glsl: analyze TES usage of gl_ClipDistance
[mesa.git] / src / glsl / linker.cpp
index 428a044e9b83a74b3757eaceb469cd79722e4fc5..eeab3a3ca91012701f6821e21b14e306f44463b4 100644 (file)
@@ -64,6 +64,7 @@
  * \author Ian Romanick <ian.d.romanick@intel.com>
  */
 
+#include <ctype.h>
 #include "main/core.h"
 #include "glsl_symbol_table.h"
 #include "glsl_parser_extras.h"
 #include "link_varyings.h"
 #include "ir_optimization.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 *, ...);
 
@@ -109,10 +110,10 @@ public:
 
    virtual ir_visitor_status visit_enter(ir_call *ir)
    {
-      exec_list_iterator sig_iter = ir->callee->parameters.iterator();
-      foreach_iter(exec_list_iterator, iter, *ir) {
-        ir_rvalue *param_rval = (ir_rvalue *)iter.get();
-        ir_variable *sig_param = (ir_variable *)sig_iter.get();
+      foreach_two_lists(formal_node, &ir->callee->parameters,
+                        actual_node, &ir->actual_parameters) {
+        ir_rvalue *param_rval = (ir_rvalue *) actual_node;
+        ir_variable *sig_param = (ir_variable *) formal_node;
 
         if (sig_param->data.mode == ir_var_function_out ||
             sig_param->data.mode == ir_var_function_inout) {
@@ -122,7 +123,6 @@ public:
               return visit_stop;
            }
         }
-        sig_iter.next();
       }
 
       if (ir->return_deref != NULL) {
@@ -224,7 +224,7 @@ 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;
 
@@ -245,36 +245,185 @@ 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 tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
+public:
+   unsigned num_vertices;
+   gl_shader_program *prog;
+
+   tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
+   {
+      this->num_vertices = num_vertices;
+      this->prog = prog;
+   }
+
+   virtual ~tess_eval_array_resize_visitor()
+   {
+      /* empty */
+   }
+
+   virtual ir_visitor_status visit(ir_variable *var)
+   {
+      if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
+         return visit_continue;
+
+      var->type = glsl_type::get_array_instance(var->type->fields.array,
+                                                this->num_vertices);
+      var->data.max_array_access = this->num_vertices - 1;
+
+      return visit_continue;
+   }
+
+   /* Dereferences of input variables need to be updated so that their type
+    * matches the newly assigned type of the variable they are accessing. */
+   virtual ir_visitor_status visit(ir_dereference_variable *ir)
+   {
+      ir->type = ir->var->type;
+      return visit_continue;
+   }
+
+   /* Dereferences of 2D input arrays need to be updated so that their type
+    * matches the newly assigned type of the array they are accessing. */
+   virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
+   {
+      const glsl_type *const vt = ir->array->type;
+      if (vt->is_array())
+         ir->type = vt->fields.array;
+      return visit_continue;
+   }
+};
 
 /**
- * Visitor that determines whether or not a shader uses ir_end_primitive.
+ * Visitor that determines the highest stream id to which a (geometry) shader
+ * emits vertices. It also checks whether End{Stream}Primitive is ever called.
  */
-class find_end_primitive_visitor : public ir_hierarchical_visitor {
+class find_emit_vertex_visitor : public ir_hierarchical_visitor {
 public:
-   find_end_primitive_visitor()
-      : found(false)
+   find_emit_vertex_visitor(int max_allowed)
+      : max_stream_allowed(max_allowed),
+        invalid_stream_id(0),
+        invalid_stream_id_from_emit_vertex(false),
+        end_primitive_found(false),
+        uses_non_zero_stream(false)
    {
       /* empty */
    }
 
-   virtual ir_visitor_status visit(ir_end_primitive *)
+   virtual ir_visitor_status visit_leave(ir_emit_vertex *ir)
+   {
+      int stream_id = ir->stream_id();
+
+      if (stream_id < 0) {
+         invalid_stream_id = stream_id;
+         invalid_stream_id_from_emit_vertex = true;
+         return visit_stop;
+      }
+
+      if (stream_id > max_stream_allowed) {
+         invalid_stream_id = stream_id;
+         invalid_stream_id_from_emit_vertex = true;
+         return visit_stop;
+      }
+
+      if (stream_id != 0)
+         uses_non_zero_stream = true;
+
+      return visit_continue;
+   }
+
+   virtual ir_visitor_status visit_leave(ir_end_primitive *ir)
+   {
+      end_primitive_found = true;
+
+      int stream_id = ir->stream_id();
+
+      if (stream_id < 0) {
+         invalid_stream_id = stream_id;
+         invalid_stream_id_from_emit_vertex = false;
+         return visit_stop;
+      }
+
+      if (stream_id > max_stream_allowed) {
+         invalid_stream_id = stream_id;
+         invalid_stream_id_from_emit_vertex = false;
+         return visit_stop;
+      }
+
+      if (stream_id != 0)
+         uses_non_zero_stream = true;
+
+      return visit_continue;
+   }
+
+   bool error()
    {
-      found = true;
-      return visit_stop;
+      return invalid_stream_id != 0;
    }
 
-   bool end_primitive_found()
+   const char *error_func()
    {
-      return found;
+      return invalid_stream_id_from_emit_vertex ?
+         "EmitStreamVertex" : "EndStreamPrimitive";
+   }
+
+   int error_stream()
+   {
+      return invalid_stream_id;
+   }
+
+   bool uses_streams()
+   {
+      return uses_non_zero_stream;
+   }
+
+   bool uses_end_primitive()
+   {
+      return end_primitive_found;
+   }
+
+private:
+   int max_stream_allowed;
+   int invalid_stream_id;
+   bool invalid_stream_id_from_emit_vertex;
+   bool end_primitive_found;
+   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 found;
+   bool dynamic_sampler_array_indexing;
 };
 
 } /* anonymous namespace */
@@ -298,7 +447,7 @@ linker_warning(gl_shader_program *prog, const char *fmt, ...)
 {
    va_list ap;
 
-   ralloc_strcat(&prog->InfoLog, "error: ");
+   ralloc_strcat(&prog->InfoLog, "warning: ");
    va_start(ap, fmt);
    ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
    va_end(ap);
@@ -360,6 +509,10 @@ 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;
 }
@@ -368,8 +521,8 @@ parse_program_resource_name(const GLchar *name,
 void
 link_invalidate_variable_locations(exec_list *ir)
 {
-   foreach_list(node, ir) {
-      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   foreach_in_list(ir_instruction, node, ir) {
+      ir_variable *const var = node->as_variable();
 
       if (var == NULL)
          continue;
@@ -438,7 +591,7 @@ analyze_clip_usage(struct gl_shader_program *prog,
       if (clip_vertex.variable_found() && clip_distance.variable_found()) {
          linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
                       "and `gl_ClipDistance'\n",
-                      _mesa_progshader_enum_to_string(shader->Type));
+                      _mesa_shader_stage_to_string(shader->Stage));
          return;
       }
       *UsesClipDistance = clip_distance.variable_found();
@@ -490,14 +643,21 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
     *      vertex processing has occurred. Its value is undefined if
     *      the vertex shader executable does not write gl_Position."
     *
-    * GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
-    * not an error.
+    * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
+    * gl_Position is not an error.
     */
    if (prog->Version < (prog->IsES ? 300 : 140)) {
       find_assignment_visitor find("gl_Position");
       find.run(shader->ir);
       if (!find.variable_found()) {
-        linker_error(prog, "vertex shader does not write to `gl_Position'\n");
+        if (prog->IsES) {
+          linker_warning(prog,
+                         "vertex shader does not write to `gl_Position'."
+                         "It's value is undefined. \n");
+        } else {
+          linker_error(prog,
+                       "vertex shader does not write to `gl_Position'. \n");
+        }
         return;
       }
    }
@@ -506,6 +666,17 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
                       &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.UsesClipDistance,
+                      &prog->TessEval.ClipDistanceArraySize);
+}
+
 
 /**
  * Verify that a fragment shader executable meets all semantic requirements
@@ -551,10 +722,97 @@ validate_geometry_shader_executable(struct gl_shader_program *prog,
 
    analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
                       &prog->Geom.ClipDistanceArraySize);
+}
+
+/**
+ * Check if geometry shaders emit to non-zero streams and do corresponding
+ * validations.
+ */
+static void
+validate_geometry_shader_emissions(struct gl_context *ctx,
+                                   struct gl_shader_program *prog)
+{
+   if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+      find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
+      emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
+      if (emit_vertex.error()) {
+         linker_error(prog, "Invalid call %s(%d). Accepted values for the "
+                      "stream parameter are in the range [0, %d].\n",
+                      emit_vertex.error_func(),
+                      emit_vertex.error_stream(),
+                      ctx->Const.MaxVertexStreams - 1);
+      }
+      prog->Geom.UsesStreams = emit_vertex.uses_streams();
+      prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
+
+      /* From the ARB_gpu_shader5 spec:
+       *
+       *   "Multiple vertex streams are supported only if the output primitive
+       *    type is declared to be "points".  A program will fail to link if it
+       *    contains a geometry shader calling EmitStreamVertex() or
+       *    EndStreamPrimitive() if its output primitive type is not "points".
+       *
+       * However, in the same spec:
+       *
+       *   "The function EmitVertex() is equivalent to calling EmitStreamVertex()
+       *    with <stream> set to zero."
+       *
+       * And:
+       *
+       *   "The function EndPrimitive() is equivalent to calling
+       *    EndStreamPrimitive() with <stream> set to zero."
+       *
+       * Since we can call EmitVertex() and EndPrimitive() when we output
+       * primitives other than points, calling EmitStreamVertex(0) or
+       * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
+       * does. Currently we only set prog->Geom.UsesStreams to TRUE when
+       * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
+       * stream.
+       */
+      if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
+         linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
+                      "with n>0 requires point output\n");
+      }
+   }
+}
 
-   find_end_primitive_visitor end_primitive;
-   end_primitive.run(shader->ir);
-   prog->Geom.UsesEndPrimitive = end_primitive.end_primitive_found();
+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() &&
+       (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) {
+            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;
+      }
+   }
+   return false;
 }
 
 
@@ -575,13 +833,13 @@ cross_validate_globals(struct gl_shader_program *prog,
       if (shader_list[i] == NULL)
         continue;
 
-      foreach_list(node, shader_list[i]->ir) {
-        ir_variable *const var = ((ir_instruction *) node)->as_variable();
+      foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
+        ir_variable *const var = node->as_variable();
 
         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 temporaries that are at global scope.  These
@@ -596,27 +854,23 @@ 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 {
-                 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 {
+                     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;
+                  }
               }
            }
 
@@ -680,7 +934,7 @@ cross_validate_globals(struct gl_shader_program *prog,
                  linker_error(prog,
                               "All redeclarations of gl_FragDepth in all "
                               "fragment shaders in a single program must have "
-                              "the same set of qualifiers.");
+                              "the same set of qualifiers.\n");
               }
 
               if (var->data.used && layout_differs) {
@@ -689,7 +943,7 @@ cross_validate_globals(struct gl_shader_program *prog,
                               "qualifier in any fragment shader, it must be "
                               "redeclared with the same layout qualifier in "
                               "all fragment shaders that have assignments to "
-                              "gl_FragDepth");
+                              "gl_FragDepth\n");
               }
            }
 
@@ -820,7 +1074,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
                                                       &sh->UniformBlocks[j]);
 
         if (index == -1) {
-           linker_error(prog, "uniform block `%s' has mismatching definitions",
+           linker_error(prog, "uniform block `%s' has mismatching definitions\n",
                         sh->UniformBlocks[j].Name);
            return false;
         }
@@ -841,15 +1095,15 @@ populate_symbol_table(gl_shader *sh)
 {
    sh->symbols = new(sh) glsl_symbol_table;
 
-   foreach_list(node, sh->ir) {
-      ir_instruction *const inst = (ir_instruction *) node;
+   foreach_in_list(ir_instruction, inst, sh->ir) {
       ir_variable *var;
       ir_function *func;
 
       if ((func = inst->as_function()) != NULL) {
         sh->symbols->add_function(func);
       } else if ((var = inst->as_variable()) != NULL) {
-        sh->symbols->add_variable(var);
+         if (var->data.mode != ir_var_temporary)
+            sh->symbols->add_variable(var);
       }
    }
 }
@@ -958,9 +1212,7 @@ move_non_declarations(exec_list *instructions, exec_node *last,
       temps = hash_table_ctor(0, hash_table_pointer_hash,
                              hash_table_pointer_compare);
 
-   foreach_list_safe(node, instructions) {
-      ir_instruction *inst = (ir_instruction *) node;
-
+   foreach_in_list_safe(ir_instruction, inst, instructions) {
       if (inst->as_function())
         continue;
 
@@ -997,8 +1249,8 @@ move_non_declarations(exec_list *instructions, exec_node *last,
 /**
  * Get the function signature for main from a shader
  */
-static ir_function_signature *
-get_main_function_signature(gl_shader *sh)
+ir_function_signature *
+link_get_main_function_signature(gl_shader *sh)
 {
    ir_function *const f = sh->symbols->get_function("main");
    if (f != NULL) {
@@ -1011,7 +1263,8 @@ get_main_function_signature(gl_shader *sh)
        * 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);
+      ir_function_signature *sig =
+         f->matching_signature(NULL, &void_parameters, false);
       if ((sig != NULL) && sig->is_defined) {
         return sig;
       }
@@ -1047,7 +1300,8 @@ public:
       if (var->type->is_interface()) {
          if (interface_contains_unsized_arrays(var->type)) {
             const glsl_type *new_type =
-               resize_interface_members(var->type, var->max_ifc_array_access);
+               resize_interface_members(var->type,
+                                        var->get_max_ifc_array_access());
             var->type = new_type;
             var->change_interface_type(new_type);
          }
@@ -1056,10 +1310,9 @@ public:
          if (interface_contains_unsized_arrays(var->type->fields.array)) {
             const glsl_type *new_type =
                resize_interface_members(var->type->fields.array,
-                                        var->max_ifc_array_access);
+                                        var->get_max_ifc_array_access());
             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
@@ -1107,6 +1360,21 @@ private:
       }
    }
 
+   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).
@@ -1191,6 +1459,235 @@ 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,
+ * and propagates them to the linked FS and linked shader program.
+ */
+static void
+link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
+                               struct gl_shader *linked_shader,
+                               struct gl_shader **shader_list,
+                               unsigned num_shaders)
+{
+   linked_shader->redeclares_gl_fragcoord = false;
+   linked_shader->uses_gl_fragcoord = false;
+   linked_shader->origin_upper_left = false;
+   linked_shader->pixel_center_integer = false;
+
+   if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
+       (prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable))
+      return;
+
+   for (unsigned i = 0; i < num_shaders; i++) {
+      struct gl_shader *shader = shader_list[i];
+      /* From the GLSL 1.50 spec, page 39:
+       *
+       *   "If gl_FragCoord is redeclared in any fragment shader in a program,
+       *    it must be redeclared in all the fragment shaders in that program
+       *    that have a static use gl_FragCoord."
+       */
+      if ((linked_shader->redeclares_gl_fragcoord
+           && !shader->redeclares_gl_fragcoord
+           && shader->uses_gl_fragcoord)
+          || (shader->redeclares_gl_fragcoord
+              && !linked_shader->redeclares_gl_fragcoord
+              && linked_shader->uses_gl_fragcoord)) {
+             linker_error(prog, "fragment shader defined with conflicting "
+                         "layout qualifiers for gl_FragCoord\n");
+      }
+
+      /* From the GLSL 1.50 spec, page 39:
+       *
+       *   "All redeclarations of gl_FragCoord in all fragment shaders in a
+       *    single program must have the same set of qualifiers."
+       */
+      if (linked_shader->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
+          && (shader->origin_upper_left != linked_shader->origin_upper_left
+          || shader->pixel_center_integer != linked_shader->pixel_center_integer)) {
+         linker_error(prog, "fragment shader defined with conflicting "
+                      "layout qualifiers for gl_FragCoord\n");
+      }
+
+      /* Update the linked shader state.  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.
+       */
+      if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
+         linked_shader->redeclares_gl_fragcoord =
+            shader->redeclares_gl_fragcoord;
+         linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
+            || shader->uses_gl_fragcoord;
+         linked_shader->origin_upper_left = shader->origin_upper_left;
+         linked_shader->pixel_center_integer = shader->pixel_center_integer;
+      }
+
+      linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
+   }
+}
+
 /**
  * Performs the cross-validation of geometry shader max_vertices and
  * primitive type layout qualifiers for the attached geometry shaders,
@@ -1203,13 +1700,14 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
                                unsigned num_shaders)
 {
    linked_shader->Geom.VerticesOut = 0;
+   linked_shader->Geom.Invocations = 0;
    linked_shader->Geom.InputType = PRIM_UNKNOWN;
    linked_shader->Geom.OutputType = PRIM_UNKNOWN;
 
    /* No in/out qualifiers defined for anything but GLSL 1.50+
     * geometry shaders so far.
     */
-   if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150)
+   if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
       return;
 
    /* From the GLSL 1.50 spec, page 46:
@@ -1256,6 +1754,18 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
         }
         linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
       }
+
+      if (shader->Geom.Invocations != 0) {
+        if (linked_shader->Geom.Invocations != 0 &&
+            linked_shader->Geom.Invocations != shader->Geom.Invocations) {
+           linker_error(prog, "geometry shader defined with conflicting "
+                        "invocation count (%d and %d)\n",
+                        linked_shader->Geom.Invocations,
+                        shader->Geom.Invocations);
+           return;
+        }
+        linked_shader->Geom.Invocations = shader->Geom.Invocations;
+      }
    }
 
    /* Just do the intrastage -> interstage propagation right now,
@@ -1282,19 +1792,87 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
       return;
    }
    prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
+
+   if (linked_shader->Geom.Invocations == 0)
+      linked_shader->Geom.Invocations = 1;
+
+   prog->Geom.Invocations = linked_shader->Geom.Invocations;
 }
 
+
 /**
- * Combine a group of shaders for a single stage to generate a linked shader
- *
- * \note
- * If this function is supplied a single shader, it is cloned, and the new
- * shader is returned.
+ * Perform cross-validation of compute shader local_size_{x,y,z} layout
+ * qualifiers for the attached compute shaders, and propagate them to the
+ * linked CS and linked shader program.
  */
-static struct gl_shader *
-link_intrastage_shaders(void *mem_ctx,
-                       struct gl_context *ctx,
-                       struct gl_shader_program *prog,
+static void
+link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
+                                struct gl_shader *linked_shader,
+                                struct gl_shader **shader_list,
+                                unsigned num_shaders)
+{
+   for (int i = 0; i < 3; i++)
+      linked_shader->Comp.LocalSize[i] = 0;
+
+   /* This function is called for all shader stages, but it only has an effect
+    * for compute shaders.
+    */
+   if (linked_shader->Stage != MESA_SHADER_COMPUTE)
+      return;
+
+   /* From the ARB_compute_shader spec, in the section describing local size
+    * declarations:
+    *
+    *     If multiple compute shaders attached to a single program object
+    *     declare local work-group size, the declarations must be identical;
+    *     otherwise a link-time error results. Furthermore, if a program
+    *     object contains any compute shaders, at least one must contain an
+    *     input layout qualifier specifying the local work sizes of the
+    *     program, or a link-time error will occur.
+    */
+   for (unsigned sh = 0; sh < num_shaders; sh++) {
+      struct gl_shader *shader = shader_list[sh];
+
+      if (shader->Comp.LocalSize[0] != 0) {
+         if (linked_shader->Comp.LocalSize[0] != 0) {
+            for (int i = 0; i < 3; i++) {
+               if (linked_shader->Comp.LocalSize[i] !=
+                   shader->Comp.LocalSize[i]) {
+                  linker_error(prog, "compute shader defined with conflicting "
+                               "local sizes\n");
+                  return;
+               }
+            }
+         }
+         for (int i = 0; i < 3; i++)
+            linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
+      }
+   }
+
+   /* Just do the intrastage -> interstage propagation right now,
+    * since we already know we're in the right type of shader program
+    * for doing it.
+    */
+   if (linked_shader->Comp.LocalSize[0] == 0) {
+      linker_error(prog, "compute shader didn't declare local size\n");
+      return;
+   }
+   for (int i = 0; i < 3; i++)
+      prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i];
+}
+
+
+/**
+ * Combine a group of shaders for a single stage to generate a linked shader
+ *
+ * \note
+ * If this function is supplied a single shader, it is cloned, and the new
+ * shader is returned.
+ */
+static struct gl_shader *
+link_intrastage_shaders(void *mem_ctx,
+                       struct gl_context *ctx,
+                       struct gl_shader_program *prog,
                        struct gl_shader **shader_list,
                        unsigned num_shaders)
 {
@@ -1317,13 +1895,15 @@ link_intrastage_shaders(void *mem_ctx,
    const unsigned num_uniform_blocks =
       link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
                           &uniform_blocks);
+   if (!prog->LinkStatus)
+      return NULL;
 
    /* Check that there is only a single definition of each function signature
     * across all shaders.
     */
    for (unsigned i = 0; i < (num_shaders - 1); i++) {
-      foreach_list(node, shader_list[i]->ir) {
-        ir_function *const f = ((ir_instruction *) node)->as_function();
+      foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
+        ir_function *const f = node->as_function();
 
         if (f == NULL)
            continue;
@@ -1338,10 +1918,7 @@ link_intrastage_shaders(void *mem_ctx,
            if (other == NULL)
               continue;
 
-           foreach_iter (exec_list_iterator, iter, *f) {
-              ir_function_signature *sig =
-                 (ir_function_signature *) iter.get();
-
+           foreach_in_list(ir_function_signature, sig, &f->signatures) {
               if (!sig->is_defined || sig->is_builtin())
                  continue;
 
@@ -1350,7 +1927,7 @@ link_intrastage_shaders(void *mem_ctx,
 
               if ((other_sig != NULL) && other_sig->is_defined
                   && !other_sig->is_builtin()) {
-                 linker_error(prog, "function `%s' is multiply defined",
+                 linker_error(prog, "function `%s' is multiply defined\n",
                               f->name);
                  return NULL;
               }
@@ -1368,7 +1945,7 @@ link_intrastage_shaders(void *mem_ctx,
     */
    gl_shader *main = NULL;
    for (unsigned i = 0; i < num_shaders; i++) {
-      if (get_main_function_signature(shader_list[i]) != NULL) {
+      if (link_get_main_function_signature(shader_list[i]) != NULL) {
         main = shader_list[i];
         break;
       }
@@ -1376,7 +1953,7 @@ link_intrastage_shaders(void *mem_ctx,
 
    if (main == NULL) {
       linker_error(prog, "%s shader lacks `main'\n",
-                  _mesa_progshader_enum_to_string(shader_list[0]->Type));
+                  _mesa_shader_stage_to_string(shader_list[0]->Stage));
       return NULL;
    }
 
@@ -1388,14 +1965,19 @@ link_intrastage_shaders(void *mem_ctx,
    linked->NumUniformBlocks = num_uniform_blocks;
    ralloc_steal(linked, linked->UniformBlocks);
 
+   link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+   link_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);
 
    populate_symbol_table(linked);
 
-   /* The pointer to the main function in the final linked shader (i.e., the
+   /* The pointer to the main function in the final linked shader (i.e., the
     * copy of the original shader that contained the main function).
     */
-   ir_function_signature *const main_sig = get_main_function_signature(linked);
+   ir_function_signature *const main_sig =
+      link_get_main_function_signature(linked);
 
    /* Move any instructions other than variable declarations or function
     * declarations into main.
@@ -1428,12 +2010,19 @@ link_intrastage_shaders(void *mem_ctx,
        */
       gl_shader **linking_shaders = (gl_shader **)
          calloc(num_shaders + 1, sizeof(gl_shader *));
-      memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
-      linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
 
-      ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
+      ok = linking_shaders != NULL;
+
+      if (ok) {
+         memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
+         linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
 
-      free(linking_shaders);
+         ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
+
+         free(linking_shaders);
+      } else {
+         _mesa_error_no_memory(__func__);
+      }
    } else {
       ok = link_function_calls(prog, linked, shader_list, num_shaders);
    }
@@ -1450,15 +2039,17 @@ link_intrastage_shaders(void *mem_ctx,
    validate_ir_tree(linked->ir);
 
    /* Set the size of geometry shader input arrays */
-   if (linked->Type == GL_GEOMETRY_SHADER) {
+   if (linked->Stage == MESA_SHADER_GEOMETRY) {
       unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
       geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
-      foreach_iter(exec_list_iterator, iter, *linked->ir) {
-         ir_instruction *ir = (ir_instruction *)iter.get();
+      foreach_in_list(ir_instruction, ir, linked->ir) {
          ir->accept(&input_resize_visitor);
       }
    }
 
+   if (ctx->Const.VertexID_is_zero_based)
+      lower_vertex_id(linked);
+
    /* 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.
@@ -1492,8 +2083,8 @@ update_array_sizes(struct gl_shader_program *prog)
         if (prog->_LinkedShaders[i] == NULL)
            continue;
 
-      foreach_list(node, prog->_LinkedShaders[i]->ir) {
-        ir_variable *const var = ((ir_instruction *) node)->as_variable();
+      foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+        ir_variable *const var = node->as_variable();
 
         if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
             !var->type->is_array())
@@ -1507,7 +2098,7 @@ update_array_sizes(struct gl_shader_program *prog)
           * locations assigned based on the declaration ordering and
           * sizes, array compaction would mess that up.
          */
-        if (var->is_in_uniform_block() || var->type->contains_atomic())
+        if (var->is_in_buffer_block() || var->type->contains_atomic())
            continue;
 
         unsigned int size = var->data.max_array_access;
@@ -1515,8 +2106,8 @@ update_array_sizes(struct gl_shader_program *prog)
               if (prog->_LinkedShaders[j] == NULL)
                  continue;
 
-           foreach_list(node2, prog->_LinkedShaders[j]->ir) {
-              ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
+           foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
+              ir_variable *other_var = node2->as_variable();
               if (!other_var)
                  continue;
 
@@ -1536,9 +2127,10 @@ update_array_sizes(struct gl_shader_program *prog)
             * Determine the number of slots per array element by dividing by
             * the old (total) size.
             */
-           if (var->num_state_slots > 0) {
-              var->num_state_slots = (size + 1)
-                 * (var->num_state_slots / var->type->length);
+            const unsigned num_slots = var->get_num_state_slots();
+           if (num_slots > 0) {
+              var->set_num_state_slots((size + 1)
+                                        * (num_slots / var->type->length));
            }
 
            var->type = glsl_type::get_array_instance(var->type->fields.array,
@@ -1551,6 +2143,34 @@ update_array_sizes(struct gl_shader_program *prog)
    }
 }
 
+/**
+ * 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);
+   }
+}
+
 /**
  * Find a contiguous set of available bits in a bitmask.
  *
@@ -1584,7 +2204,7 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
 
 
 /**
- * Assign locations for either VS inputs for FS outputs
+ * Assign locations for either VS inputs or FS outputs
  *
  * \param prog          Shader program whose variables need locations assigned
  * \param target_index  Selector for the program target to receive location
@@ -1657,9 +2277,10 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
    } to_assign[16];
 
    unsigned num_attr = 0;
+   unsigned total_attribs_size = 0;
 
-   foreach_list(node, sh->ir) {
-      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   foreach_in_list(ir_instruction, node, sh->ir) {
+      ir_variable *const var = node->as_variable();
 
       if ((var == NULL) || (var->data.mode != (unsigned) direction))
         continue;
@@ -1698,12 +2319,41 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
         }
       }
 
+      const unsigned slots = var->type->count_attribute_slots();
+
+      /* From GL4.5 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."
+       * Until someone has a good reason in Mesa, enforce that now.
+       */
+      if (target_index == MESA_SHADER_VERTEX) {
+        total_attribs_size += slots;
+        if (var->type->without_array() == glsl_type::dvec3_type ||
+            var->type->without_array() == glsl_type::dvec4_type ||
+            var->type->without_array() == glsl_type::dmat2x3_type ||
+            var->type->without_array() == glsl_type::dmat2x4_type ||
+            var->type->without_array() == glsl_type::dmat3_type ||
+            var->type->without_array() == glsl_type::dmat3x4_type ||
+            var->type->without_array() == glsl_type::dmat4x3_type ||
+            var->type->without_array() == glsl_type::dmat4_type)
+           total_attribs_size += 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:
@@ -1714,10 +2364,12 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
             *     active attribute array, both of which require multiple
             *     contiguous generic attributes."
             *
-            * Previous versions of the spec contain similar language but omit
-            * the bit about attribute arrays.
+            * I think above text prohibits the aliasing of explicit and
+            * automatic assignments. But, aliasing is allowed in manual
+            * assignments of attribute locations. See below comments for
+            * the details.
             *
-            * Page 61 of the OpenGL 4.0 spec also says:
+            * From OpenGL 4.0 spec, page 61:
             *
             *     "It is possible for an application to bind more than one
             *     attribute name to the same location. This is referred to as
@@ -1730,29 +2382,84 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
             *     but implementations are not required to generate an error
             *     in this case."
             *
-            * These two paragraphs are either somewhat contradictory, or I
-            * don't fully understand one or both of them.
-            */
-           /* FINISHME: The code as currently written does not support
-            * FINISHME: attribute location aliasing (see comment above).
+            * From GLSL 4.30 spec, page 54:
+            *
+            *    "A program will fail to link if any two non-vertex shader
+            *     input variables are assigned to the same location. For
+            *     vertex shaders, multiple input variables may be assigned
+            *     to the same location using either layout qualifiers or via
+            *     the OpenGL API. However, such aliasing is intended only to
+            *     support vertex shaders where each execution path accesses
+            *     at most one input per each location. Implementations are
+            *     permitted, but not required, to generate link-time errors
+            *     if they detect that every path through the vertex shader
+            *     executable accesses multiple inputs assigned to any single
+            *     location. For all shader types, a program will fail to link
+            *     if explicit location assignments leave the linker unable
+            *     to find space for other variables without explicit
+            *     assignments."
+            *
+            * From OpenGL ES 3.0 spec, page 56:
+            *
+            *    "Binding more than one attribute name to the same location
+            *     is referred to as aliasing, and is not permitted in OpenGL
+            *     ES Shading Language 3.00 vertex shaders. LinkProgram will
+            *     fail when this condition exists. However, aliasing is
+            *     possible in OpenGL ES Shading Language 1.00 vertex shaders.
+            *     This will only work if only one of the aliased attributes
+            *     is active in the executable program, or if no path through
+            *     the shader consumes more than one attribute of a set of
+            *     attributes aliased to the same location. A link error can
+            *     occur if the linker determines that every path through the
+            *     shader consumes multiple aliased attributes, but implemen-
+            *     tations are not required to generate an error in this case."
+            *
+            * After looking at above references from OpenGL, OpenGL ES and
+            * GLSL specifications, we allow aliasing of vertex input variables
+            * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
+            *
+            * NOTE: This is not required by the spec but its worth mentioning
+            * here that we're not doing anything to make sure that no path
+            * through the vertex shader executable accesses multiple inputs
+            * assigned to any single location.
             */
+
            /* Mask representing the contiguous slots that will be used by
             * this attribute.
             */
            const unsigned attr = var->data.location - generic_base;
            const unsigned use_mask = (1 << slots) - 1;
+            const char *const string = (target_index == MESA_SHADER_VERTEX)
+               ? "vertex shader input" : "fragment shader output";
+
+            /* Generate a link error if the requested locations for this
+             * attribute exceed the maximum allowed attribute location.
+             */
+            if (attr + slots > max_index) {
+               linker_error(prog,
+                           "insufficient contiguous locations "
+                           "available for %s `%s' %d %d %d\n", string,
+                           var->name, used_locations, use_mask, attr);
+               return false;
+            }
 
            /* Generate a link error if the set of bits requested for this
             * attribute overlaps any previously allocated bits.
             */
            if ((~(use_mask << attr) & used_locations) != used_locations) {
-              const char *const string = (target_index == MESA_SHADER_VERTEX)
-                 ? "vertex shader input" : "fragment shader output";
-              linker_error(prog,
-                           "insufficient contiguous locations "
-                           "available for %s `%s' %d %d %d", string,
-                           var->name, used_locations, use_mask, attr);
-              return false;
+               if (target_index == MESA_SHADER_FRAGMENT ||
+                   (prog->IsES && prog->Version >= 300)) {
+                  linker_error(prog,
+                               "overlapping location is assigned "
+                               "to %s `%s' %d %d %d\n", string,
+                               var->name, used_locations, use_mask, attr);
+                  return false;
+               } else {
+                  linker_warning(prog,
+                                 "overlapping location is assigned "
+                                 "to %s `%s' %d %d %d\n", string,
+                                 var->name, used_locations, use_mask, attr);
+               }
            }
 
            used_locations |= (use_mask << attr);
@@ -1766,6 +2473,15 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
       num_attr++;
    }
 
+   if (target_index == MESA_SHADER_VERTEX) {
+      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.
@@ -1800,7 +2516,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
 
         linker_error(prog,
                      "insufficient contiguous locations "
-                     "available for %s `%s'",
+                     "available for %s `%s'\n",
                      string, to_assign[i].var->name);
         return false;
       }
@@ -1820,8 +2536,8 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
 void
 demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
 {
-   foreach_list(node, sh->ir) {
-      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   foreach_in_list(ir_instruction, node, sh->ir) {
+      ir_variable *const var = node->as_variable();
 
       if ((var == NULL) || (var->data.mode != int(mode)))
         continue;
@@ -1831,6 +2547,7 @@ demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
        * to have a location assigned.
        */
       if (var->data.is_unmatched_generic_inout) {
+         assert(var->data.mode != ir_var_temporary);
         var->data.mode = ir_var_auto;
       }
    }
@@ -1856,8 +2573,8 @@ store_fragdepth_layout(struct gl_shader_program *prog)
     * We're only interested in the cases where the variable is NOT removed
     * from the IR.
     */
-   foreach_list(node, ir) {
-      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   foreach_in_list(ir_instruction, node, ir) {
+      ir_variable *const var = node->as_variable();
 
       if (var == NULL || var->data.mode != ir_var_shader_out) {
          continue;
@@ -1894,48 +2611,19 @@ store_fragdepth_layout(struct gl_shader_program *prog)
 static void
 check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 {
-   const unsigned max_samplers[] = {
-      ctx->Const.VertexProgram.MaxTextureImageUnits,
-      ctx->Const.GeometryProgram.MaxTextureImageUnits,
-      ctx->Const.FragmentProgram.MaxTextureImageUnits
-   };
-   STATIC_ASSERT(Elements(max_samplers) == MESA_SHADER_STAGES);
-
-   const unsigned max_default_uniform_components[] = {
-      ctx->Const.VertexProgram.MaxUniformComponents,
-      ctx->Const.GeometryProgram.MaxUniformComponents,
-      ctx->Const.FragmentProgram.MaxUniformComponents
-   };
-   STATIC_ASSERT(Elements(max_default_uniform_components) ==
-                 MESA_SHADER_STAGES);
-
-   const unsigned max_combined_uniform_components[] = {
-      ctx->Const.VertexProgram.MaxCombinedUniformComponents,
-      ctx->Const.GeometryProgram.MaxCombinedUniformComponents,
-      ctx->Const.FragmentProgram.MaxCombinedUniformComponents
-   };
-   STATIC_ASSERT(Elements(max_combined_uniform_components) ==
-                 MESA_SHADER_STAGES);
-
-   const unsigned max_uniform_blocks[] = {
-      ctx->Const.VertexProgram.MaxUniformBlocks,
-      ctx->Const.GeometryProgram.MaxUniformBlocks,
-      ctx->Const.FragmentProgram.MaxUniformBlocks
-   };
-   STATIC_ASSERT(Elements(max_uniform_blocks) == MESA_SHADER_STAGES);
-
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       struct gl_shader *sh = prog->_LinkedShaders[i];
 
       if (sh == NULL)
         continue;
 
-      if (sh->num_samplers > max_samplers[i]) {
-        linker_error(prog, "Too many %s shader texture samplers",
+      if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
+        linker_error(prog, "Too many %s shader texture samplers\n",
                      _mesa_shader_stage_to_string(i));
       }
 
-      if (sh->num_uniform_components > max_default_uniform_components[i]) {
+      if (sh->num_uniform_components >
+          ctx->Const.Program[i].MaxUniformComponents) {
          if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
             linker_warning(prog, "Too many %s shader default uniform block "
                            "components, but the driver will try to optimize "
@@ -1944,20 +2632,20 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
                            _mesa_shader_stage_to_string(i));
          } else {
             linker_error(prog, "Too many %s shader default uniform block "
-                        "components",
+                        "components\n",
                          _mesa_shader_stage_to_string(i));
          }
       }
 
       if (sh->num_combined_uniform_components >
-         max_combined_uniform_components[i]) {
+         ctx->Const.Program[i].MaxCombinedUniformComponents) {
          if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
             linker_warning(prog, "Too many %s shader uniform components, "
                            "but the driver will try to optimize them out; "
                            "this is non-portable out-of-spec behavior\n",
                            _mesa_shader_stage_to_string(i));
          } else {
-            linker_error(prog, "Too many %s shader uniform components",
+            linker_error(prog, "Too many %s shader uniform components\n",
                          _mesa_shader_stage_to_string(i));
          }
       }
@@ -1967,6 +2655,13 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
    unsigned total_uniform_blocks = 0;
 
    for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+      if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
+         linker_error(prog, "Uniform block %s too big (%d/%d)\n",
+                      prog->UniformBlocks[i].Name,
+                      prog->UniformBlocks[i].UniformBufferSize,
+                      ctx->Const.MaxUniformBlockSize);
+      }
+
       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
         if (prog->UniformBlockStageIndex[j][i] != -1) {
            blocks[j]++;
@@ -1975,16 +2670,18 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       }
 
       if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
-        linker_error(prog, "Too many combined uniform blocks (%d/%d)",
+        linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
                      prog->NumUniformBlocks,
                      ctx->Const.MaxCombinedUniformBlocks);
       } else {
         for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-           if (blocks[i] > max_uniform_blocks[i]) {
-              linker_error(prog, "Too many %s uniform blocks (%d/%d)",
+            const unsigned max_uniform_blocks =
+               ctx->Const.Program[i].MaxUniformBlocks;
+           if (blocks[i] > max_uniform_blocks) {
+              linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
                            _mesa_shader_stage_to_string(i),
                            blocks[i],
-                           max_uniform_blocks[i]);
+                           max_uniform_blocks);
               break;
            }
         }
@@ -1992,6 +2689,403 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 }
 
+/**
+ * Validate shader image resources.
+ */
+static void
+check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+   unsigned total_image_units = 0;
+   unsigned fragment_outputs = 0;
+
+   if (!ctx->Extensions.ARB_shader_image_load_store)
+      return;
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (sh) {
+         if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
+            linker_error(prog, "Too many %s shader image uniforms\n",
+                         _mesa_shader_stage_to_string(i));
+
+         total_image_units += sh->NumImages;
+
+         if (i == MESA_SHADER_FRAGMENT) {
+            foreach_in_list(ir_instruction, node, sh->ir) {
+               ir_variable *var = node->as_variable();
+               if (var && var->data.mode == ir_var_shader_out)
+                  fragment_outputs += var->type->count_attribute_slots();
+            }
+         }
+      }
+   }
+
+   if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
+      linker_error(prog, "Too many combined image uniforms\n");
+
+   if (total_image_units + fragment_outputs >
+       ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
+      linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
+}
+
+
+/**
+ * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
+ * for a variable, checks for overlaps between other uniforms using explicit
+ * locations.
+ */
+static bool
+reserve_explicit_locations(struct gl_shader_program *prog,
+                           string_to_uint_map *map, 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 > prog->NumUniformRemapTable) {
+      prog->UniformRemapTable =
+         reralloc(prog, prog->UniformRemapTable,
+                  gl_uniform_storage *,
+                  max_loc + 1);
+
+      if (!prog->UniformRemapTable) {
+         linker_error(prog, "Out of memory during linking.\n");
+         return false;
+      }
+
+      /* Initialize allocated space. */
+      for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
+         prog->UniformRemapTable[i] = NULL;
+
+      prog->NumUniformRemapTable = max_loc + 1;
+   }
+
+   for (unsigned i = 0; i < slots; i++) {
+      unsigned loc = var->data.location + i;
+
+      /* Check if location is already used. */
+      if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
+
+         /* Possibly same uniform from a different stage, this is ok. */
+         unsigned hash_loc;
+         if (map->get(hash_loc, var->name) && hash_loc == loc - i)
+               continue;
+
+         /* ARB_explicit_uniform_location specification states:
+          *
+          *     "No two default-block uniform variables in the program can have
+          *     the same location, even if they are unused, 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.
+       */
+      prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
+   }
+
+   /* Note, base location used for arrays. */
+   map->put(var->data.location, var->name);
+
+   return true;
+}
+
+/**
+ * Check and reserve all explicit uniform locations, called before
+ * any optimizations happen to handle also inactive uniforms and
+ * inactive array elements that may get trimmed away.
+ */
+static void
+check_explicit_uniform_locations(struct gl_context *ctx,
+                                 struct gl_shader_program *prog)
+{
+   if (!ctx->Extensions.ARB_explicit_uniform_location)
+      return;
+
+   /* This map is used to detect if overlapping explicit locations
+    * occur with the same uniform (from different stage) or a different one.
+    */
+   string_to_uint_map *uniform_map = new string_to_uint_map;
+
+   if (!uniform_map) {
+      linker_error(prog, "Out of memory during linking.\n");
+      return;
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (!sh)
+         continue;
+
+      foreach_in_list(ir_instruction, node, sh->ir) {
+         ir_variable *var = node->as_variable();
+         if (var && (var->data.mode == ir_var_uniform || var->data.mode == ir_var_shader_storage) &&
+             var->data.explicit_location) {
+            if (!reserve_explicit_locations(prog, uniform_map, var)) {
+               delete uniform_map;
+               return;
+            }
+         }
+      }
+   }
+
+   delete uniform_map;
+}
+
+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 builds a stage reference bitmask from variable name.
+ */
+static uint8_t
+build_stageref(struct gl_shader_program *shProg, const char *name)
+{
+   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 && strcmp(var->name, name) == 0) {
+            stages |= (1 << i);
+            break;
+         }
+      }
+   }
+   return stages;
+}
+
+static bool
+add_interface_variables(struct gl_shader_program *shProg,
+                        struct gl_shader *sh, GLenum programInterface)
+{
+   foreach_in_list(ir_instruction, node, sh->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;
+      };
+
+      if (!add_program_resource(shProg, programInterface, var,
+                                build_stageref(shProg, var->name) | mask))
+         return false;
+   }
+   return true;
+}
+
+/**
+ * Builds up a list of program resources that point to existing
+ * resource data.
+ */
+void
+build_program_resource_list(struct gl_context *ctx,
+                            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;
+
+   /* Add inputs and outputs to the resource list. */
+   if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage],
+                                GL_PROGRAM_INPUT))
+      return;
+
+   if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage],
+                                GL_PROGRAM_OUTPUT))
+      return;
+
+   /* Add transform feedback varyings. */
+   if (shProg->LinkedTransformFeedback.NumVarying > 0) {
+      for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
+         uint8_t stageref =
+            build_stageref(shProg,
+                           shProg->LinkedTransformFeedback.Varyings[i].Name);
+         if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
+                                   &shProg->LinkedTransformFeedback.Varyings[i],
+                                   stageref))
+         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);
+
+      /* 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->UniformBlockStageIndex[j][block_index] != -1)
+                stageref |= (1 << j);
+         }
+      }
+
+      if (!add_program_resource(shProg, GL_UNIFORM,
+                                &shProg->UniformStorage[i], stageref))
+         return;
+   }
+
+   /* Add program uniform blocks. */
+   for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+      if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
+          &shProg->UniformBlocks[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;
+   }
+
+   /* TODO - following extensions will require more resource types:
+    *
+    *    GL_ARB_shader_storage_buffer_object
+    *    GL_ARB_shader_subroutine
+    */
+}
+
+/**
+ * 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;
+}
+
+
 void
 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 {
@@ -2004,36 +3098,18 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    prog->Validated = false;
    prog->_Used = false;
 
-   ralloc_free(prog->InfoLog);
-   prog->InfoLog = ralloc_strdup(NULL, "");
-
-   ralloc_free(prog->UniformBlocks);
-   prog->UniformBlocks = NULL;
-   prog->NumUniformBlocks = 0;
-   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
-      ralloc_free(prog->UniformBlockStageIndex[i]);
-      prog->UniformBlockStageIndex[i] = NULL;
-   }
-
-   ralloc_free(prog->AtomicBuffers);
-   prog->AtomicBuffers = NULL;
-   prog->NumAtomicBuffers = 0;
+   prog->ARB_fragment_coord_conventions_enable = false;
 
    /* Separate the shaders into groups based on their type.
     */
-   struct gl_shader **vert_shader_list;
-   unsigned num_vert_shaders = 0;
-   struct gl_shader **frag_shader_list;
-   unsigned num_frag_shaders = 0;
-   struct gl_shader **geom_shader_list;
-   unsigned num_geom_shaders = 0;
-
-   vert_shader_list = (struct gl_shader **)
-      calloc(prog->NumShaders, sizeof(struct gl_shader *));
-   frag_shader_list = (struct gl_shader **)
-      calloc(prog->NumShaders, sizeof(struct gl_shader *));
-   geom_shader_list = (struct gl_shader **)
-      calloc(prog->NumShaders, sizeof(struct gl_shader *));
+   struct gl_shader **shader_list[MESA_SHADER_STAGES];
+   unsigned num_shaders[MESA_SHADER_STAGES];
+
+   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+      shader_list[i] = (struct gl_shader **)
+         calloc(prog->NumShaders, sizeof(struct gl_shader *));
+      num_shaders[i] = 0;
+   }
 
    unsigned min_version = UINT_MAX;
    unsigned max_version = 0;
@@ -2049,20 +3125,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
         goto done;
       }
 
-      switch (prog->Shaders[i]->Type) {
-      case GL_VERTEX_SHADER:
-        vert_shader_list[num_vert_shaders] = prog->Shaders[i];
-        num_vert_shaders++;
-        break;
-      case GL_FRAGMENT_SHADER:
-        frag_shader_list[num_frag_shaders] = prog->Shaders[i];
-        num_frag_shaders++;
-        break;
-      case GL_GEOMETRY_SHADER:
-        geom_shader_list[num_geom_shaders] = prog->Shaders[i];
-        num_geom_shaders++;
-        break;
+      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];
+      num_shaders[shader_type]++;
    }
 
    /* In desktop GLSL, different shader versions may be linked together.  In
@@ -2077,13 +3146,60 @@ 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.
+   /* Some shaders have to be linked with some other shaders present.
     */
-   if (num_geom_shaders > 0 && num_vert_shaders == 0) {
+   if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
+       num_shaders[MESA_SHADER_VERTEX] == 0 &&
+       !prog->SeparateShader) {
       linker_error(prog, "Geometry shader must be linked with "
                   "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 &&
+       num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
+      linker_error(prog, "Compute shaders may not be linked with any other "
+                   "type of shader\n");
+   }
 
    for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] != NULL)
@@ -2094,55 +3210,53 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    /* Link all shaders for a particular stage and validate the result.
     */
-   if (num_vert_shaders > 0) {
-      gl_shader *const sh =
-        link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
-                                num_vert_shaders);
-
-      if (!prog->LinkStatus)
-        goto done;
-
-      validate_vertex_shader_executable(prog, sh);
-      if (!prog->LinkStatus)
-        goto done;
-      prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
-
-      _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
-                            sh);
-   }
-
-   if (num_frag_shaders > 0) {
-      gl_shader *const sh =
-        link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
-                                num_frag_shaders);
-
-      if (!prog->LinkStatus)
-        goto done;
+   for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
+      if (num_shaders[stage] > 0) {
+         gl_shader *const sh =
+            link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
+                                    num_shaders[stage]);
+
+         if (!prog->LinkStatus) {
+            if (sh)
+               ctx->Driver.DeleteShader(ctx, sh);
+            goto done;
+         }
 
-      validate_fragment_shader_executable(prog, sh);
-      if (!prog->LinkStatus)
-        goto done;
+         switch (stage) {
+         case MESA_SHADER_VERTEX:
+            validate_vertex_shader_executable(prog, sh);
+            break;
+         case MESA_SHADER_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;
+         case MESA_SHADER_FRAGMENT:
+            validate_fragment_shader_executable(prog, sh);
+            break;
+         }
+         if (!prog->LinkStatus) {
+            if (sh)
+               ctx->Driver.DeleteShader(ctx, sh);
+            goto done;
+         }
 
-      _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
-                            sh);
+         _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
+      }
    }
 
-   if (num_geom_shaders > 0) {
-      gl_shader *const sh =
-        link_intrastage_shaders(mem_ctx, ctx, prog, geom_shader_list,
-                                num_geom_shaders);
-
-      if (!prog->LinkStatus)
-        goto done;
-
-      validate_geometry_shader_executable(prog, sh);
-      if (!prog->LinkStatus)
-        goto done;
+   if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
       prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
-
-      _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
-                            sh);
-   }
+   else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
+      prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
+   else if (num_shaders[MESA_SHADER_VERTEX] > 0)
+      prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
+   else
+      prog->LastClipDistanceArraySize = 0; /* Not used */
 
    /* Here begins the inter-stage linking phase.  Some initial validation is
     * performed, then locations are assigned for uniforms, attributes, and
@@ -2154,15 +3268,21 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    unsigned prev;
 
-   for (prev = 0; prev < MESA_SHADER_STAGES; prev++) {
+   for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
       if (prog->_LinkedShaders[prev] != NULL)
          break;
    }
 
+   check_explicit_uniform_locations(ctx, prog);
+   if (!prog->LinkStatus)
+      goto done;
+
+   resize_tes_inputs(ctx, prog);
+
    /* Validate the inputs of each stage with the output of the preceding
     * stage.
     */
-   for (unsigned i = prev + 1; i < MESA_SHADER_STAGES; i++) {
+   for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
       if (prog->_LinkedShaders[i] == NULL)
          continue;
 
@@ -2219,36 +3339,44 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       if (!prog->LinkStatus)
         goto done;
 
-      if (ctx->ShaderCompilerOptions[i].LowerClipDistance) {
+      if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
          lower_clip_distance(prog->_LinkedShaders[i]);
       }
 
-      unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations;
+      if (ctx->Const.LowerTessLevel) {
+         lower_tess_level(prog->_LinkedShaders[i]);
+      }
 
-      while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll, &ctx->ShaderCompilerOptions[i]))
+      while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
+                                    &ctx->Const.ShaderCompilerOptions[i],
+                                    ctx->Const.NativeIntegers))
         ;
-   }
 
-   /* Mark all generic shader inputs and outputs as unpaired. */
-   if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
-      link_invalidate_variable_locations(
-            prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir);
+      lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
    }
-   if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
-      link_invalidate_variable_locations(
-            prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->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;
    }
-   if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
-      link_invalidate_variable_locations(
-            prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir);
+
+   /* Check and validate stream emissions in geometry shaders */
+   validate_geometry_shader_emissions(ctx, prog);
+
+   /* Mark all generic shader inputs and outputs as unpaired. */
+   for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+      if (prog->_LinkedShaders[i] != NULL) {
+         link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
+      }
    }
 
-   /* 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, MESA_SHADER_VERTEX,
+                                            ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)) {
       goto done;
    }
 
@@ -2256,10 +3384,18 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       goto done;
    }
 
-   unsigned first;
-   for (first = 0; first < MESA_SHADER_STAGES; 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) {
@@ -2272,7 +3408,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
        */
       if (first == MESA_SHADER_FRAGMENT) {
          linker_error(prog, "Transform feedback varyings specified, but "
-                      "no vertex or geometry shader is present.");
+                      "no vertex or geometry shader is present.\n");
          goto done;
       }
 
@@ -2288,30 +3424,41 @@ 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_STAGES-1; 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 (num_tfeedback_decls != 0) {
+      if (first == MESA_SHADER_GEOMETRY) {
+         /* There was no vertex shader, but we still have to assign varying
+          * locations for use by geometry shader inputs in SSO.
+          *
+          * If the shader is not separable (i.e., prog->SeparateShader is
+          * false), linking will have already failed when first is
+          * MESA_SHADER_GEOMETRY.
+          */
+         if (!assign_varying_locations(ctx, mem_ctx, prog,
+                                       NULL, prog->_LinkedShaders[first],
+                                       num_tfeedback_decls, tfeedback_decls))
+            goto done;
+      }
+
+      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;
       }
 
       do_dead_builtin_varyings(ctx, sh, NULL,
                                num_tfeedback_decls, tfeedback_decls);
 
-      demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
+      if (!prog->SeparateShader)
+         demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
 
       /* Eliminate code that is now dead due to unused outputs being demoted.
        */
@@ -2326,7 +3473,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       do_dead_builtin_varyings(ctx, NULL, sh,
                                num_tfeedback_decls, tfeedback_decls);
 
-      demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
+      if (prog->SeparateShader) {
+         if (!assign_varying_locations(ctx, mem_ctx, prog,
+                                       NULL /* producer */,
+                                       sh /* consumer */,
+                                       0 /* num_tfeedback_decls */,
+                                       NULL /* tfeedback_decls */))
+            goto done;
+      } else
+         demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
 
       while (do_dead_code(sh->ir, false))
          ;
@@ -2339,12 +3494,10 @@ 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,
@@ -2374,22 +3527,24 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       goto done;
 
    update_array_sizes(prog);
-   link_assign_uniform_locations(prog);
+   link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue);
    link_assign_atomic_counter_resources(ctx, prog);
    store_fragdepth_layout(prog);
 
    check_resources(ctx, prog);
+   check_image_resources(ctx, prog);
    link_check_atomic_counter_resources(ctx, prog);
 
    if (!prog->LinkStatus)
       goto done;
 
    /* OpenGL ES requires that a vertex shader and a fragment shader both be
-    * present in a linked program.  By checking prog->IsES, we also
-    * catch the GL_ARB_ES2_compatibility case.
+    * present in a linked program. GL_ARB_ES2_compatibility doesn't say
+    * anything about shader linking when one of the shaders (vertex or
+    * fragment shader) is absent. So, the extension shouldn't change the
+    * behavior specified in GLSL specification.
     */
-   if (!prog->InternalSeparateShader &&
-       (ctx->API == API_OPENGLES2 || prog->IsES)) {
+   if (!prog->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) {
@@ -2400,11 +3555,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    /* FINISHME: Assign fragment shader output locations. */
 
 done:
-   free(vert_shader_list);
-   free(frag_shader_list);
-   free(geom_shader_list);
-
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      free(shader_list[i]);
       if (prog->_LinkedShaders[i] == NULL)
         continue;