glsl: Lower UBO and SSBO access in glsl linker
[mesa.git] / src / glsl / linker.cpp
index 6713df14a0852d45ab3d40ff847baa7337b61193..a8baee07f10c0d780e4d1efc6c402185336f302b 100644 (file)
@@ -64,6 +64,8 @@
  * \author Ian Romanick <ian.d.romanick@intel.com>
  */
 
+#include <ctype.h>
+#include "util/strndup.h"
 #include "main/core.h"
 #include "glsl_symbol_table.h"
 #include "glsl_parser_extras.h"
 #include "ir_rvalue_visitor.h"
 #include "ir_uniform.h"
 
-extern "C" {
 #include "main/shaderobj.h"
 #include "main/enums.h"
-}
+
 
 void linker_error(gl_shader_program *, const char *, ...);
 
@@ -224,7 +225,54 @@ public:
          return visit_continue;
       }
 
-      var->type = glsl_type::get_array_instance(var->type->element_type(),
+      var->type = glsl_type::get_array_instance(var->type->fields.array,
+                                                this->num_vertices);
+      var->data.max_array_access = this->num_vertices - 1;
+
+      return visit_continue;
+   }
+
+   /* Dereferences of input variables need to be updated so that their type
+    * matches the newly assigned type of the variable they are accessing. */
+   virtual ir_visitor_status visit(ir_dereference_variable *ir)
+   {
+      ir->type = ir->var->type;
+      return visit_continue;
+   }
+
+   /* Dereferences of 2D input arrays need to be updated so that their type
+    * matches the newly assigned type of the array they are accessing. */
+   virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
+   {
+      const glsl_type *const vt = ir->array->type;
+      if (vt->is_array())
+         ir->type = vt->fields.array;
+      return visit_continue;
+   }
+};
+
+class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
+public:
+   unsigned num_vertices;
+   gl_shader_program *prog;
+
+   tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
+   {
+      this->num_vertices = num_vertices;
+      this->prog = prog;
+   }
+
+   virtual ~tess_eval_array_resize_visitor()
+   {
+      /* empty */
+   }
+
+   virtual ir_visitor_status visit(ir_variable *var)
+   {
+      if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
+         return visit_continue;
+
+      var->type = glsl_type::get_array_instance(var->type->fields.array,
                                                 this->num_vertices);
       var->data.max_array_access = this->num_vertices - 1;
 
@@ -245,9 +293,100 @@ public:
    {
       const glsl_type *const vt = ir->array->type;
       if (vt->is_array())
-         ir->type = vt->element_type();
+         ir->type = vt->fields.array;
+      return visit_continue;
+   }
+};
+
+class barrier_use_visitor : public ir_hierarchical_visitor {
+public:
+   barrier_use_visitor(gl_shader_program *prog)
+      : prog(prog), in_main(false), after_return(false), control_flow(0)
+   {
+   }
+
+   virtual ~barrier_use_visitor()
+   {
+      /* empty */
+   }
+
+   virtual ir_visitor_status visit_enter(ir_function *ir)
+   {
+      if (strcmp(ir->name, "main") == 0)
+         in_main = true;
+
+      return visit_continue;
+   }
+
+   virtual ir_visitor_status visit_leave(ir_function *)
+   {
+      in_main = false;
+      after_return = false;
+      return visit_continue;
+   }
+
+   virtual ir_visitor_status visit_leave(ir_return *)
+   {
+      after_return = true;
+      return visit_continue;
+   }
+
+   virtual ir_visitor_status visit_enter(ir_if *)
+   {
+      ++control_flow;
+      return visit_continue;
+   }
+
+   virtual ir_visitor_status visit_leave(ir_if *)
+   {
+      --control_flow;
+      return visit_continue;
+   }
+
+   virtual ir_visitor_status visit_enter(ir_loop *)
+   {
+      ++control_flow;
+      return visit_continue;
+   }
+
+   virtual ir_visitor_status visit_leave(ir_loop *)
+   {
+      --control_flow;
+      return visit_continue;
+   }
+
+   /* FINISHME: `switch` is not expressed at the IR level -- it's already
+    * been lowered to a mess of `if`s. We'll correctly disallow any use of
+    * barrier() in a conditional path within the switch, but not in a path
+    * which is always hit.
+    */
+
+   virtual ir_visitor_status visit_enter(ir_call *ir)
+   {
+      if (ir->use_builtin && strcmp(ir->callee_name(), "barrier") == 0) {
+         /* Use of barrier(); determine if it is legal: */
+         if (!in_main) {
+            linker_error(prog, "Builtin barrier() may only be used in main");
+            return visit_stop;
+         }
+
+         if (after_return) {
+            linker_error(prog, "Builtin barrier() may not be used after return");
+            return visit_stop;
+         }
+
+         if (control_flow != 0) {
+            linker_error(prog, "Builtin barrier() may not be used inside control flow");
+            return visit_stop;
+         }
+      }
       return visit_continue;
    }
+
+private:
+   gl_shader_program *prog;
+   bool in_main, after_return;
+   int control_flow;
 };
 
 /**
@@ -346,6 +485,39 @@ private:
    bool uses_non_zero_stream;
 };
 
+/* Class that finds array derefs and check if indexes are dynamic. */
+class dynamic_sampler_array_indexing_visitor : public ir_hierarchical_visitor
+{
+public:
+   dynamic_sampler_array_indexing_visitor() :
+      dynamic_sampler_array_indexing(false)
+   {
+   }
+
+   ir_visitor_status visit_enter(ir_dereference_array *ir)
+   {
+      if (!ir->variable_referenced())
+         return visit_continue;
+
+      if (!ir->variable_referenced()->type->contains_sampler())
+         return visit_continue;
+
+      if (!ir->array_index->constant_expression_value()) {
+         dynamic_sampler_array_indexing = true;
+         return visit_stop;
+      }
+      return visit_continue;
+   }
+
+   bool uses_dynamic_sampler_array_indexing()
+   {
+      return dynamic_sampler_array_indexing;
+   }
+
+private:
+   bool dynamic_sampler_array_indexing;
+};
+
 } /* anonymous namespace */
 
 void
@@ -429,6 +601,10 @@ parse_program_resource_name(const GLchar *name,
    if (array_index < 0)
       return -1;
 
+   /* Check for leading zero */
+   if (name[i] == '0' && name[i+1] != ']')
+      return -1;
+
    *out_base_name_end = name + (i - 1);
    return array_index;
 }
@@ -475,7 +651,7 @@ link_invalidate_variable_locations(exec_list *ir)
 
 
 /**
- * Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
+ * Set clip_distance_array_size based on the given shader.
  *
  * Also check for errors based on incorrect usage of gl_ClipVertex and
  * gl_ClipDistance.
@@ -484,10 +660,10 @@ link_invalidate_variable_locations(exec_list *ir)
  */
 static void
 analyze_clip_usage(struct gl_shader_program *prog,
-                   struct gl_shader *shader, GLboolean *UsesClipDistance,
-                   GLuint *ClipDistanceArraySize)
+                   struct gl_shader *shader,
+                   GLuint *clip_distance_array_size)
 {
-   *ClipDistanceArraySize = 0;
+   *clip_distance_array_size = 0;
 
    if (!prog->IsES && prog->Version >= 130) {
       /* From section 7.1 (Vertex Shader Special Variables) of the
@@ -510,13 +686,14 @@ analyze_clip_usage(struct gl_shader_program *prog,
                       _mesa_shader_stage_to_string(shader->Stage));
          return;
       }
-      *UsesClipDistance = clip_distance.variable_found();
-      ir_variable *clip_distance_var =
-         shader->symbols->get_variable("gl_ClipDistance");
-      if (clip_distance_var)
-         *ClipDistanceArraySize = clip_distance_var->type->length;
-   } else {
-      *UsesClipDistance = false;
+
+      if (clip_distance.variable_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;
+      }
    }
 }
 
@@ -524,8 +701,7 @@ analyze_clip_usage(struct gl_shader_program *prog,
 /**
  * Verify that a vertex shader executable meets all semantic requirements.
  *
- * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
- * as a side effect.
+ * Also sets prog->Vert.ClipDistanceArraySize as a side effect.
  *
  * \param shader  Vertex shader executable to be verified
  */
@@ -578,8 +754,17 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
       }
    }
 
-   analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
-                      &prog->Vert.ClipDistanceArraySize);
+   analyze_clip_usage(prog, shader, &prog->Vert.ClipDistanceArraySize);
+}
+
+void
+validate_tess_eval_shader_executable(struct gl_shader_program *prog,
+                                     struct gl_shader *shader)
+{
+   if (shader == NULL)
+      return;
+
+   analyze_clip_usage(prog, shader, &prog->TessEval.ClipDistanceArraySize);
 }
 
 
@@ -610,8 +795,8 @@ validate_fragment_shader_executable(struct gl_shader_program *prog,
 /**
  * Verify that a geometry shader executable meets all semantic requirements
  *
- * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and
- * prog->Geom.ClipDistanceArraySize as a side effect.
+ * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize as
+ * a side effect.
  *
  * \param shader Geometry shader executable to be verified
  */
@@ -625,8 +810,7 @@ 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(prog, shader, &prog->Geom.UsesClipDistance,
-                      &prog->Geom.ClipDistanceArraySize);
+   analyze_clip_usage(prog, shader, &prog->Geom.ClipDistanceArraySize);
 }
 
 /**
@@ -681,6 +865,55 @@ 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)
+{
+   /* Consider the types to be "the same" if both types are arrays
+    * of the same type and one of the arrays is implicitly sized.
+    * In addition, set the type of the linked variable to the
+    * explicitly sized array.
+    */
+   if (var->type->is_array() && existing->type->is_array()) {
+      if ((var->type->fields.array == existing->type->fields.array) &&
+          ((var->type->length == 0)|| (existing->type->length == 0))) {
+         if (var->type->length != 0) {
+            if (var->type->length <= existing->data.max_array_access) {
+               linker_error(prog, "%s `%s' declared as type "
+                           "`%s' but outermost dimension has an index"
+                           " of `%i'\n",
+                           mode_string(var),
+                           var->name, var->type->name,
+                           existing->data.max_array_access);
+            }
+            existing->type = var->type;
+            return true;
+         } else if (existing->type->length != 0) {
+            if(existing->type->length <= var->data.max_array_access &&
+               !existing->data.from_ssbo_unsized_array) {
+               linker_error(prog, "%s `%s' declared as type "
+                           "`%s' but outermost dimension has an index"
+                           " of `%i'\n",
+                           mode_string(var),
+                           var->name, existing->type->name,
+                           var->data.max_array_access);
+            }
+            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;
+}
+
 
 /**
  * Perform validation of global variables used across multiple shaders
@@ -705,9 +938,13 @@ cross_validate_globals(struct gl_shader_program *prog,
         if (var == NULL)
            continue;
 
-        if (uniforms_only && (var->data.mode != ir_var_uniform))
+        if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
            continue;
 
+         /* don't cross validate subroutine uniforms */
+         if (var->type->contains_subroutine())
+            continue;
+
         /* Don't cross validate temporaries that are at global scope.  These
          * will eventually get pulled into the shaders 'main'.
          */
@@ -720,31 +957,35 @@ cross_validate_globals(struct gl_shader_program *prog,
          */
         ir_variable *const existing = variables.get_variable(var->name);
         if (existing != NULL) {
-           if (var->type != existing->type) {
-              /* Consider the types to be "the same" if both types are arrays
-               * of the same type and one of the arrays is implicitly sized.
-               * In addition, set the type of the linked variable to the
-               * explicitly sized array.
-               */
-              if (var->type->is_array()
-                  && existing->type->is_array()
-                  && (var->type->fields.array == existing->type->fields.array)
-                  && ((var->type->length == 0)
-                      || (existing->type->length == 0))) {
-                 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",
-                              mode_string(var),
-                              var->name, var->type->name,
-                              existing->type->name);
-                 return;
+            /* Check if types match. Interface blocks have some special
+             * rules so we handle those elsewhere.
+             */
+           if (var->type != existing->type &&
+                !var->is_interface_instance()) {
+              if (!validate_intrastage_arrays(prog, var, existing)) {
+                  if (var->type->is_record() && existing->type->is_record()
+                      && existing->type->record_compare(var->type)) {
+                     existing->type = var->type;
+                  } else {
+                     /* If it is an unsized array in a Shader Storage Block,
+                      * two different shaders can access to different elements.
+                      * Because of that, they might be converted to different
+                      * sized arrays, then check that they are compatible but
+                      * ignore the array size.
+                      */
+                     if (!(var->data.mode == ir_var_shader_storage &&
+                           var->data.from_ssbo_unsized_array &&
+                           existing->data.mode == ir_var_shader_storage &&
+                           existing->data.from_ssbo_unsized_array &&
+                           var->type->gl_type == existing->type->gl_type)) {
+                        linker_error(prog, "%s `%s' declared as type "
+                                    "`%s' and type `%s'\n",
+                                    mode_string(var),
+                                    var->name, var->type->name,
+                                    existing->type->name);
+                        return;
+                     }
+                  }
               }
            }
 
@@ -918,7 +1159,7 @@ cross_validate_uniforms(struct gl_shader_program *prog)
 }
 
 /**
- * Accumulates the array of prog->UniformBlocks and checks that all
+ * Accumulates the array of prog->BufferInterfaceBlocks and checks that all
  * definitons of blocks agree on their contents.
  */
 static bool
@@ -927,33 +1168,33 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
    unsigned max_num_uniform_blocks = 0;
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i])
-        max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
+        max_num_uniform_blocks += prog->_LinkedShaders[i]->NumBufferInterfaceBlocks;
    }
 
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       struct gl_shader *sh = prog->_LinkedShaders[i];
 
-      prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
-                                                    max_num_uniform_blocks);
+      prog->InterfaceBlockStageIndex[i] = ralloc_array(prog, int,
+                                                       max_num_uniform_blocks);
       for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
-        prog->UniformBlockStageIndex[i][j] = -1;
+        prog->InterfaceBlockStageIndex[i][j] = -1;
 
       if (sh == NULL)
         continue;
 
-      for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
+      for (unsigned int j = 0; j < sh->NumBufferInterfaceBlocks; j++) {
         int index = link_cross_validate_uniform_block(prog,
-                                                      &prog->UniformBlocks,
-                                                      &prog->NumUniformBlocks,
-                                                      &sh->UniformBlocks[j]);
+                                                      &prog->BufferInterfaceBlocks,
+                                                      &prog->NumBufferInterfaceBlocks,
+                                                      &sh->BufferInterfaceBlocks[j]);
 
         if (index == -1) {
            linker_error(prog, "uniform block `%s' has mismatching definitions\n",
-                        sh->UniformBlocks[j].Name);
+                        sh->BufferInterfaceBlocks[j].Name);
            return false;
         }
 
-        prog->UniformBlockStageIndex[i][index] = j;
+        prog->InterfaceBlockStageIndex[i][index] = j;
       }
    }
 
@@ -1120,33 +1361,6 @@ move_non_declarations(exec_list *instructions, exec_node *last,
    return last;
 }
 
-/**
- * Get the function signature for main from a shader
- */
-ir_function_signature *
-link_get_main_function_signature(gl_shader *sh)
-{
-   ir_function *const f = sh->symbols->get_function("main");
-   if (f != NULL) {
-      exec_list void_parameters;
-
-      /* Look for the 'void main()' signature and ensure that it's defined.
-       * This keeps the linker from accidentally pick a shader that just
-       * contains a prototype for main.
-       *
-       * We don't have to check for multiple definitions of main (in multiple
-       * shaders) because that would have already been caught above.
-       */
-      ir_function_signature *sig =
-         f->matching_signature(NULL, &void_parameters, false);
-      if ((sig != NULL) && sig->is_defined) {
-        return sig;
-      }
-   }
-
-   return NULL;
-}
-
 
 /**
  * This class is only used in link_intrastage_shaders() below but declaring
@@ -1170,24 +1384,27 @@ public:
 
    virtual ir_visitor_status visit(ir_variable *var)
    {
-      fixup_type(&var->type, var->data.max_array_access);
+      const glsl_type *type_without_array;
+      fixup_type(&var->type, var->data.max_array_access,
+                 var->data.from_ssbo_unsized_array);
+      type_without_array = var->type->without_array();
       if (var->type->is_interface()) {
          if (interface_contains_unsized_arrays(var->type)) {
             const glsl_type *new_type =
                resize_interface_members(var->type,
-                                        var->get_max_ifc_array_access());
+                                        var->get_max_ifc_array_access(),
+                                        var->is_in_shader_storage_block());
             var->type = new_type;
             var->change_interface_type(new_type);
          }
-      } else if (var->type->is_array() &&
-                 var->type->fields.array->is_interface()) {
-         if (interface_contains_unsized_arrays(var->type->fields.array)) {
+      } else if (type_without_array->is_interface()) {
+         if (interface_contains_unsized_arrays(type_without_array)) {
             const glsl_type *new_type =
-               resize_interface_members(var->type->fields.array,
-                                        var->get_max_ifc_array_access());
+               resize_interface_members(type_without_array,
+                                        var->get_max_ifc_array_access(),
+                                        var->is_in_shader_storage_block());
             var->change_interface_type(new_type);
-            var->type =
-               glsl_type::get_array_instance(new_type, var->type->length);
+            var->type = update_interface_members_array(var->type, new_type);
          }
       } else if (const glsl_type *ifc_type = var->get_interface_type()) {
          /* Store a pointer to the variable in the unnamed_interfaces
@@ -1226,15 +1443,31 @@ private:
     * If the type pointed to by \c type represents an unsized array, replace
     * it with a sized array whose size is determined by max_array_access.
     */
-   static void fixup_type(const glsl_type **type, unsigned max_array_access)
+   static void fixup_type(const glsl_type **type, unsigned max_array_access,
+                          bool from_ssbo_unsized_array)
    {
-      if ((*type)->is_unsized_array()) {
+      if (!from_ssbo_unsized_array && (*type)->is_unsized_array()) {
          *type = glsl_type::get_array_instance((*type)->fields.array,
                                                max_array_access + 1);
          assert(*type != NULL);
       }
    }
 
+   static const glsl_type *
+   update_interface_members_array(const glsl_type *type,
+                                  const glsl_type *new_interface_type)
+   {
+      const glsl_type *element_type = type->fields.array;
+      if (element_type->is_array()) {
+         const glsl_type *new_array_type =
+            update_interface_members_array(element_type, new_interface_type);
+         return glsl_type::get_array_instance(new_array_type, type->length);
+      } else {
+         return glsl_type::get_array_instance(new_interface_type,
+                                              type->length);
+      }
+   }
+
    /**
     * Determine whether the given interface type contains unsized arrays (if
     * it doesn't, array_sizing_visitor doesn't need to process it).
@@ -1256,14 +1489,23 @@ private:
     */
    static const glsl_type *
    resize_interface_members(const glsl_type *type,
-                            const unsigned *max_ifc_array_access)
+                            const unsigned *max_ifc_array_access,
+                            bool is_ssbo)
    {
       unsigned num_fields = type->length;
       glsl_struct_field *fields = new glsl_struct_field[num_fields];
       memcpy(fields, type->fields.structure,
              num_fields * sizeof(*fields));
       for (unsigned i = 0; i < num_fields; i++) {
-         fixup_type(&fields[i].type, max_ifc_array_access[i]);
+         /* If SSBO last member is unsized array, we don't replace it by a sized
+          * array.
+          */
+         if (is_ssbo && i == (num_fields - 1))
+            fixup_type(&fields[i].type, max_ifc_array_access[i],
+                       true);
+         else
+            fixup_type(&fields[i].type, max_ifc_array_access[i],
+                       false);
       }
       glsl_interface_packing packing =
          (glsl_interface_packing) type->interface_packing;
@@ -1319,6 +1561,167 @@ private:
    hash_table *unnamed_interfaces;
 };
 
+
+/**
+ * Performs the cross-validation of tessellation control shader vertices and
+ * layout qualifiers for the attached tessellation control shaders,
+ * and propagates them to the linked TCS and linked shader program.
+ */
+static void
+link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
+                             struct gl_shader *linked_shader,
+                             struct gl_shader **shader_list,
+                             unsigned num_shaders)
+{
+   linked_shader->TessCtrl.VerticesOut = 0;
+
+   if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
+      return;
+
+   /* From the GLSL 4.0 spec (chapter 4.3.8.2):
+    *
+    *     "All tessellation control shader layout declarations in a program
+    *      must specify the same output patch vertex count.  There must be at
+    *      least one layout qualifier specifying an output patch vertex count
+    *      in any program containing tessellation control shaders; however,
+    *      such a declaration is not required in all tessellation control
+    *      shaders."
+    */
+
+   for (unsigned i = 0; i < num_shaders; i++) {
+      struct gl_shader *shader = shader_list[i];
+
+      if (shader->TessCtrl.VerticesOut != 0) {
+        if (linked_shader->TessCtrl.VerticesOut != 0 &&
+            linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
+           linker_error(prog, "tessellation control shader defined with "
+                        "conflicting output vertex count (%d and %d)\n",
+                        linked_shader->TessCtrl.VerticesOut,
+                        shader->TessCtrl.VerticesOut);
+           return;
+        }
+        linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
+      }
+   }
+
+   /* 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->TessCtrl.VerticesOut == 0) {
+      linker_error(prog, "tessellation control shader didn't declare "
+                  "vertices out layout qualifier\n");
+      return;
+   }
+   prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
+}
+
+
+/**
+ * Performs the cross-validation of tessellation evaluation shader
+ * primitive type, vertex spacing, ordering and point_mode layout qualifiers
+ * for the attached tessellation evaluation shaders, and propagates them
+ * to the linked TES and linked shader program.
+ */
+static void
+link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
+                               struct gl_shader *linked_shader,
+                               struct gl_shader **shader_list,
+                               unsigned num_shaders)
+{
+   linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
+   linked_shader->TessEval.Spacing = 0;
+   linked_shader->TessEval.VertexOrder = 0;
+   linked_shader->TessEval.PointMode = -1;
+
+   if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
+      return;
+
+   /* From the GLSL 4.0 spec (chapter 4.3.8.1):
+    *
+    *     "At least one tessellation evaluation shader (compilation unit) in
+    *      a program must declare a primitive mode in its input layout.
+    *      Declaration vertex spacing, ordering, and point mode identifiers is
+    *      optional.  It is not required that all tessellation evaluation
+    *      shaders in a program declare a primitive mode.  If spacing or
+    *      vertex ordering declarations are omitted, the tessellation
+    *      primitive generator will use equal spacing or counter-clockwise
+    *      vertex ordering, respectively.  If a point mode declaration is
+    *      omitted, the tessellation primitive generator will produce lines or
+    *      triangles according to the primitive mode."
+    */
+
+   for (unsigned i = 0; i < num_shaders; i++) {
+      struct gl_shader *shader = shader_list[i];
+
+      if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
+        if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
+            linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
+           linker_error(prog, "tessellation evaluation shader defined with "
+                        "conflicting input primitive modes.\n");
+           return;
+        }
+        linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
+      }
+
+      if (shader->TessEval.Spacing != 0) {
+        if (linked_shader->TessEval.Spacing != 0 &&
+            linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
+           linker_error(prog, "tessellation evaluation shader defined with "
+                        "conflicting vertex spacing.\n");
+           return;
+        }
+        linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
+      }
+
+      if (shader->TessEval.VertexOrder != 0) {
+        if (linked_shader->TessEval.VertexOrder != 0 &&
+            linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
+           linker_error(prog, "tessellation evaluation shader defined with "
+                        "conflicting ordering.\n");
+           return;
+        }
+        linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
+      }
+
+      if (shader->TessEval.PointMode != -1) {
+        if (linked_shader->TessEval.PointMode != -1 &&
+            linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
+           linker_error(prog, "tessellation evaluation shader defined with "
+                        "conflicting point modes.\n");
+           return;
+        }
+        linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
+      }
+
+   }
+
+   /* 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->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+      linker_error(prog,
+                  "tessellation evaluation shader didn't declare input "
+                  "primitive modes.\n");
+      return;
+   }
+   prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
+
+   if (linked_shader->TessEval.Spacing == 0)
+      linked_shader->TessEval.Spacing = GL_EQUAL;
+   prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
+
+   if (linked_shader->TessEval.VertexOrder == 0)
+      linked_shader->TessEval.VertexOrder = GL_CCW;
+   prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
+
+   if (linked_shader->TessEval.PointMode == -1)
+      linked_shader->TessEval.PointMode = GL_FALSE;
+   prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
+}
+
+
 /**
  * Performs the cross-validation of layout qualifiers specified in
  * redeclaration of gl_FragCoord for the attached fragment shaders,
@@ -1346,24 +1749,13 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
        *   "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->uses_gl_fragcoord)
           || (shader->redeclares_gl_fragcoord
               && !linked_shader->redeclares_gl_fragcoord
-              && linked_shader->uses_gl_fragcoord
-              && (shader->origin_upper_left
-                  || shader->pixel_center_integer))) {
+              && linked_shader->uses_gl_fragcoord)) {
              linker_error(prog, "fragment shader defined with conflicting "
                          "layout qualifiers for gl_FragCoord\n");
       }
@@ -1380,8 +1772,8 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
                       "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
+      /* Update the linked shader state.  Note that uses_gl_fragcoord should
+       * accumulate the results.  The other values should replace.  If there
        * are multiple redeclarations, all the fields except uses_gl_fragcoord
        * are already known to be the same.
        */
@@ -1393,6 +1785,8 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
          linked_shader->origin_upper_left = shader->origin_upper_left;
          linked_shader->pixel_center_integer = shader->pixel_center_integer;
       }
+
+      linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
    }
 }
 
@@ -1601,7 +1995,7 @@ link_intrastage_shaders(void *mem_ctx,
 
    /* Link up uniform blocks defined within this stage. */
    const unsigned num_uniform_blocks =
-      link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
+      link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
                           &uniform_blocks);
    if (!prog->LinkStatus)
       return NULL;
@@ -1653,7 +2047,7 @@ link_intrastage_shaders(void *mem_ctx,
     */
    gl_shader *main = NULL;
    for (unsigned i = 0; i < num_shaders; i++) {
-      if (link_get_main_function_signature(shader_list[i]) != NULL) {
+      if (_mesa_get_main_function_signature(shader_list[i]) != NULL) {
         main = shader_list[i];
         break;
       }
@@ -1669,11 +2063,13 @@ link_intrastage_shaders(void *mem_ctx,
    linked->ir = new(linked) exec_list;
    clone_ir_list(mem_ctx, linked->ir, main->ir);
 
-   linked->UniformBlocks = uniform_blocks;
-   linked->NumUniformBlocks = num_uniform_blocks;
-   ralloc_steal(linked, linked->UniformBlocks);
+   linked->BufferInterfaceBlocks = uniform_blocks;
+   linked->NumBufferInterfaceBlocks = num_uniform_blocks;
+   ralloc_steal(linked, linked->BufferInterfaceBlocks);
 
    link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+   link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
+   link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
    link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
    link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
 
@@ -1683,7 +2079,7 @@ link_intrastage_shaders(void *mem_ctx,
     * copy of the original shader that contained the main function).
     */
    ir_function_signature *const main_sig =
-      link_get_main_function_signature(linked);
+      _mesa_get_main_function_signature(linked);
 
    /* Move any instructions other than variable declarations or function
     * declarations into main.
@@ -1735,7 +2131,7 @@ link_intrastage_shaders(void *mem_ctx,
 
 
    if (!ok) {
-      ctx->Driver.DeleteShader(ctx, linked);
+      _mesa_delete_shader(ctx, linked);
       return NULL;
    }
 
@@ -1756,6 +2152,14 @@ link_intrastage_shaders(void *mem_ctx,
    if (ctx->Const.VertexID_is_zero_based)
       lower_vertex_id(linked);
 
+   /* Validate correct usage of barrier() in the tess control shader */
+   if (linked->Stage == MESA_SHADER_TESS_CTRL) {
+      barrier_use_visitor visitor(prog);
+      foreach_in_list(ir_instruction, ir, linked->ir) {
+         ir->accept(&visitor);
+      }
+   }
+
    /* Make a pass over all variable declarations to ensure that arrays with
     * unspecified sizes have a size specified.  The size is inferred from the
     * max_array_access field.
@@ -1803,8 +2207,11 @@ update_array_sizes(struct gl_shader_program *prog)
           * Atomic counters are supposed to get deterministic
           * locations assigned based on the declaration ordering and
           * sizes, array compaction would mess that up.
+          *
+          * Subroutine uniforms are not removed.
          */
-        if (var->is_in_uniform_block() || var->type->contains_atomic())
+        if (var->is_in_buffer_block() || var->type->contains_atomic() ||
+            var->type->contains_subroutine())
            continue;
 
         unsigned int size = var->data.max_array_access;
@@ -1850,10 +2257,54 @@ update_array_sizes(struct gl_shader_program *prog)
 }
 
 /**
- * Find a contiguous set of available bits in a bitmask.
- *
- * \param used_mask     Bits representing used (1) and unused (0) locations
- * \param needed_count  Number of contiguous bits needed.
+ * Resize tessellation evaluation per-vertex inputs to the size of
+ * tessellation control per-vertex outputs.
+ */
+static void
+resize_tes_inputs(struct gl_context *ctx,
+                  struct gl_shader_program *prog)
+{
+   if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
+      return;
+
+   gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+   gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+
+   /* If no control shader is present, then the TES inputs are statically
+    * sized to MaxPatchVertices; the actual size of the arrays won't be
+    * known until draw time.
+    */
+   const int num_vertices = tcs
+      ? tcs->TessCtrl.VerticesOut
+      : ctx->Const.MaxPatchVertices;
+
+   tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
+   foreach_in_list(ir_instruction, ir, tes->ir) {
+      ir->accept(&input_resize_visitor);
+   }
+
+   if (tcs) {
+      /* Convert the gl_PatchVerticesIn system value into a constant, since
+       * the value is known at this point.
+       */
+      foreach_in_list(ir_instruction, ir, tes->ir) {
+         ir_variable *var = ir->as_variable();
+         if (var && var->data.mode == ir_var_system_value &&
+             var->data.location == SYSTEM_VALUE_VERTICES_IN) {
+            void *mem_ctx = ralloc_parent(var);
+            var->data.mode = ir_var_auto;
+            var->data.location = 0;
+            var->constant_value = new(mem_ctx) ir_constant(num_vertices);
+         }
+      }
+   }
+}
+
+/**
+ * Find a contiguous set of available bits in a bitmask.
+ *
+ * \param used_mask     Bits representing used (1) and unused (0) locations
+ * \param needed_count  Number of contiguous bits needed.
  *
  * \return
  * Base location of the available bits on success or -1 on failure.
@@ -1885,12 +2336,10 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
  * Assign locations for either VS inputs or FS outputs
  *
  * \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 max_index     Maximum number of generic locations.  This corresponds
- *                      to either the maximum number of draw buffers or the
- *                      maximum number of generic attributes.
  *
  * \return
  * If locations are successfully assigned, true is returned.  Otherwise an
@@ -1898,13 +2347,22 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
  */
 bool
 assign_attribute_or_color_locations(gl_shader_program *prog,
-                                   unsigned target_index,
-                                   unsigned max_index)
+                                    struct gl_constants *constants,
+                                    unsigned target_index)
 {
+   /* Maximum number of generic locations.  This corresponds to either the
+    * maximum number of draw buffers or the maximum number of generic
+    * attributes.
+    */
+   unsigned max_index = (target_index == MESA_SHADER_VERTEX) ?
+      constants->Program[target_index].MaxAttribs :
+      MAX2(constants->MaxDrawBuffers, constants->MaxDualSourceDrawBuffers);
+
    /* Mark invalid locations as being used.
     */
    unsigned used_locations = (max_index >= 32)
       ? ~0 : ~((1 << max_index) - 1);
+   unsigned double_storage_locations = 0;
 
    assert((target_index == MESA_SHADER_VERTEX)
          || (target_index == MESA_SHADER_FRAGMENT));
@@ -1996,12 +2454,32 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
         }
       }
 
+      /* From GL4.5 core spec, section 15.2 (Shader Execution):
+       *
+       *     "Output binding assignments will cause LinkProgram to fail:
+       *     ...
+       *     If the program has an active output assigned to a location greater
+       *     than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
+       *     an active output assigned an index greater than or equal to one;"
+       */
+      if (target_index == MESA_SHADER_FRAGMENT && var->data.index >= 1 &&
+          var->data.location - generic_base >=
+          (int) constants->MaxDualSourceDrawBuffers) {
+         linker_error(prog,
+                      "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
+                      "with index %u for %s\n",
+                      var->data.location - generic_base, var->data.index,
+                      var->name);
+         return false;
+      }
+
+      const unsigned slots = var->type->count_attribute_slots();
+
       /* If the variable is not a built-in and has a location statically
        * assigned in the shader (presumably via a layout qualifier), make sure
        * that it doesn't collide with other assigned locations.  Otherwise,
        * add it to the list of variables that need linker-assigned locations.
        */
-      const unsigned slots = var->type->count_attribute_slots();
       if (var->data.location != -1) {
         if (var->data.location >= generic_base && var->data.index < 1) {
            /* From page 61 of the OpenGL 4.0 spec:
@@ -2111,6 +2589,38 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
            }
 
            used_locations |= (use_mask << attr);
+
+            /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
+             *
+             * "A program with more than the value of MAX_VERTEX_ATTRIBS
+             *  active attribute variables may fail to link, unless
+             *  device-dependent optimizations are able to make the program
+             *  fit within available hardware resources. For the purposes
+             *  of this test, attribute variables of the type dvec3, dvec4,
+             *  dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
+             *  count as consuming twice as many attributes as equivalent
+             *  single-precision types. While these types use the same number
+             *  of generic attributes as their single-precision equivalents,
+             *  implementations are permitted to consume two single-precision
+             *  vectors of internal storage for each three- or four-component
+             *  double-precision vector."
+             *
+             * Mark this attribute slot as taking up twice as much space
+             * so we can count it properly against limits.  According to
+             * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
+             * is optional behavior, but it seems preferable.
+             */
+            const glsl_type *type = var->type->without_array();
+            if (type == glsl_type::dvec3_type ||
+                type == glsl_type::dvec4_type ||
+                type == glsl_type::dmat2x3_type ||
+                type == glsl_type::dmat2x4_type ||
+                type == glsl_type::dmat3_type ||
+                type == glsl_type::dmat3x4_type ||
+                type == glsl_type::dmat4x3_type ||
+                type == glsl_type::dmat4_type) {
+               double_storage_locations |= (use_mask << attr);
+            }
         }
 
         continue;
@@ -2121,6 +2631,18 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
       num_attr++;
    }
 
+   if (target_index == MESA_SHADER_VERTEX) {
+      unsigned total_attribs_size =
+         _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
+         _mesa_bitcount(double_storage_locations);
+      if (total_attribs_size > max_index) {
+        linker_error(prog,
+                     "attempt to use %d vertex attribute slots only %d available ",
+                     total_attribs_size, max_index);
+        return false;
+      }
+   }
+
    /* If all of the attributes were assigned locations by the application (or
     * are built-in attributes with fixed locations), return early.  This should
     * be the common case.
@@ -2292,18 +2814,44 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 
    unsigned blocks[MESA_SHADER_STAGES] = {0};
    unsigned total_uniform_blocks = 0;
+   unsigned shader_blocks[MESA_SHADER_STAGES] = {0};
+   unsigned total_shader_storage_blocks = 0;
+
+   for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
+      /* Don't check SSBOs for Uniform Block Size */
+      if (!prog->BufferInterfaceBlocks[i].IsShaderStorage &&
+          prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
+         linker_error(prog, "Uniform block %s too big (%d/%d)\n",
+                      prog->BufferInterfaceBlocks[i].Name,
+                      prog->BufferInterfaceBlocks[i].UniformBufferSize,
+                      ctx->Const.MaxUniformBlockSize);
+      }
+
+      if (prog->BufferInterfaceBlocks[i].IsShaderStorage &&
+          prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxShaderStorageBlockSize) {
+         linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
+                      prog->BufferInterfaceBlocks[i].Name,
+                      prog->BufferInterfaceBlocks[i].UniformBufferSize,
+                      ctx->Const.MaxShaderStorageBlockSize);
+      }
 
-   for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
-        if (prog->UniformBlockStageIndex[j][i] != -1) {
-           blocks[j]++;
-           total_uniform_blocks++;
+        if (prog->InterfaceBlockStageIndex[j][i] != -1) {
+            struct gl_shader *sh = prog->_LinkedShaders[j];
+            int stage_index = prog->InterfaceBlockStageIndex[j][i];
+            if (sh && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage) {
+               shader_blocks[j]++;
+               total_shader_storage_blocks++;
+            } else {
+               blocks[j]++;
+               total_uniform_blocks++;
+            }
         }
       }
 
       if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
         linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
-                     prog->NumUniformBlocks,
+                     total_uniform_blocks,
                      ctx->Const.MaxCombinedUniformBlocks);
       } else {
         for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
@@ -2318,9 +2866,70 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
            }
         }
       }
+
+      if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
+         linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
+                      total_shader_storage_blocks,
+                      ctx->Const.MaxCombinedShaderStorageBlocks);
+      } else {
+         for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+            const unsigned max_shader_storage_blocks =
+               ctx->Const.Program[i].MaxShaderStorageBlocks;
+            if (shader_blocks[i] > max_shader_storage_blocks) {
+               linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
+                            _mesa_shader_stage_to_string(i),
+                            shader_blocks[i],
+                            max_shader_storage_blocks);
+               break;
+            }
+         }
+      }
    }
 }
 
+static void
+link_calculate_subroutine_compat(struct gl_shader_program *prog)
+{
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
+      int count;
+      if (!sh)
+         continue;
+
+      for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
+         struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
+
+         if (!uni)
+            continue;
+
+         count = 0;
+         for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
+            struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
+            for (int k = 0; k < fn->num_compat_types; k++) {
+               if (fn->types[k] == uni->type) {
+                  count++;
+                  break;
+               }
+            }
+         }
+         uni->num_compatible_subroutines = count;
+      }
+   }
+}
+
+static void
+check_subroutine_resources(struct gl_shader_program *prog)
+{
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (sh) {
+         if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
+            linker_error(prog, "Too many %s shader subroutine uniforms\n",
+                         _mesa_shader_stage_to_string(i));
+      }
+   }
+}
 /**
  * Validate shader image resources.
  */
@@ -2329,6 +2938,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 {
    unsigned total_image_units = 0;
    unsigned fragment_outputs = 0;
+   unsigned total_shader_storage_blocks = 0;
 
    if (!ctx->Extensions.ARB_shader_image_load_store)
       return;
@@ -2338,11 +2948,18 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 
       if (sh) {
          if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
-            linker_error(prog, "Too many %s shader image uniforms\n",
-                         _mesa_shader_stage_to_string(i));
+            linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
+                         _mesa_shader_stage_to_string(i), sh->NumImages,
+                         ctx->Const.Program[i].MaxImageUniforms);
 
          total_image_units += sh->NumImages;
 
+         for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
+            int stage_index = prog->InterfaceBlockStageIndex[i][j];
+            if (stage_index != -1 && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage)
+               total_shader_storage_blocks++;
+         }
+
          if (i == MESA_SHADER_FRAGMENT) {
             foreach_in_list(ir_instruction, node, sh->ir) {
                ir_variable *var = node->as_variable();
@@ -2356,9 +2973,10 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
    if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
       linker_error(prog, "Too many combined image uniforms\n");
 
-   if (total_image_units + fragment_outputs >
-       ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
-      linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
+   if (total_image_units + fragment_outputs + total_shader_storage_blocks >
+       ctx->Const.MaxCombinedShaderOutputResources)
+      linker_error(prog, "Too many combined image uniforms, shader storage "
+                         " buffers and fragment outputs\n");
 }
 
 
@@ -2429,6 +3047,59 @@ reserve_explicit_locations(struct gl_shader_program *prog,
    return true;
 }
 
+static bool
+reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
+                                      struct gl_shader *sh,
+                                      ir_variable *var)
+{
+   unsigned slots = var->type->uniform_locations();
+   unsigned max_loc = var->data.location + slots - 1;
+
+   /* Resize remap table if locations do not fit in the current one. */
+   if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) {
+      sh->SubroutineUniformRemapTable =
+         reralloc(sh, sh->SubroutineUniformRemapTable,
+                  gl_uniform_storage *,
+                  max_loc + 1);
+
+      if (!sh->SubroutineUniformRemapTable) {
+         linker_error(prog, "Out of memory during linking.\n");
+         return false;
+      }
+
+      /* Initialize allocated space. */
+      for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
+         sh->SubroutineUniformRemapTable[i] = NULL;
+
+      sh->NumSubroutineUniformRemapTable = max_loc + 1;
+   }
+
+   for (unsigned i = 0; i < slots; i++) {
+      unsigned loc = var->data.location + i;
+
+      /* Check if location is already used. */
+      if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
+
+         /* ARB_explicit_uniform_location specification states:
+          *     "No two subroutine uniform variables can have the same location
+          *     in the same shader stage, otherwise a compiler or linker error
+          *     will be generated."
+          */
+         linker_error(prog,
+                      "location qualifier for uniform %s overlaps "
+                      "previously used location\n",
+                      var->name);
+         return false;
+      }
+
+      /* Initialize location as inactive before optimization
+       * rounds and location assignment.
+       */
+      sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
+   }
+
+   return true;
+}
 /**
  * Check and reserve all explicit uniform locations, called before
  * any optimizations happen to handle also inactive uniforms and
@@ -2459,9 +3130,14 @@ check_explicit_uniform_locations(struct gl_context *ctx,
 
       foreach_in_list(ir_instruction, node, sh->ir) {
          ir_variable *var = node->as_variable();
-         if ((var && var->data.mode == ir_var_uniform) &&
-             var->data.explicit_location) {
-            if (!reserve_explicit_locations(prog, uniform_map, var)) {
+         if (var && (var->data.mode == ir_var_uniform &&
+                     var->data.explicit_location)) {
+            bool ret;
+            if (var->type->is_subroutine())
+               ret = reserve_subroutine_explicit_locations(prog, sh, var);
+            else
+               ret = reserve_explicit_locations(prog, uniform_map, var);
+            if (!ret) {
                delete uniform_map;
                return;
             }
@@ -2472,6 +3148,765 @@ check_explicit_uniform_locations(struct gl_context *ctx,
    delete uniform_map;
 }
 
+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->NumBufferInterfaceBlocks; i++) {
+      const char *block_name = shProg->BufferInterfaceBlocks[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;
+
+   /* From: ARB_program_interface_query extension:
+    *
+    *  "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;
+}
+
+static bool
+add_program_resource(struct gl_shader_program *prog, GLenum type,
+                     const void *data, uint8_t stages)
+{
+   assert(data);
+
+   /* If resource already exists, do not add it again. */
+   for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
+      if (prog->ProgramResourceList[i].Data == data)
+         return true;
+
+   prog->ProgramResourceList =
+      reralloc(prog,
+               prog->ProgramResourceList,
+               gl_program_resource,
+               prog->NumProgramResourceList + 1);
+
+   if (!prog->ProgramResourceList) {
+      linker_error(prog, "Out of memory during linking.\n");
+      return false;
+   }
+
+   struct gl_program_resource *res =
+      &prog->ProgramResourceList[prog->NumProgramResourceList];
+
+   res->Type = type;
+   res->Data = data;
+   res->StageReferences = stages;
+
+   prog->NumProgramResourceList++;
+
+   return true;
+}
+
+/* Function checks if a variable var is a packed varying and
+ * if given name is part of packed varying's list.
+ *
+ * If a variable is a packed varying, it has a name like
+ * 'packed:a,b,c' where a, b and c are separate variables.
+ */
+static bool
+included_in_packed_varying(ir_variable *var, const char *name)
+{
+   if (strncmp(var->name, "packed:", 7) != 0)
+      return false;
+
+   char *list = strdup(var->name + 7);
+   assert(list);
+
+   bool found = false;
+   char *saveptr;
+   char *token = strtok_r(list, ",", &saveptr);
+   while (token) {
+      if (strcmp(token, name) == 0) {
+         found = true;
+         break;
+      }
+      token = strtok_r(NULL, ",", &saveptr);
+   }
+   free(list);
+   return found;
+}
+
+/**
+ * Function builds a stage reference bitmask from variable name.
+ */
+static uint8_t
+build_stageref(struct gl_shader_program *shProg, const char *name,
+               unsigned mode)
+{
+   uint8_t stages = 0;
+
+   /* Note, that we assume MAX 8 stages, if there will be more stages, type
+    * used for reference mask in gl_program_resource will need to be changed.
+    */
+   assert(MESA_SHADER_STAGES < 8);
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = shProg->_LinkedShaders[i];
+      if (!sh)
+         continue;
+
+      /* Shader symbol table may contain variables that have
+       * been optimized away. Search IR for the variable instead.
+       */
+      foreach_in_list(ir_instruction, node, sh->ir) {
+         ir_variable *var = node->as_variable();
+         if (var) {
+            unsigned baselen = strlen(var->name);
+
+            if (included_in_packed_varying(var, name)) {
+                  stages |= (1 << i);
+                  break;
+            }
+
+            /* Type needs to match if specified, otherwise we might
+             * pick a variable with same name but different interface.
+             */
+            if (var->data.mode != mode)
+               continue;
+
+            if (strncmp(var->name, name, baselen) == 0) {
+               /* Check for exact name matches but also check for arrays and
+                * structs.
+                */
+               if (name[baselen] == '\0' ||
+                   name[baselen] == '[' ||
+                   name[baselen] == '.') {
+                  stages |= (1 << i);
+                  break;
+               }
+            }
+         }
+      }
+   }
+   return stages;
+}
+
+static bool
+add_interface_variables(struct gl_shader_program *shProg,
+                        exec_list *ir, GLenum programInterface)
+{
+   foreach_in_list(ir_instruction, node, ir) {
+      ir_variable *var = node->as_variable();
+      uint8_t mask = 0;
+
+      if (!var)
+         continue;
+
+      switch (var->data.mode) {
+      /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
+       * "For GetActiveAttrib, all active vertex shader input variables
+       * are enumerated, including the special built-in inputs gl_VertexID
+       * and gl_InstanceID."
+       */
+      case ir_var_system_value:
+         if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
+             var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
+             var->data.location != SYSTEM_VALUE_INSTANCE_ID)
+            continue;
+         /* Mark special built-in inputs referenced by the vertex stage so
+          * that they are considered active by the shader queries.
+          */
+         mask = (1 << (MESA_SHADER_VERTEX));
+         /* FALLTHROUGH */
+      case ir_var_shader_in:
+         if (programInterface != GL_PROGRAM_INPUT)
+            continue;
+         break;
+      case ir_var_shader_out:
+         if (programInterface != GL_PROGRAM_OUTPUT)
+            continue;
+         break;
+      default:
+         continue;
+      };
+
+      /* Skip packed varyings, packed varyings are handled separately
+       * by add_packed_varyings.
+       */
+      if (strncmp(var->name, "packed:", 7) == 0)
+         continue;
+
+      /* Skip fragdata arrays, these are handled separately
+       * by add_fragdata_arrays.
+       */
+      if (strncmp(var->name, "gl_out_FragData", 15) == 0)
+         continue;
+
+      if (!add_program_resource(shProg, programInterface, var,
+                                build_stageref(shProg, var->name,
+                                               var->data.mode) | mask))
+         return false;
+   }
+   return true;
+}
+
+static bool
+add_packed_varyings(struct gl_shader_program *shProg, int stage)
+{
+   struct gl_shader *sh = shProg->_LinkedShaders[stage];
+   GLenum iface;
+
+   if (!sh || !sh->packed_varyings)
+      return true;
+
+   foreach_in_list(ir_instruction, node, sh->packed_varyings) {
+      ir_variable *var = node->as_variable();
+      if (var) {
+         switch (var->data.mode) {
+         case ir_var_shader_in:
+            iface = GL_PROGRAM_INPUT;
+            break;
+         case ir_var_shader_out:
+            iface = GL_PROGRAM_OUTPUT;
+            break;
+         default:
+            unreachable("unexpected type");
+         }
+         if (!add_program_resource(shProg, iface, var,
+                                   build_stageref(shProg, var->name,
+                                                  var->data.mode)))
+            return false;
+      }
+   }
+   return true;
+}
+
+static bool
+add_fragdata_arrays(struct gl_shader_program *shProg)
+{
+   struct gl_shader *sh = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
+
+   if (!sh || !sh->fragdata_arrays)
+      return true;
+
+   foreach_in_list(ir_instruction, node, sh->fragdata_arrays) {
+      ir_variable *var = node->as_variable();
+      if (var) {
+         assert(var->data.mode == ir_var_shader_out);
+         if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, var,
+                                   1 << MESA_SHADER_FRAGMENT))
+            return false;
+      }
+   }
+   return true;
+}
+
+static char*
+get_top_level_name(const char *name)
+{
+   const char *first_dot = strchr(name, '.');
+   const char *first_square_bracket = strchr(name, '[');
+   int name_size = 0;
+   /* From ARB_program_interface_query spec:
+    *
+    * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying the
+    *  number of active array elements of the top-level shader storage block
+    *  member containing to the active variable is written to <params>.  If the
+    *  top-level block member is not declared as an array, the value one is
+    *  written to <params>.  If the top-level block member is an array with no
+    *  declared size, the value zero is written to <params>.
+    */
+
+   /* The buffer variable is on top level.*/
+   if (!first_square_bracket && !first_dot)
+      name_size = strlen(name);
+   else if ((!first_square_bracket ||
+            (first_dot && first_dot < first_square_bracket)))
+      name_size = first_dot - name;
+   else
+      name_size = first_square_bracket - name;
+
+   return strndup(name, name_size);
+}
+
+static char*
+get_var_name(const char *name)
+{
+   const char *first_dot = strchr(name, '.');
+
+   if (!first_dot)
+      return strdup(name);
+
+   return strndup(first_dot+1, strlen(first_dot) - 1);
+}
+
+static bool
+is_top_level_shader_storage_block_member(const char* name,
+                                         const char* interface_name,
+                                         const char* field_name)
+{
+   bool result = false;
+
+   /* If the given variable is already a top-level shader storage
+    * block member, then return array_size = 1.
+    * We could have two possibilities: if we have an instanced
+    * shader storage block or not instanced.
+    *
+    * For the first, we check create a name as it was in top level and
+    * compare it with the real name. If they are the same, then
+    * the variable is already at top-level.
+    *
+    * Full instanced name is: interface name + '.' + var name +
+    *    NULL character
+    */
+   int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
+   char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
+   if (!full_instanced_name) {
+      fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
+      return false;
+   }
+
+   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.
+    */
+   if (strcmp(name, full_instanced_name) == 0 ||
+       strcmp(name, field_name) == 0)
+      result = true;
+
+   free(full_instanced_name);
+   return result;
+}
+
+static int
+get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
+               char *interface_name, char *var_name)
+{
+   /* From GL_ARB_program_interface_query spec:
+    *
+    * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer
+    * identifying the number of active array elements of the top-level
+    * shader storage block member containing to the active variable is
+    * written to <params>.  If the top-level block member is not
+    * declared as an array, the value one is written to <params>.  If
+    * the top-level block member is an array with no declared size,
+    * the value zero is written to <params>.
+    */
+   if (is_top_level_shader_storage_block_member(uni->name,
+                                                interface_name,
+                                                var_name))
+      return  1;
+   else if (field->type->is_unsized_array())
+      return 0;
+   else if (field->type->is_array())
+      return field->type->length;
+
+   return 1;
+}
+
+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)
+{
+   /* From GL_ARB_program_interface_query:
+    *
+    * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
+    *  identifying the stride between array elements of the top-level
+    *  shader storage block member containing the active variable is
+    *  written to <params>.  For top-level block members declared as
+    *  arrays, the value written is the difference, in basic machine
+    *  units, between the offsets of the active variable for
+    *  consecutive elements in the top-level array.  For top-level
+    *  block members not declared as an array, zero is written to
+    *  <params>."
+    */
+   if (field->type->is_array()) {
+      const enum glsl_matrix_layout matrix_layout =
+         glsl_matrix_layout(field->matrix_layout);
+      bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+      const glsl_type *array_type = field->type->fields.array;
+
+      if (is_top_level_shader_storage_block_member(uni->name,
+                                                   interface_name,
+                                                   var_name))
+         return 0;
+
+      if (interface->interface_packing != GLSL_INTERFACE_PACKING_STD430) {
+         if (array_type->is_record() || 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);
+      } else {
+         return array_type->std430_array_stride(row_major);
+      }
+   }
+   return 0;
+}
+
+static void
+calculate_array_size_and_stride(struct gl_shader_program *shProg,
+                                struct gl_uniform_storage *uni)
+{
+   int block_index = uni->block_index;
+   int array_size = -1;
+   int array_stride = -1;
+   char *var_name = get_top_level_name(uni->name);
+   char *interface_name =
+      get_top_level_name(shProg->BufferInterfaceBlocks[block_index].Name);
+
+   if (strcmp(var_name, interface_name) == 0) {
+      /* Deal with instanced array of SSBOs */
+      char *temp_name = get_var_name(uni->name);
+      if (!temp_name) {
+         linker_error(shProg, "Out of memory during linking.\n");
+         goto write_top_level_array_size_and_stride;
+      }
+      free(var_name);
+      var_name = get_top_level_name(temp_name);
+      free(temp_name);
+      if (!var_name) {
+         linker_error(shProg, "Out of memory during linking.\n");
+         goto write_top_level_array_size_and_stride;
+      }
+   }
+
+   for (unsigned i = 0; i < shProg->NumShaders; i++) {
+      if (shProg->Shaders[i] == NULL)
+         continue;
+
+      const gl_shader *stage = shProg->Shaders[i];
+      foreach_in_list(ir_instruction, node, stage->ir) {
+         ir_variable *var = node->as_variable();
+         if (!var || !var->get_interface_type() ||
+             var->data.mode != ir_var_shader_storage)
+            continue;
+
+         const glsl_type *interface = var->get_interface_type();
+
+         if (strcmp(interface_name, interface->name) != 0)
+            continue;
+
+         for (unsigned i = 0; i < interface->length; i++) {
+            const glsl_struct_field *field = &interface->fields.structure[i];
+            if (strcmp(field->name, var_name) != 0)
+               continue;
+
+            array_stride = get_array_stride(uni, interface, field,
+                                            interface_name, var_name);
+            array_size = get_array_size(uni, field, interface_name, var_name);
+            goto write_top_level_array_size_and_stride;
+         }
+      }
+   }
+write_top_level_array_size_and_stride:
+   free(interface_name);
+   free(var_name);
+   uni->top_level_array_stride = array_stride;
+   uni->top_level_array_size = array_size;
+}
+
+/**
+ * Builds up a list of program resources that point to existing
+ * resource data.
+ */
+void
+build_program_resource_list(struct gl_shader_program *shProg)
+{
+   /* Rebuild resource list. */
+   if (shProg->ProgramResourceList) {
+      ralloc_free(shProg->ProgramResourceList);
+      shProg->ProgramResourceList = NULL;
+      shProg->NumProgramResourceList = 0;
+   }
+
+   int input_stage = MESA_SHADER_STAGES, output_stage = 0;
+
+   /* Determine first input and final output stage. These are used to
+    * detect which variables should be enumerated in the resource list
+    * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
+    */
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (!shProg->_LinkedShaders[i])
+         continue;
+      if (input_stage == MESA_SHADER_STAGES)
+         input_stage = i;
+      output_stage = i;
+   }
+
+   /* Empty shader, no resources. */
+   if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
+      return;
+
+   /* Program interface needs to expose varyings in case of SSO. */
+   if (shProg->SeparateShader) {
+      if (!add_packed_varyings(shProg, input_stage))
+         return;
+      if (!add_packed_varyings(shProg, output_stage))
+         return;
+   }
+
+   if (!add_fragdata_arrays(shProg))
+      return;
+
+   /* Add inputs and outputs to the resource list. */
+   if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage]->ir,
+                                GL_PROGRAM_INPUT))
+      return;
+
+   if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage]->ir,
+                                GL_PROGRAM_OUTPUT))
+      return;
+
+   /* Add transform feedback varyings. */
+   if (shProg->LinkedTransformFeedback.NumVarying > 0) {
+      for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
+         if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
+                                   &shProg->LinkedTransformFeedback.Varyings[i],
+                                   0))
+         return;
+      }
+   }
+
+   /* Add uniforms from uniform storage. */
+   for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+      /* Do not add uniforms internally used by Mesa. */
+      if (shProg->UniformStorage[i].hidden)
+         continue;
+
+      uint8_t stageref =
+         build_stageref(shProg, shProg->UniformStorage[i].name,
+                        ir_var_uniform);
+
+      /* Add stagereferences for uniforms in a uniform block. */
+      int block_index = shProg->UniformStorage[i].block_index;
+      if (block_index != -1) {
+         for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+             if (shProg->InterfaceBlockStageIndex[j][block_index] != -1)
+                stageref |= (1 << j);
+         }
+      }
+
+      bool is_shader_storage =  shProg->UniformStorage[i].is_shader_storage;
+      GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
+      if (!should_add_buffer_variable(shProg, type,
+                                      shProg->UniformStorage[i].name))
+         continue;
+
+      if (is_shader_storage) {
+         calculate_array_size_and_stride(shProg, &shProg->UniformStorage[i]);
+      }
+
+      if (!add_program_resource(shProg, type,
+                                &shProg->UniformStorage[i], stageref))
+         return;
+   }
+
+   /* Add program uniform blocks and shader storage blocks. */
+   for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
+      bool is_shader_storage = shProg->BufferInterfaceBlocks[i].IsShaderStorage;
+      GLenum type = is_shader_storage ? GL_SHADER_STORAGE_BLOCK : GL_UNIFORM_BLOCK;
+      if (!add_program_resource(shProg, type,
+          &shProg->BufferInterfaceBlocks[i], 0))
+         return;
+   }
+
+   /* Add atomic counter buffers. */
+   for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
+      if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
+                                &shProg->AtomicBuffers[i], 0))
+         return;
+   }
+
+   for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+      GLenum type;
+      if (!shProg->UniformStorage[i].hidden)
+         continue;
+
+      for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
+         if (!shProg->UniformStorage[i].opaque[j].active ||
+             !shProg->UniformStorage[i].type->is_subroutine())
+            continue;
+
+         type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
+         /* add shader subroutines */
+         if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0))
+            return;
+      }
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = shProg->_LinkedShaders[i];
+      GLuint type;
+
+      if (!sh)
+         continue;
+
+      type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
+      for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
+         if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0))
+            return;
+      }
+   }
+}
+
+/**
+ * This check is done to make sure we allow only constant expression
+ * indexing and "constant-index-expression" (indexing with an expression
+ * that includes loop induction variable).
+ */
+static bool
+validate_sampler_array_indexing(struct gl_context *ctx,
+                                struct gl_shader_program *prog)
+{
+   dynamic_sampler_array_indexing_visitor v;
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+        continue;
+
+      bool no_dynamic_indexing =
+         ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
+
+      /* Search for array derefs in shader. */
+      v.run(prog->_LinkedShaders[i]->ir);
+      if (v.uses_dynamic_sampler_array_indexing()) {
+         const char *msg = "sampler arrays indexed with non-constant "
+                           "expressions is forbidden in GLSL %s %u";
+         /* Backend has indicated that it has no dynamic indexing support. */
+         if (no_dynamic_indexing) {
+            linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+            return false;
+         } else {
+            linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+         }
+      }
+   }
+   return true;
+}
+
+static void
+link_assign_subroutine_types(struct gl_shader_program *prog)
+{
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (sh == NULL)
+         continue;
+
+      foreach_in_list(ir_instruction, node, sh->ir) {
+         ir_function *fn = node->as_function();
+         if (!fn)
+            continue;
+
+         if (fn->is_subroutine)
+            sh->NumSubroutineUniformTypes++;
+
+         if (!fn->num_subroutine_types)
+            continue;
+
+         sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
+                                            struct gl_subroutine_function,
+                                            sh->NumSubroutineFunctions + 1);
+         sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name);
+         sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
+         sh->SubroutineFunctions[sh->NumSubroutineFunctions].types =
+            ralloc_array(sh, const struct glsl_type *,
+                         fn->num_subroutine_types);
+         for (int j = 0; j < fn->num_subroutine_types; j++)
+            sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
+         sh->NumSubroutineFunctions++;
+      }
+   }
+}
+
+static void
+split_ubos_and_ssbos(void *mem_ctx,
+                     struct gl_uniform_block *blocks,
+                     unsigned num_blocks,
+                     struct gl_uniform_block ***ubos,
+                     unsigned *num_ubos,
+                     struct gl_uniform_block ***ssbos,
+                     unsigned *num_ssbos)
+{
+   unsigned num_ubo_blocks = 0;
+   unsigned num_ssbo_blocks = 0;
+
+   for (unsigned i = 0; i < num_blocks; i++) {
+      if (blocks[i].IsShaderStorage)
+         num_ssbo_blocks++;
+      else
+         num_ubo_blocks++;
+   }
+
+   *ubos = ralloc_array(mem_ctx, gl_uniform_block *, num_ubo_blocks);
+   *num_ubos = 0;
+
+   *ssbos = ralloc_array(mem_ctx, gl_uniform_block *, num_ssbo_blocks);
+   *num_ssbos = 0;
+
+   for (unsigned i = 0; i < num_blocks; i++) {
+      if (blocks[i].IsShaderStorage) {
+         (*ssbos)[(*num_ssbos)++] = &blocks[i];
+      } else {
+         (*ubos)[(*num_ubos)++] = &blocks[i];
+      }
+   }
+
+   assert(*num_ubos + *num_ssbos == num_blocks);
+}
+
 void
 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 {
@@ -2511,8 +3946,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
         goto done;
       }
 
-      prog->ARB_fragment_coord_conventions_enable |=
-         prog->Shaders[i]->ARB_fragment_coord_conventions_enable;
+      if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
+         prog->ARB_fragment_coord_conventions_enable = true;
+      }
 
       gl_shader_stage shader_type = prog->Shaders[i]->Stage;
       shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
@@ -2531,7 +3967,26 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    prog->Version = max_version;
    prog->IsES = is_es_prog;
 
-   /* Geometry shaders have to be linked with vertex shaders.
+   /* From OpenGL 4.5 Core specification (7.3 Program Objects):
+    *     "Linking can fail for a variety of reasons as specified in the OpenGL
+    *     Shading Language Specification, as well as any of the following
+    *     reasons:
+    *
+    *     * No shader objects are attached to program.
+    *
+    *     ..."
+    *
+    *     Same rule applies for OpenGL ES >= 3.1.
+    */
+
+   if (prog->NumShaders == 0 &&
+       ((ctx->API == API_OPENGL_CORE && ctx->Version >= 45) ||
+        (ctx->API == API_OPENGLES2 && ctx->Version >= 31))) {
+      linker_error(prog, "No shader objects are attached to program.\n");
+      goto done;
+   }
+
+   /* Some shaders have to be linked with some other shaders present.
     */
    if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
        num_shaders[MESA_SHADER_VERTEX] == 0 &&
@@ -2540,6 +3995,44 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
                   "vertex shader\n");
       goto done;
    }
+   if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
+       num_shaders[MESA_SHADER_VERTEX] == 0 &&
+       !prog->SeparateShader) {
+      linker_error(prog, "Tessellation evaluation shader must be linked with "
+                  "vertex shader\n");
+      goto done;
+   }
+   if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+       num_shaders[MESA_SHADER_VERTEX] == 0 &&
+       !prog->SeparateShader) {
+      linker_error(prog, "Tessellation control shader must be linked with "
+                  "vertex shader\n");
+      goto done;
+   }
+
+   /* The spec is self-contradictory here. 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.
+    *
+    * More investigation showed that the idea of transform feedback after
+    * a tess control shader was dropped, because some hw vendors couldn't
+    * support tessellation without a tess eval shader, but the linker section
+    * wasn't updated to reflect that.
+    *
+    * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
+    * spec bug.
+    *
+    * Do what's reasonable and always require a tess eval shader if a tess
+    * control shader is present.
+    */
+   if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+       num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
+       !prog->SeparateShader) {
+      linker_error(prog, "Tessellation control shader must be linked with "
+                  "tessellation evaluation shader\n");
+      goto done;
+   }
 
    /* Compute shaders have additional restrictions. */
    if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
@@ -2550,7 +4043,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] != NULL)
-        ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
+        _mesa_delete_shader(ctx, prog->_LinkedShaders[i]);
 
       prog->_LinkedShaders[i] = NULL;
    }
@@ -2563,13 +4056,22 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
             link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
                                     num_shaders[stage]);
 
-         if (!prog->LinkStatus)
+         if (!prog->LinkStatus) {
+            if (sh)
+               _mesa_delete_shader(ctx, sh);
             goto done;
+         }
 
          switch (stage) {
          case MESA_SHADER_VERTEX:
             validate_vertex_shader_executable(prog, sh);
             break;
+         case MESA_SHADER_TESS_CTRL:
+            /* nothing to be done */
+            break;
+         case MESA_SHADER_TESS_EVAL:
+            validate_tess_eval_shader_executable(prog, sh);
+            break;
          case MESA_SHADER_GEOMETRY:
             validate_geometry_shader_executable(prog, sh);
             break;
@@ -2577,8 +4079,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
             validate_fragment_shader_executable(prog, sh);
             break;
          }
-         if (!prog->LinkStatus)
+         if (!prog->LinkStatus) {
+            if (sh)
+               _mesa_delete_shader(ctx, sh);
             goto done;
+         }
 
          _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
       }
@@ -2586,6 +4091,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
       prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
+   else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
+      prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
    else if (num_shaders[MESA_SHADER_VERTEX] > 0)
       prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
    else
@@ -2607,9 +4114,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 
    check_explicit_uniform_locations(ctx, prog);
+   link_assign_subroutine_types(prog);
+
    if (!prog->LinkStatus)
       goto done;
 
+   resize_tes_inputs(ctx, prog);
+
    /* Validate the inputs of each stage with the output of the preceding
     * stage.
     */
@@ -2674,6 +4185,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          lower_clip_distance(prog->_LinkedShaders[i]);
       }
 
+      if (ctx->Const.LowerTessLevel) {
+         lower_tess_level(prog->_LinkedShaders[i]);
+      }
+
       while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
                                     &ctx->Const.ShaderCompilerOptions[i],
                                     ctx->Const.NativeIntegers))
@@ -2682,6 +4197,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
    }
 
+   /* Validation for special cases where we allow sampler array indexing
+    * with loop induction variable. This check emits a warning or error
+    * depending if backend can handle dynamic indexing.
+    */
+   if ((!prog->IsES && prog->Version < 130) ||
+       (prog->IsES && prog->Version < 300)) {
+      if (!validate_sampler_array_indexing(ctx, prog))
+         goto done;
+   }
+
    /* Check and validate stream emissions in geometry shaders */
    validate_geometry_shader_emissions(ctx, prog);
 
@@ -2692,23 +4217,28 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       }
    }
 
-   /* FINISHME: The value of the max_attribute_index parameter is
-    * FINISHME: implementation dependent based on the value of
-    * FINISHME: GL_MAX_VERTEX_ATTRIBS.  GL_MAX_VERTEX_ATTRIBS must be
-    * FINISHME: at least 16, so hardcode 16 for now.
-    */
-   if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
+   if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+                                            MESA_SHADER_VERTEX)) {
       goto done;
    }
 
-   if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
+   if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+                                            MESA_SHADER_FRAGMENT)) {
       goto done;
    }
 
-   unsigned first;
-   for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
-      if (prog->_LinkedShaders[first] != NULL)
-        break;
+   unsigned first, last;
+
+   first = MESA_SHADER_STAGES;
+   last = 0;
+
+   /* Determine first and last stage. */
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (!prog->_LinkedShaders[i])
+         continue;
+      if (first == MESA_SHADER_STAGES)
+         first = i;
+      last = i;
    }
 
    if (num_tfeedback_decls != 0) {
@@ -2737,13 +4267,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
     * ensures that inter-shader outputs written to in an earlier stage are
     * eliminated if they are (transitively) not used in a later stage.
     */
-   int last, next;
-   for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
-      if (prog->_LinkedShaders[last] != NULL)
-         break;
-   }
+   int next;
 
-   if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
+   if (first < MESA_SHADER_FRAGMENT) {
       gl_shader *const sh = prog->_LinkedShaders[last];
 
       if (first == MESA_SHADER_GEOMETRY) {
@@ -2755,20 +4281,19 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
           * MESA_SHADER_GEOMETRY.
           */
          if (!assign_varying_locations(ctx, mem_ctx, prog,
-                                       NULL, sh,
-                                       num_tfeedback_decls, tfeedback_decls,
-                                       prog->Geom.VerticesIn))
+                                       NULL, prog->_LinkedShaders[first],
+                                       num_tfeedback_decls, tfeedback_decls))
             goto done;
       }
 
-      if (num_tfeedback_decls != 0 || prog->SeparateShader) {
+      if (last != MESA_SHADER_FRAGMENT &&
+         (num_tfeedback_decls != 0 || prog->SeparateShader)) {
          /* There was no fragment shader, but we still have to assign varying
           * locations for use by transform feedback.
           */
          if (!assign_varying_locations(ctx, mem_ctx, prog,
                                        sh, NULL,
-                                       num_tfeedback_decls, tfeedback_decls,
-                                       0))
+                                       num_tfeedback_decls, tfeedback_decls))
             goto done;
       }
 
@@ -2796,8 +4321,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
                                        NULL /* producer */,
                                        sh /* consumer */,
                                        0 /* num_tfeedback_decls */,
-                                       NULL /* tfeedback_decls */,
-                                       0 /* gs_input_vertices */))
+                                       NULL /* tfeedback_decls */))
             goto done;
       } else
          demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
@@ -2813,12 +4337,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
       gl_shader *const sh_i = prog->_LinkedShaders[i];
       gl_shader *const sh_next = prog->_LinkedShaders[next];
-      unsigned gs_input_vertices =
-         next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
 
       if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
                 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
-                tfeedback_decls, gs_input_vertices))
+                tfeedback_decls))
          goto done;
 
       do_dead_builtin_varyings(ctx, sh_i, sh_next,
@@ -2852,7 +4374,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    link_assign_atomic_counter_resources(ctx, prog);
    store_fragdepth_layout(prog);
 
+   link_calculate_subroutine_compat(prog);
    check_resources(ctx, prog);
+   check_subroutine_resources(prog);
    check_image_resources(ctx, prog);
    link_check_atomic_counter_resources(ctx, prog);
 
@@ -2866,15 +4390,69 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
     * behavior specified in GLSL specification.
     */
    if (!prog->SeparateShader && 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) {
-        linker_error(prog, "program lacks a fragment shader\n");
+      /* With ES < 3.1 one needs to have always vertex + fragment shader. */
+      if (ctx->Version < 31) {
+         if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
+           linker_error(prog, "program lacks a vertex shader\n");
+         } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
+           linker_error(prog, "program lacks a fragment shader\n");
+         }
+      } else {
+         /* From OpenGL ES 3.1 specification (7.3 Program Objects):
+          *     "Linking can fail for a variety of reasons as specified in the
+          *     OpenGL ES Shading Language Specification, as well as any of the
+          *     following reasons:
+          *
+          *     ...
+          *
+          *     * program contains objects to form either a vertex shader or
+          *       fragment shader, and program is not separable, and does not
+          *       contain objects to form both a vertex shader and fragment
+          *       shader."
+          */
+         if (!!prog->_LinkedShaders[MESA_SHADER_VERTEX] ^
+             !!prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
+            linker_error(prog, "Program needs to contain both vertex and "
+                         "fragment shaders.\n");
+         }
+      }
+   }
+
+   /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks
+    * for gl_shader_program and gl_shader, so that drivers that need separate
+    * index spaces for each set can have that.
+    */
+   for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i] != NULL) {
+         gl_shader *sh = prog->_LinkedShaders[i];
+         split_ubos_and_ssbos(sh,
+                              sh->BufferInterfaceBlocks,
+                              sh->NumBufferInterfaceBlocks,
+                              &sh->UniformBlocks,
+                              &sh->NumUniformBlocks,
+                              &sh->ShaderStorageBlocks,
+                              &sh->NumShaderStorageBlocks);
       }
    }
 
+   split_ubos_and_ssbos(prog,
+                        prog->BufferInterfaceBlocks,
+                        prog->NumBufferInterfaceBlocks,
+                        &prog->UniformBlocks,
+                        &prog->NumUniformBlocks,
+                        &prog->ShaderStorageBlocks,
+                        &prog->NumShaderStorageBlocks);
+
    /* FINISHME: Assign fragment shader output locations. */
 
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+        continue;
+
+      if (ctx->Const.ShaderCompilerOptions[i].LowerBufferInterfaceBlocks)
+         lower_ubo_reference(prog->_LinkedShaders[i]);
+   }
+
 done:
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       free(shader_list[i]);