      linked_shader->Comp.LocalSize[i] = 0;
+
+   /* This function is called for all shader stages, but it only has an effect
+    * for compute shaders.
+    */
+   if (linked_shader->Stage != MESA_SHADER_COMPUTE)
+      return;
+
+   /* From the ARB_compute_shader spec, in the section describing local size
+    * declarations:
+    *
+    *     If multiple compute shaders attached to a single program object
+    *     declare local work-group size, the declarations must be identical;
+    *     otherwise a link-time error results. Furthermore, if a program
+    *     object contains any compute shaders, at least one must contain an
+    *     input layout qualifier specifying the local work sizes of the
+    *     program, or a link-time error will occur.
+    */
+   for (unsigned sh = 0; sh < num_shaders; sh++) {
+      struct gl_shader *shader = shader_list[sh];
+
+      if (shader->Comp.LocalSize[0] != 0) {
+         if (linked_shader->Comp.LocalSize[0] != 0) {
+            for (int i = 0; i < 3; i++) {
+               if (linked_shader->Comp.LocalSize[i] !=
+                   shader->Comp.LocalSize[i]) {
+                  linker_error(prog, "compute shader defined with conflicting "
+                               "local sizes\n");
+                  return;
+               }
+            }
+         }
+         for (int i = 0; i < 3; i++)
+            linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
+      }
+   }
+
+   /* Just do the intrastage -> interstage propagation right now,
+    * since we already know we're in the right type of shader program
+    * for doing it.
+    */
+   if (linked_shader->Comp.LocalSize[0] == 0) {
+      linker_error(prog, "compute shader didn't declare local size\n");
+      return;
+   }
+   for (int i = 0; i < 3; i++)
+      prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i];
+}
+
+
 /**
  * Combine a group of shaders for a single stage to generate a linked shader
  *
@@ -1331,9 +1498,8 @@ link_intrastage_shaders(void *mem_ctx,
            if (other == NULL)
               continue;
 
-           foreach_iter (exec_list_iterator, iter, *f) {
-              ir_function_signature *sig =
-                 (ir_function_signature *) iter.get();
+           foreach_list(n, &f->signatures) {
+              ir_function_signature *sig = (ir_function_signature *) n;
 
               if (!sig->is_defined || sig->is_builtin())
                  continue;
@@ -1369,7 +1535,7 @@ link_intrastage_shaders(void *mem_ctx,
 
    if (main == NULL) {
       linker_error(prog, "%s shader lacks `main'\n",
-                  _mesa_glsl_shader_target_name(shader_list[0]->Type));
+                  _mesa_shader_stage_to_string(shader_list[0]->Stage));
       return NULL;
    }
 
@@ -1381,7 +1547,9 @@ link_intrastage_shaders(void *mem_ctx,
    linked->NumUniformBlocks = num_uniform_blocks;
    ralloc_steal(linked, linked->UniformBlocks);
 
+   link_fs_input_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);
 
    populate_symbol_table(linked);
 
@@ -1405,47 +1573,49 @@ link_intrastage_shaders(void *mem_ctx,
                                              insertion_point, true, linked);
    }
 
-   /* Resolve initializers for global variables in the linked shader.
-    */
-   unsigned num_linking_shaders = num_shaders;
-   for (unsigned i = 0; i < num_shaders; i++)
-      num_linking_shaders += shader_list[i]->num_builtins_to_link;
+   /* Check if any shader needs built-in functions. */
+   bool need_builtins = false;
+   for (unsigned i = 0; i < num_shaders; i++) {
+      if (shader_list[i]->uses_builtin_functions) {
+         need_builtins = true;
+         break;
+      }
+   }
 
-   gl_shader **linking_shaders =
-      (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
+   bool ok;
+   if (need_builtins) {
+      /* Make a temporary array one larger than shader_list, which will hold
+       * the built-in function shader as well.
+       */
+      gl_shader **linking_shaders = (gl_shader **)
+         calloc(num_shaders + 1, sizeof(gl_shader *));
+      memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
+      linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
 
-   memcpy(linking_shaders, shader_list,
-         sizeof(linking_shaders[0]) * num_shaders);
+      ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
 
-   unsigned idx = num_shaders;
-   for (unsigned i = 0; i < num_shaders; i++) {
-      memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
-            sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
-      idx += shader_list[i]->num_builtins_to_link;
+      free(linking_shaders);
+   } else {
+      ok = link_function_calls(prog, linked, shader_list, num_shaders);
    }
 
-   assert(idx == num_linking_shaders);
 
-   if (!link_function_calls(prog, linked, linking_shaders,
-                           num_linking_shaders)) {
+   if (!ok) {
       ctx->Driver.DeleteShader(ctx, linked);
-      free(linking_shaders);
       return NULL;
    }
 
-   free(linking_shaders);
-
    /* At this point linked should contain all of the linked IR, so
     * validate it to make sure nothing went wrong.
     */
    validate_ir_tree(linked->ir);
 
    /* Set the size of geometry shader input arrays */
-   if (linked->Type == GL_GEOMETRY_SHADER) {
+   if (linked->Stage == MESA_SHADER_GEOMETRY) {
       unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
       geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
-      foreach_iter(exec_list_iterator, iter, *linked->ir) {
-         ir_instruction *ir = (ir_instruction *)iter.get();
+      foreach_list(n, linked->ir) {
+         ir_instruction *ir = (ir_instruction *) n;
          ir->accept(&input_resize_visitor);
       }
    }
@@ -1479,14 +1649,14 @@ link_intrastage_shaders(void *mem_ctx,
 static void
 update_array_sizes(struct gl_shader_program *prog)
 {
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
         if (prog->_LinkedShaders[i] == NULL)
            continue;
 
       foreach_list(node, prog->_LinkedShaders[i]->ir) {
         ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
-        if ((var == NULL) || (var->mode != ir_var_uniform) ||
+        if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
             !var->type->is_array())
            continue;
 
@@ -1501,8 +1671,8 @@ update_array_sizes(struct gl_shader_program *prog)
         if (var->is_in_uniform_block() || var->type->contains_atomic())
            continue;
 
-        unsigned int size = var->max_array_access;
-        for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
+        unsigned int size = var->data.max_array_access;
+        for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
               if (prog->_LinkedShaders[j] == NULL)
                  continue;
 
@@ -1512,8 +1682,8 @@ update_array_sizes(struct gl_shader_program *prog)
                  continue;
 
               if (strcmp(var->name, other_var->name) == 0 &&
-                  other_var->max_array_access > size) {
-                 size = other_var->max_array_access;
+                  other_var->data.max_array_access > size) {
+                 size = other_var->data.max_array_access;
               }
            }
         }
@@ -1652,16 +1822,17 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
    foreach_list(node, sh->ir) {
       ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
-      if ((var == NULL) || (var->mode != (unsigned) direction))
+      if ((var == NULL) || (var->data.mode != (unsigned) direction))
         continue;
 
-      if (var->explicit_location) {
-        if ((var->location >= (int)(max_index + generic_base))
-            || (var->location < 0)) {
+      if (var->data.explicit_location) {
+        if ((var->data.location >= (int)(max_index + generic_base))
+            || (var->data.location < 0)) {
            linker_error(prog,
                         "invalid explicit location %d specified for `%s'\n",
-                        (var->location < 0)
-                        ? var->location : var->location - generic_base,
+                        (var->data.location < 0)
+                        ? var->data.location
+                         : var->data.location - generic_base,
                         var->name);
            return false;
         }
@@ -1670,8 +1841,8 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
 
         if (prog->AttributeBindings->get(binding, var->name)) {
            assert(binding >= VERT_ATTRIB_GENERIC0);
-           var->location = binding;
-            var->is_unmatched_generic_inout = 0;
+           var->data.location = binding;
+            var->data.is_unmatched_generic_inout = 0;
         }
       } else if (target_index == MESA_SHADER_FRAGMENT) {
         unsigned binding;
@@ -1679,11 +1850,11 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
 
         if (prog->FragDataBindings->get(binding, var->name)) {
            assert(binding >= FRAG_RESULT_DATA0);
-           var->location = binding;
-            var->is_unmatched_generic_inout = 0;
+           var->data.location = binding;
+            var->data.is_unmatched_generic_inout = 0;
 
            if (prog->FragDataIndexBindings->get(index, var->name)) {
-              var->index = index;
+              var->data.index = index;
            }
         }
       }
@@ -1694,8 +1865,8 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
        * add it to the list of variables that need linker-assigned locations.
        */
       const unsigned slots = var->type->count_attribute_slots();
-      if (var->location != -1) {
-        if (var->location >= generic_base && var->index < 1) {
+      if (var->data.location != -1) {
+        if (var->data.location >= generic_base && var->data.index < 1) {
            /* From page 61 of the OpenGL 4.0 spec:
             *
             *     "LinkProgram will fail if the attribute bindings assigned
@@ -1704,10 +1875,12 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
             *     active attribute array, both of which require multiple
             *     contiguous generic attributes."
             *
-            * Previous versions of the spec contain similar language but omit
-            * the bit about attribute arrays.
+            * I think above text prohibits the aliasing of explicit and
+            * automatic assignments. But, aliasing is allowed in manual
+            * assignments of attribute locations. See below comments for
+            * the details.
             *
-            * Page 61 of the OpenGL 4.0 spec also says:
+            * From OpenGL 4.0 spec, page 61:
             *
             *     "It is possible for an application to bind more than one
             *     attribute name to the same location. This is referred to as
@@ -1720,29 +1893,84 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
             *     but implementations are not required to generate an error
             *     in this case."
             *
-            * These two paragraphs are either somewhat contradictory, or I
-            * don't fully understand one or both of them.
-            */
-           /* FINISHME: The code as currently written does not support
-            * FINISHME: attribute location aliasing (see comment above).
+            * From GLSL 4.30 spec, page 54:
+            *
+            *    "A program will fail to link if any two non-vertex shader
+            *     input variables are assigned to the same location. For
+            *     vertex shaders, multiple input variables may be assigned
+            *     to the same location using either layout qualifiers or via
+            *     the OpenGL API. However, such aliasing is intended only to
+            *     support vertex shaders where each execution path accesses
+            *     at most one input per each location. Implementations are
+            *     permitted, but not required, to generate link-time errors
+            *     if they detect that every path through the vertex shader
+            *     executable accesses multiple inputs assigned to any single
+            *     location. For all shader types, a program will fail to link
+            *     if explicit location assignments leave the linker unable
+            *     to find space for other variables without explicit
+            *     assignments."
+            *
+            * From OpenGL ES 3.0 spec, page 56:
+            *
+            *    "Binding more than one attribute name to the same location
+            *     is referred to as aliasing, and is not permitted in OpenGL
+            *     ES Shading Language 3.00 vertex shaders. LinkProgram will
+            *     fail when this condition exists. However, aliasing is
+            *     possible in OpenGL ES Shading Language 1.00 vertex shaders.
+            *     This will only work if only one of the aliased attributes
+            *     is active in the executable program, or if no path through
+            *     the shader consumes more than one attribute of a set of
+            *     attributes aliased to the same location. A link error can
+            *     occur if the linker determines that every path through the
+            *     shader consumes multiple aliased attributes, but implemen-
+            *     tations are not required to generate an error in this case."
+            *
+            * After looking at above references from OpenGL, OpenGL ES and
+            * GLSL specifications, we allow aliasing of vertex input variables
+            * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
+            *
+            * NOTE: This is not required by the spec but its worth mentioning
+            * here that we're not doing anything to make sure that no path
+            * through the vertex shader executable accesses multiple inputs
+            * assigned to any single location.
             */
+
            /* Mask representing the contiguous slots that will be used by
             * this attribute.
             */
-           const unsigned attr = var->location - generic_base;
+           const unsigned attr = var->data.location - generic_base;
            const unsigned use_mask = (1 << slots) - 1;
+            const char *const string = (target_index == MESA_SHADER_VERTEX)
+               ? "vertex shader input" : "fragment shader output";
+
+            /* Generate a link error if the requested locations for this
+             * attribute exceed the maximum allowed attribute location.
+             */
+            if (attr + slots > max_index) {
+               linker_error(prog,
+                           "insufficient contiguous locations "
+                           "available for %s `%s' %d %d %d", string,
+                           var->name, used_locations, use_mask, attr);
+               return false;
+            }
 
            /* Generate a link error if the set of bits requested for this
             * attribute overlaps any previously allocated bits.
             */
            if ((~(use_mask << attr) & used_locations) != used_locations) {
-              const char *const string = (target_index == MESA_SHADER_VERTEX)
-                 ? "vertex shader input" : "fragment shader output";
-              linker_error(prog,
-                           "insufficient contiguous locations "
-                           "available for %s `%s' %d %d %d", string,
-                           var->name, used_locations, use_mask, attr);
-              return false;
+               if (target_index == MESA_SHADER_FRAGMENT ||
+                   (prog->IsES && prog->Version >= 300)) {
+                  linker_error(prog,
+                               "overlapping location is assigned "
+                               "to %s `%s' %d %d %d\n", string,
+                               var->name, used_locations, use_mask, attr);
+                  return false;
+               } else {
+                  linker_warning(prog,
+                                 "overlapping location is assigned "
+                                 "to %s `%s' %d %d %d\n", string,
+                                 var->name, used_locations, use_mask, attr);
+               }
            }
 
            used_locations |= (use_mask << attr);
@@ -1795,8 +2023,8 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
         return false;
       }
 
-      to_assign[i].var->location = generic_base + location;
-      to_assign[i].var->is_unmatched_generic_inout = 0;
+      to_assign[i].var->data.location = generic_base + location;
+      to_assign[i].var->data.is_unmatched_generic_inout = 0;
       used_locations |= (use_mask << location);
    }
 
@@ -1813,15 +2041,15 @@ demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
    foreach_list(node, sh->ir) {
       ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
-      if ((var == NULL) || (var->mode != int(mode)))
+      if ((var == NULL) || (var->data.mode != int(mode)))
         continue;
 
       /* A shader 'in' or 'out' variable is only really an input or output if
        * its value is used by other shader stages.  This will cause the variable
        * to have a location assigned.
        */
-      if (var->is_unmatched_generic_inout) {
-        var->mode = ir_var_auto;
+      if (var->data.is_unmatched_generic_inout) {
+        var->data.mode = ir_var_auto;
       }
    }
 }
@@ -1849,12 +2077,12 @@ store_fragdepth_layout(struct gl_shader_program *prog)
    foreach_list(node, ir) {
       ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
-      if (var == NULL || var->mode != ir_var_shader_out) {
+      if (var == NULL || var->data.mode != ir_var_shader_out) {
          continue;
       }
 
       if (strcmp(var->name, "gl_FragDepth") == 0) {
-         switch (var->depth_layout) {
+         switch (var->data.depth_layout) {
          case ir_depth_layout_none:
             prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
             return;
@@ -1884,78 +2112,51 @@ store_fragdepth_layout(struct gl_shader_program *prog)
 static void
 check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 {
-   static const char *const shader_names[MESA_SHADER_TYPES] = {
-      "vertex", "geometry", "fragment"
-   };
-
-   const unsigned max_samplers[MESA_SHADER_TYPES] = {
-      ctx->Const.VertexProgram.MaxTextureImageUnits,
-      ctx->Const.GeometryProgram.MaxTextureImageUnits,
-      ctx->Const.FragmentProgram.MaxTextureImageUnits
-   };
-
-   const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
-      ctx->Const.VertexProgram.MaxUniformComponents,
-      ctx->Const.GeometryProgram.MaxUniformComponents,
-      ctx->Const.FragmentProgram.MaxUniformComponents
-   };
-
-   const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
-      ctx->Const.VertexProgram.MaxCombinedUniformComponents,
-      ctx->Const.GeometryProgram.MaxCombinedUniformComponents,
-      ctx->Const.FragmentProgram.MaxCombinedUniformComponents
-   };
-
-   const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
-      ctx->Const.VertexProgram.MaxUniformBlocks,
-      ctx->Const.GeometryProgram.MaxUniformBlocks,
-      ctx->Const.FragmentProgram.MaxUniformBlocks
-   };
-
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       struct gl_shader *sh = prog->_LinkedShaders[i];
 
       if (sh == NULL)
         continue;
 
-      if (sh->num_samplers > max_samplers[i]) {
+      if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
         linker_error(prog, "Too many %s shader texture samplers",
-                     shader_names[i]);
+                     _mesa_shader_stage_to_string(i));
       }
 
-      if (sh->num_uniform_components > max_default_uniform_components[i]) {
+      if (sh->num_uniform_components >
+          ctx->Const.Program[i].MaxUniformComponents) {
          if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
             linker_warning(prog, "Too many %s shader default uniform block "
                            "components, but the driver will try to optimize "
                            "them out; this is non-portable out-of-spec "
                           "behavior\n",
-                           shader_names[i]);
+                           _mesa_shader_stage_to_string(i));
          } else {
             linker_error(prog, "Too many %s shader default uniform block "
                         "components",
-                         shader_names[i]);
+                         _mesa_shader_stage_to_string(i));
          }
       }
 
       if (sh->num_combined_uniform_components >
-         max_combined_uniform_components[i]) {
+         ctx->Const.Program[i].MaxCombinedUniformComponents) {
          if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
             linker_warning(prog, "Too many %s shader uniform components, "
                            "but the driver will try to optimize them out; "
                            "this is non-portable out-of-spec behavior\n",
-                           shader_names[i]);
+                           _mesa_shader_stage_to_string(i));
          } else {
             linker_error(prog, "Too many %s shader uniform components",
-                         shader_names[i]);
+                         _mesa_shader_stage_to_string(i));
          }
       }
    }
 
-   unsigned blocks[MESA_SHADER_TYPES] = {0};
+   unsigned blocks[MESA_SHADER_STAGES] = {0};
    unsigned total_uniform_blocks = 0;
 
    for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
-      for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
+      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
         if (prog->UniformBlockStageIndex[j][i] != -1) {
            blocks[j]++;
            total_uniform_blocks++;
@@ -1967,12 +2168,14 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
                      prog->NumUniformBlocks,
                      ctx->Const.MaxCombinedUniformBlocks);
       } else {
-        for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
-           if (blocks[i] > max_uniform_blocks[i]) {
+        for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+            const unsigned max_uniform_blocks =
+               ctx->Const.Program[i].MaxUniformBlocks;
+           if (blocks[i] > max_uniform_blocks) {
               linker_error(prog, "Too many %s uniform blocks (%d/%d)",
-                           shader_names[i],
+                           _mesa_shader_stage_to_string(i),
                            blocks[i],
-                           max_uniform_blocks[i]);
+                           max_uniform_blocks);
               break;
            }
         }
@@ -1980,6 +2183,46 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 }
 
+/**
+ * Validate shader image resources.
+ */
+static void
+check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+   unsigned total_image_units = 0;
+   unsigned fragment_outputs = 0;
+
+   if (!ctx->Extensions.ARB_shader_image_load_store)
+      return;
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (sh) {
+         if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
+            linker_error(prog, "Too many %s shader image uniforms",
+                         _mesa_shader_stage_to_string(i));
+
+         total_image_units += sh->NumImages;
+
+         if (i == MESA_SHADER_FRAGMENT) {
+            foreach_list(node, sh->ir) {
+               ir_variable *var = ((ir_instruction *)node)->as_variable();
+               if (var && var->data.mode == ir_var_shader_out)
+                  fragment_outputs += var->type->count_attribute_slots();
+            }
+         }
+      }
+   }
+
+   if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
+      linker_error(prog, "Too many combined image uniforms");
+
+   if (total_image_units + fragment_outputs >
+       ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
+      linker_error(prog, "Too many combined image uniforms and fragment outputs");
+}
+
 void
 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 {
@@ -1998,7 +2241,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    ralloc_free(prog->UniformBlocks);
    prog->UniformBlocks = NULL;
    prog->NumUniformBlocks = 0;
-   for (int i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
       ralloc_free(prog->UniformBlockStageIndex[i]);
       prog->UniformBlockStageIndex[i] = NULL;
    }
@@ -2009,19 +2252,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    /* Separate the shaders into groups based on their type.
     */
-   struct gl_shader **vert_shader_list;
-   unsigned num_vert_shaders = 0;
-   struct gl_shader **frag_shader_list;
-   unsigned num_frag_shaders = 0;
-   struct gl_shader **geom_shader_list;
-   unsigned num_geom_shaders = 0;
-
-   vert_shader_list = (struct gl_shader **)
-      calloc(prog->NumShaders, sizeof(struct gl_shader *));
-   frag_shader_list = (struct gl_shader **)
-      calloc(prog->NumShaders, sizeof(struct gl_shader *));
-   geom_shader_list = (struct gl_shader **)
-      calloc(prog->NumShaders, sizeof(struct gl_shader *));
+   struct gl_shader **shader_list[MESA_SHADER_STAGES];
+   unsigned num_shaders[MESA_SHADER_STAGES];
+
+   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+      shader_list[i] = (struct gl_shader **)
+         calloc(prog->NumShaders, sizeof(struct gl_shader *));
+      num_shaders[i] = 0;
+   }
 
    unsigned min_version = UINT_MAX;
    unsigned max_version = 0;
@@ -2037,20 +2275,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
         goto done;
       }
 
-      switch (prog->Shaders[i]->Type) {
-      case GL_VERTEX_SHADER:
-        vert_shader_list[num_vert_shaders] = prog->Shaders[i];
-        num_vert_shaders++;
-        break;
-      case GL_FRAGMENT_SHADER:
-        frag_shader_list[num_frag_shaders] = prog->Shaders[i];
-        num_frag_shaders++;
-        break;
-      case GL_GEOMETRY_SHADER:
-        geom_shader_list[num_geom_shaders] = prog->Shaders[i];
-        num_geom_shaders++;
-        break;
-      }
+      gl_shader_stage shader_type = prog->Shaders[i]->Stage;
+      shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
+      num_shaders[shader_type]++;
    }
 
    /* In desktop GLSL, different shader versions may be linked together.  In
@@ -2067,13 +2294,21 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    /* Geometry shaders have to be linked with vertex shaders.
     */
-   if (num_geom_shaders > 0 && num_vert_shaders == 0) {
+   if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
+       num_shaders[MESA_SHADER_VERTEX] == 0) {
       linker_error(prog, "Geometry shader must be linked with "
                   "vertex shader\n");
       goto done;
    }
 
-   for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
+   /* Compute shaders have additional restrictions. */
+   if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
+       num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
+      linker_error(prog, "Compute shaders may not be linked with any other "
+                   "type of shader\n");
+   }
+
+   for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] != NULL)
         ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
 
@@ -2082,55 +2317,39 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    /* Link all shaders for a particular stage and validate the result.
     */
-   if (num_vert_shaders > 0) {
-      gl_shader *const sh =
-        link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
-                                num_vert_shaders);
-
-      if (!prog->LinkStatus)
-        goto done;
-
-      validate_vertex_shader_executable(prog, sh);
-      if (!prog->LinkStatus)
-        goto done;
-      prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
-
-      _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
-                            sh);
-   }
-
-   if (num_frag_shaders > 0) {
-      gl_shader *const sh =
-        link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
-                                num_frag_shaders);
+   for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
+      if (num_shaders[stage] > 0) {
+         gl_shader *const sh =
+            link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
+                                    num_shaders[stage]);
 
-      if (!prog->LinkStatus)
-        goto done;
+         if (!prog->LinkStatus)
+            goto done;
 
-      validate_fragment_shader_executable(prog, sh);
-      if (!prog->LinkStatus)
-        goto done;
+         switch (stage) {
+         case MESA_SHADER_VERTEX:
+            validate_vertex_shader_executable(prog, sh);
+            break;
+         case MESA_SHADER_GEOMETRY:
+            validate_geometry_shader_executable(prog, sh);
+            break;
+         case MESA_SHADER_FRAGMENT:
+            validate_fragment_shader_executable(prog, sh);
+            break;
+         }
+         if (!prog->LinkStatus)
+            goto done;
 
-      _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
-                            sh);
+         _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
+      }
    }
 
-   if (num_geom_shaders > 0) {
-      gl_shader *const sh =
-        link_intrastage_shaders(mem_ctx, ctx, prog, geom_shader_list,
-                                num_geom_shaders);
-
-      if (!prog->LinkStatus)
-        goto done;
-
-      validate_geometry_shader_executable(prog, sh);
-      if (!prog->LinkStatus)
-        goto done;
+   if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
       prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
-
-      _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
-                            sh);
-   }
+   else if (num_shaders[MESA_SHADER_VERTEX] > 0)
+      prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
+   else
+      prog->LastClipDistanceArraySize = 0; /* Not used */
 
    /* Here begins the inter-stage linking phase.  Some initial validation is
     * performed, then locations are assigned for uniforms, attributes, and
@@ -2142,7 +2361,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    unsigned prev;
 
-   for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
+   for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
       if (prog->_LinkedShaders[prev] != NULL)
          break;
    }
@@ -2150,12 +2369,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    /* Validate the inputs of each stage with the output of the preceding
     * stage.
     */
-   for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
       if (prog->_LinkedShaders[i] == NULL)
          continue;
 
-      validate_interstage_interface_blocks(prog, prog->_LinkedShaders[prev],
-                                           prog->_LinkedShaders[i]);
+      validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
+                                       prog->_LinkedShaders[i]);
       if (!prog->LinkStatus)
          goto done;
 
@@ -2168,8 +2387,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       prev = i;
    }
 
+   /* Cross-validate uniform blocks between shader stages */
+   validate_interstage_uniform_blocks(prog, prog->_LinkedShaders,
+                                      MESA_SHADER_STAGES);
+   if (!prog->LinkStatus)
+      goto done;
 
-   for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] != NULL)
          lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
    }
@@ -2194,7 +2418,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
     * uniforms, and varyings.  Later optimization could possibly make
     * some of that unused.
     */
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] == NULL)
         continue;
 
@@ -2206,24 +2430,17 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          lower_clip_distance(prog->_LinkedShaders[i]);
       }
 
-      unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations;
-
-      while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll, &ctx->ShaderCompilerOptions[i]))
+      while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
+                                    &ctx->ShaderCompilerOptions[i],
+                                    ctx->Const.NativeIntegers))
         ;
    }
 
    /* Mark all generic shader inputs and outputs as unpaired. */
-   if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
-      link_invalidate_variable_locations(
-            prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir);
-   }
-   if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
-      link_invalidate_variable_locations(
-            prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
-   }
-   if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
-      link_invalidate_variable_locations(
-            prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir);
+   for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+      if (prog->_LinkedShaders[i] != NULL) {
+         link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
+      }
    }
 
    /* FINISHME: The value of the max_attribute_index parameter is
@@ -2240,7 +2457,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 
    unsigned first;
-   for (first = 0; first < MESA_SHADER_TYPES; first++) {
+   for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
       if (prog->_LinkedShaders[first] != NULL)
         break;
    }
@@ -2272,7 +2489,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
     * eliminated if they are (transitively) not used in a later stage.
     */
    int last, next;
-   for (last = MESA_SHADER_TYPES-1; last >= 0; last--) {
+   for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
       if (prog->_LinkedShaders[last] != NULL)
          break;
    }
@@ -2362,17 +2579,19 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    store_fragdepth_layout(prog);
 
    check_resources(ctx, prog);
+   check_image_resources(ctx, prog);
    link_check_atomic_counter_resources(ctx, prog);
 
    if (!prog->LinkStatus)
       goto done;
 
    /* OpenGL ES requires that a vertex shader and a fragment shader both be
-    * present in a linked program.  By checking prog->IsES, we also
-    * catch the GL_ARB_ES2_compatibility case.
+    * present in a linked program. GL_ARB_ES2_compatibility doesn't say
+    * anything about shader linking when one of the shaders (vertex or
+    * fragment shader) is absent. So, the extension shouldn't change the
+    * behavior specified in GLSL specification.
     */
-   if (!prog->InternalSeparateShader &&
-       (ctx->API == API_OPENGLES2 || prog->IsES)) {
+   if (!prog->InternalSeparateShader && ctx->API == API_OPENGLES2) {
       if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
         linker_error(prog, "program lacks a vertex shader\n");
       } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
@@ -2383,14 +2602,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    /* FINISHME: Assign fragment shader output locations. */
 
 done:
-   free(vert_shader_list);
-   free(frag_shader_list);
-   free(geom_shader_list);
-
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      free(shader_list[i]);
       if (prog->_LinkedShaders[i] == NULL)
         continue;
 
+      /* Do a final validation step to make sure that the IR wasn't
+       * invalidated by any modifications performed after intrastage linking.
+       */
+      validate_ir_tree(prog->_LinkedShaders[i]->ir);
+
       /* Retain any live IR, but trash the rest. */
       reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);