mesa: updates some comments in buffers.c
[mesa.git] / src / mesa / main / shader_query.cpp
index 6db29d803ab1e3866da316ed9fa6056283f03e0f..4967e4b1df1a2d10d76e63f2d557266de2b16c04 100644 (file)
  * \author Ian Romanick <ian.d.romanick@intel.com>
  */
 
+#include "main/context.h"
 #include "main/core.h"
-#include "glsl_symbol_table.h"
-#include "ir.h"
-#include "shaderobj.h"
+#include "main/enums.h"
+#include "main/shaderapi.h"
+#include "main/shaderobj.h"
+#include "main/uniforms.h"
+#include "compiler/glsl/glsl_symbol_table.h"
+#include "compiler/glsl/ir.h"
+#include "compiler/glsl/program.h"
 #include "program/hash_table.h"
-#include "../glsl/program.h"
+#include "util/strndup.h"
 
-extern "C" {
-#include "shaderapi.h"
+
+static GLint
+program_resource_location(struct gl_shader_program *shProg,
+                          struct gl_program_resource *res, const char *name,
+                          unsigned array_index);
+
+/**
+ * Declare convenience functions to return resource data in a given type.
+ * Warning! this is not type safe so be *very* careful when using these.
+ */
+#define DECL_RESOURCE_FUNC(name, type) \
+const type * RESOURCE_ ## name (gl_program_resource *res) { \
+   assert(res->Data); \
+   return (type *) res->Data; \
 }
 
+DECL_RESOURCE_FUNC(VAR, gl_shader_variable);
+DECL_RESOURCE_FUNC(UBO, gl_uniform_block);
+DECL_RESOURCE_FUNC(UNI, gl_uniform_storage);
+DECL_RESOURCE_FUNC(ATC, gl_active_atomic_buffer);
+DECL_RESOURCE_FUNC(XFB, gl_transform_feedback_varying_info);
+DECL_RESOURCE_FUNC(SUB, gl_subroutine_function);
+
 void GLAPIENTRY
-_mesa_BindAttribLocation(GLhandleARB program, GLuint index,
-                            const GLcharARB *name)
+_mesa_BindAttribLocation(GLuint program, GLuint index,
+                         const GLchar *name)
 {
    GET_CURRENT_CONTEXT(ctx);
 
@@ -59,7 +83,7 @@ _mesa_BindAttribLocation(GLhandleARB program, GLuint index,
       return;
    }
 
-   if (index >= ctx->Const.VertexProgram.MaxAttribs) {
+   if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs) {
       _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
       return;
    }
@@ -76,14 +100,44 @@ _mesa_BindAttribLocation(GLhandleARB program, GLuint index,
     */
 }
 
+static bool
+is_active_attrib(const gl_shader_variable *var)
+{
+   if (!var)
+      return false;
+
+   switch (var->mode) {
+   case ir_var_shader_in:
+      return var->location != -1;
+
+   case ir_var_system_value:
+      /* 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."
+       */
+      return var->location == SYSTEM_VALUE_VERTEX_ID ||
+             var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
+             var->location == SYSTEM_VALUE_INSTANCE_ID;
+
+   default:
+      return false;
+   }
+}
+
 void GLAPIENTRY
-_mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
-                         GLsizei maxLength, GLsizei * length, GLint * size,
-                         GLenum * type, GLcharARB * name)
+_mesa_GetActiveAttrib(GLuint program, GLuint desired_index,
+                      GLsizei maxLength, GLsizei * length, GLint * size,
+                      GLenum * type, GLchar * name)
 {
    GET_CURRENT_CONTEXT(ctx);
    struct gl_shader_program *shProg;
 
+   if (maxLength < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(maxLength < 0)");
+      return;
+   }
+
    shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
    if (!shProg)
       return;
@@ -99,40 +153,45 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
       return;
    }
 
-   exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
-   unsigned current_index = 0;
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT,
+                                        desired_index);
 
-   foreach_list(node, ir) {
-      const ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   /* User asked for index that does not exist. */
+   if (!res) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
+      return;
+   }
 
-      if (var == NULL
-         || var->data.mode != ir_var_shader_in
-         || var->location == -1)
-        continue;
+   const gl_shader_variable *const var = RESOURCE_VAR(res);
 
-      if (current_index == desired_index) {
-        _mesa_copy_string(name, maxLength, length, var->name);
+   if (!is_active_attrib(var))
+      return;
 
-        if (size)
-           *size = (var->type->is_array()) ? var->type->length : 1;
+   const char *var_name = var->name;
 
-        if (type)
-           *type = var->type->gl_type;
+   /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
+    * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
+    * active attributes.
+    */
+   if (var->mode == ir_var_system_value &&
+       var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+      var_name = "gl_VertexID";
+   }
 
-        return;
-      }
+   _mesa_copy_string(name, maxLength, length, var_name);
 
-      current_index++;
-   }
+   if (size)
+      _mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE,
+                                  size, "glGetActiveAttrib");
 
-   /* If the loop did not return early, the caller must have asked for
-    * an index that did not exit.  Set an error.
-    */
-   _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
+   if (type)
+      _mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE,
+                                  (GLint *) type, "glGetActiveAttrib");
 }
 
 GLint GLAPIENTRY
-_mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name)
+_mesa_GetAttribLocation(GLuint program, const GLchar * name)
 {
    GET_CURRENT_CONTEXT(ctx);
    struct gl_shader_program *const shProg =
@@ -156,32 +215,29 @@ _mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name)
    if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)
       return -1;
 
-   exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
-   foreach_list(node, ir) {
-      const ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   unsigned array_index = 0;
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name,
+                                       &array_index);
 
-      /* The extra check against VERT_ATTRIB_GENERIC0 is because
-       * glGetAttribLocation cannot be used on "conventional" attributes.
-       *
-       * From page 95 of the OpenGL 3.0 spec:
-       *
-       *     "If name is not an active attribute, if name is a conventional
-       *     attribute, or if an error occurs, -1 will be returned."
-       */
-      if (var == NULL
-         || var->data.mode != ir_var_shader_in
-         || var->location == -1
-         || var->location < VERT_ATTRIB_GENERIC0)
-        continue;
-
-      if (strcmp(var->name, name) == 0)
-        return var->location - VERT_ATTRIB_GENERIC0;
-   }
+   if (!res)
+      return -1;
 
-   return -1;
+   GLint loc = program_resource_location(shProg, res, name, array_index);
+
+   /* The extra check against against 0 is made because of builtin-attribute
+    * locations that have offset applied. Function program_resource_location
+    * can return built-in attribute locations < 0 and glGetAttribLocation
+    * cannot be used on "conventional" attributes.
+    *
+    * From page 95 of the OpenGL 3.0 spec:
+    *
+    *     "If name is not an active attribute, if name is a conventional
+    *     attribute, or if an error occurs, -1 will be returned."
+    */
+   return (loc >= 0) ? loc : -1;
 }
 
-
 unsigned
 _mesa_count_active_attribs(struct gl_shader_program *shProg)
 {
@@ -190,21 +246,15 @@ _mesa_count_active_attribs(struct gl_shader_program *shProg)
       return 0;
    }
 
-   exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
-   unsigned i = 0;
-
-   foreach_list(node, ir) {
-      const ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
-      if (var == NULL
-         || var->data.mode != ir_var_shader_in
-         || var->location == -1)
-        continue;
-
-      i++;
+   struct gl_program_resource *res = shProg->ProgramResourceList;
+   unsigned count = 0;
+   for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
+      if (res->Type == GL_PROGRAM_INPUT &&
+          res->StageReferences & (1 << MESA_SHADER_VERTEX) &&
+          is_active_attrib(RESOURCE_VAR(res)))
+         count++;
    }
-
-   return i;
+   return count;
 }
 
 
@@ -216,20 +266,16 @@ _mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
       return 0;
    }
 
-   exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
+   struct gl_program_resource *res = shProg->ProgramResourceList;
    size_t longest = 0;
+   for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
+      if (res->Type == GL_PROGRAM_INPUT &&
+          res->StageReferences & (1 << MESA_SHADER_VERTEX)) {
 
-   foreach_list(node, ir) {
-      const ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
-      if (var == NULL
-         || var->data.mode != ir_var_shader_in
-         || var->location == -1)
-        continue;
-
-      const size_t len = strlen(var->name);
-      if (len >= longest)
-        longest = len + 1;
+          const size_t length = strlen(RESOURCE_VAR(res)->name);
+          if (length >= longest)
+             longest = length + 1;
+      }
    }
 
    return longest;
@@ -320,29 +366,8 @@ _mesa_GetFragDataIndex(GLuint program, const GLchar *name)
    if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
       return -1;
 
-   exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
-   foreach_list(node, ir) {
-      const ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
-      /* The extra check against FRAG_RESULT_DATA0 is because
-       * glGetFragDataLocation cannot be used on "conventional" attributes.
-       *
-       * From page 95 of the OpenGL 3.0 spec:
-       *
-       *     "If name is not an active attribute, if name is a conventional
-       *     attribute, or if an error occurs, -1 will be returned."
-       */
-      if (var == NULL
-          || var->data.mode != ir_var_shader_out
-          || var->location == -1
-          || var->location < FRAG_RESULT_DATA0)
-         continue;
-
-      if (strcmp(var->name, name) == 0)
-         return var->index;
-   }
-
-   return -1;
+   return _mesa_program_resource_location_index(shProg, GL_PROGRAM_OUTPUT,
+                                                name);
 }
 
 GLint GLAPIENTRY
@@ -376,27 +401,1118 @@ _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
    if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
       return -1;
 
-   exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
-   foreach_list(node, ir) {
-      const ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   unsigned array_index = 0;
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name,
+                                       &array_index);
+
+   if (!res)
+      return -1;
+
+   GLint loc = program_resource_location(shProg, res, name, array_index);
+
+   /* The extra check against against 0 is made because of builtin-attribute
+    * locations that have offset applied. Function program_resource_location
+    * can return built-in attribute locations < 0 and glGetFragDataLocation
+    * cannot be used on "conventional" attributes.
+    *
+    * From page 95 of the OpenGL 3.0 spec:
+    *
+    *     "If name is not an active attribute, if name is a conventional
+    *     attribute, or if an error occurs, -1 will be returned."
+    */
+   return (loc >= 0) ? loc : -1;
+}
+
+const char*
+_mesa_program_resource_name(struct gl_program_resource *res)
+{
+   const gl_shader_variable *var;
+   switch (res->Type) {
+   case GL_UNIFORM_BLOCK:
+   case GL_SHADER_STORAGE_BLOCK:
+      return RESOURCE_UBO(res)->Name;
+   case GL_TRANSFORM_FEEDBACK_VARYING:
+      return RESOURCE_XFB(res)->Name;
+   case GL_PROGRAM_INPUT:
+      var = RESOURCE_VAR(res);
+      /* Special case gl_VertexIDMESA -> gl_VertexID. */
+      if (var->mode == ir_var_system_value &&
+          var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+         return "gl_VertexID";
+      }
+   /* fallthrough */
+   case GL_PROGRAM_OUTPUT:
+      return RESOURCE_VAR(res)->name;
+   case GL_UNIFORM:
+   case GL_BUFFER_VARIABLE:
+      return RESOURCE_UNI(res)->name;
+   case GL_VERTEX_SUBROUTINE_UNIFORM:
+   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+   case GL_COMPUTE_SUBROUTINE_UNIFORM:
+   case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+   case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+      return RESOURCE_UNI(res)->name + MESA_SUBROUTINE_PREFIX_LEN;
+   case GL_VERTEX_SUBROUTINE:
+   case GL_GEOMETRY_SUBROUTINE:
+   case GL_FRAGMENT_SUBROUTINE:
+   case GL_COMPUTE_SUBROUTINE:
+   case GL_TESS_CONTROL_SUBROUTINE:
+   case GL_TESS_EVALUATION_SUBROUTINE:
+      return RESOURCE_SUB(res)->name;
+   default:
+      assert(!"support for resource type not implemented");
+   }
+   return NULL;
+}
+
+
+unsigned
+_mesa_program_resource_array_size(struct gl_program_resource *res)
+{
+   switch (res->Type) {
+   case GL_TRANSFORM_FEEDBACK_VARYING:
+      return RESOURCE_XFB(res)->Size > 1 ?
+             RESOURCE_XFB(res)->Size : 0;
+   case GL_PROGRAM_INPUT:
+   case GL_PROGRAM_OUTPUT:
+      return RESOURCE_VAR(res)->type->length;
+   case GL_UNIFORM:
+   case GL_VERTEX_SUBROUTINE_UNIFORM:
+   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+   case GL_COMPUTE_SUBROUTINE_UNIFORM:
+   case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+   case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+      return RESOURCE_UNI(res)->array_elements;
+   case GL_BUFFER_VARIABLE:
+      /* Unsized arrays */
+      if (RESOURCE_UNI(res)->array_stride > 0 &&
+          RESOURCE_UNI(res)->array_elements == 0)
+         return 1;
+      else
+         return RESOURCE_UNI(res)->array_elements;
+   case GL_VERTEX_SUBROUTINE:
+   case GL_GEOMETRY_SUBROUTINE:
+   case GL_FRAGMENT_SUBROUTINE:
+   case GL_COMPUTE_SUBROUTINE:
+   case GL_TESS_CONTROL_SUBROUTINE:
+   case GL_TESS_EVALUATION_SUBROUTINE:
+   case GL_ATOMIC_COUNTER_BUFFER:
+   case GL_UNIFORM_BLOCK:
+   case GL_SHADER_STORAGE_BLOCK:
+      return 0;
+   default:
+      assert(!"support for resource type not implemented");
+   }
+   return 0;
+}
+
+/**
+ * Checks if array subscript is valid and if so sets array_index.
+ */
+static bool
+valid_array_index(const GLchar *name, unsigned *array_index)
+{
+   long idx = 0;
+   const GLchar *out_base_name_end;
+
+   idx = parse_program_resource_name(name, &out_base_name_end);
+   if (idx < 0)
+      return false;
+
+   if (array_index)
+      *array_index = idx;
+
+   return true;
+}
+
+/* Find a program resource with specific name in given interface.
+ */
+struct gl_program_resource *
+_mesa_program_resource_find_name(struct gl_shader_program *shProg,
+                                 GLenum programInterface, const char *name,
+                                 unsigned *array_index)
+{
+   struct gl_program_resource *res = shProg->ProgramResourceList;
+   for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
+      if (res->Type != programInterface)
+         continue;
 
-      /* The extra check against FRAG_RESULT_DATA0 is because
-       * glGetFragDataLocation cannot be used on "conventional" attributes.
+      /* Resource basename. */
+      const char *rname = _mesa_program_resource_name(res);
+      unsigned baselen = strlen(rname);
+      unsigned baselen_without_array_index = baselen;
+      const char *rname_last_square_bracket = strrchr(rname, '[');
+      bool found = false;
+      bool rname_has_array_index_zero = false;
+      /* From ARB_program_interface_query spec:
+       *
+       * "uint GetProgramResourceIndex(uint program, enum programInterface,
+       *                               const char *name);
+       *  [...]
+       *  If <name> exactly matches the name string of one of the active
+       *  resources for <programInterface>, the index of the matched resource is
+       *  returned. Additionally, if <name> would exactly match the name string
+       *  of an active resource if "[0]" were appended to <name>, the index of
+       *  the matched resource is returned. [...]"
+       *
+       * "A string provided to GetProgramResourceLocation or
+       * GetProgramResourceLocationIndex is considered to match an active variable
+       * if:
+       *
+       *  * the string exactly matches the name of the active variable;
        *
-       * From page 95 of the OpenGL 3.0 spec:
+       *  * if the string identifies the base name of an active array, where the
+       *    string would exactly match the name of the variable if the suffix
+       *    "[0]" were appended to the string; [...]"
+       */
+      /* Remove array's index from interface block name comparison only if
+       * array's index is zero and the resulting string length is the same
+       * than the provided name's length.
+       */
+      if (rname_last_square_bracket) {
+         baselen_without_array_index -= strlen(rname_last_square_bracket);
+         rname_has_array_index_zero =
+            (strncmp(rname_last_square_bracket, "[0]\0", 4) == 0) &&
+            (baselen_without_array_index == strlen(name));
+      }
+
+      if (strncmp(rname, name, baselen) == 0)
+         found = true;
+      else if (rname_has_array_index_zero &&
+               strncmp(rname, name, baselen_without_array_index) == 0)
+         found = true;
+
+      if (found) {
+         switch (programInterface) {
+         case GL_UNIFORM_BLOCK:
+         case GL_SHADER_STORAGE_BLOCK:
+            /* Basename match, check if array or struct. */
+            if (rname_has_array_index_zero ||
+                name[baselen] == '\0' ||
+                name[baselen] == '[' ||
+                name[baselen] == '.') {
+               return res;
+            }
+            break;
+         case GL_TRANSFORM_FEEDBACK_VARYING:
+         case GL_BUFFER_VARIABLE:
+         case GL_UNIFORM:
+         case GL_VERTEX_SUBROUTINE_UNIFORM:
+         case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+         case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+         case GL_COMPUTE_SUBROUTINE_UNIFORM:
+         case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+         case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+         case GL_VERTEX_SUBROUTINE:
+         case GL_GEOMETRY_SUBROUTINE:
+         case GL_FRAGMENT_SUBROUTINE:
+         case GL_COMPUTE_SUBROUTINE:
+         case GL_TESS_CONTROL_SUBROUTINE:
+         case GL_TESS_EVALUATION_SUBROUTINE:
+            if (name[baselen] == '.') {
+               return res;
+            }
+            /* fall-through */
+         case GL_PROGRAM_INPUT:
+         case GL_PROGRAM_OUTPUT:
+            if (name[baselen] == '\0') {
+               return res;
+            } else if (name[baselen] == '[' &&
+                valid_array_index(name, array_index)) {
+               return res;
+            }
+            break;
+         default:
+            assert(!"not implemented for given interface");
+         }
+      }
+   }
+   return NULL;
+}
+
+static GLuint
+calc_resource_index(struct gl_shader_program *shProg,
+                    struct gl_program_resource *res)
+{
+   unsigned i;
+   GLuint index = 0;
+   for (i = 0; i < shProg->NumProgramResourceList; i++) {
+      if (&shProg->ProgramResourceList[i] == res)
+         return index;
+      if (shProg->ProgramResourceList[i].Type == res->Type)
+         index++;
+   }
+   return GL_INVALID_INDEX;
+}
+
+/**
+ * Calculate index for the given resource.
+ */
+GLuint
+_mesa_program_resource_index(struct gl_shader_program *shProg,
+                             struct gl_program_resource *res)
+{
+   if (!res)
+      return GL_INVALID_INDEX;
+
+   switch (res->Type) {
+   case GL_ATOMIC_COUNTER_BUFFER:
+      return RESOURCE_ATC(res) - shProg->AtomicBuffers;
+   case GL_VERTEX_SUBROUTINE:
+   case GL_GEOMETRY_SUBROUTINE:
+   case GL_FRAGMENT_SUBROUTINE:
+   case GL_COMPUTE_SUBROUTINE:
+   case GL_TESS_CONTROL_SUBROUTINE:
+   case GL_TESS_EVALUATION_SUBROUTINE:
+      return RESOURCE_SUB(res)->index;
+   case GL_UNIFORM_BLOCK:
+   case GL_SHADER_STORAGE_BLOCK:
+   case GL_TRANSFORM_FEEDBACK_VARYING:
+   default:
+      return calc_resource_index(shProg, res);
+   }
+}
+
+/**
+ * Find a program resource that points to given data.
+ */
+static struct gl_program_resource*
+program_resource_find_data(struct gl_shader_program *shProg, void *data)
+{
+   struct gl_program_resource *res = shProg->ProgramResourceList;
+   for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
+      if (res->Data == data)
+         return res;
+   }
+   return NULL;
+}
+
+/* Find a program resource with specific index in given interface.
+ */
+struct gl_program_resource *
+_mesa_program_resource_find_index(struct gl_shader_program *shProg,
+                                  GLenum programInterface, GLuint index)
+{
+   struct gl_program_resource *res = shProg->ProgramResourceList;
+   int idx = -1;
+
+   for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
+      if (res->Type != programInterface)
+         continue;
+
+      switch (res->Type) {
+      case GL_UNIFORM_BLOCK:
+      case GL_ATOMIC_COUNTER_BUFFER:
+      case GL_SHADER_STORAGE_BLOCK:
+         if (_mesa_program_resource_index(shProg, res) == index)
+            return res;
+         break;
+      case GL_TRANSFORM_FEEDBACK_VARYING:
+      case GL_PROGRAM_INPUT:
+      case GL_PROGRAM_OUTPUT:
+      case GL_UNIFORM:
+      case GL_VERTEX_SUBROUTINE_UNIFORM:
+      case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+      case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+      case GL_COMPUTE_SUBROUTINE_UNIFORM:
+      case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+      case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+      case GL_VERTEX_SUBROUTINE:
+      case GL_GEOMETRY_SUBROUTINE:
+      case GL_FRAGMENT_SUBROUTINE:
+      case GL_COMPUTE_SUBROUTINE:
+      case GL_TESS_CONTROL_SUBROUTINE:
+      case GL_TESS_EVALUATION_SUBROUTINE:
+      case GL_BUFFER_VARIABLE:
+         if (++idx == (int) index)
+            return res;
+         break;
+      default:
+         assert(!"not implemented for given interface");
+      }
+   }
+   return NULL;
+}
+
+/* Function returns if resource name is expected to have index
+ * appended into it.
+ *
+ *
+ * Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
+ * spec says:
+ *
+ *     "If the active uniform is an array, the uniform name returned in
+ *     name will always be the name of the uniform array appended with
+ *     "[0]"."
+ *
+ * The same text also appears in the OpenGL 4.2 spec.  It does not,
+ * however, appear in any previous spec.  Previous specifications are
+ * ambiguous in this regard.  However, either name can later be passed
+ * to glGetUniformLocation (and related APIs), so there shouldn't be any
+ * harm in always appending "[0]" to uniform array names.
+ *
+ * Geometry shader stage has different naming convention where the 'normal'
+ * condition is an array, therefore for variables referenced in geometry
+ * stage we do not add '[0]'.
+ *
+ * Note, that TCS outputs and TES inputs should not have index appended
+ * either.
+ */
+static bool
+add_index_to_name(struct gl_program_resource *res)
+{
+   bool add_index = !((res->Type == GL_PROGRAM_INPUT &&
+                       res->StageReferences & (1 << MESA_SHADER_GEOMETRY |
+                                               1 << MESA_SHADER_TESS_CTRL |
+                                               1 << MESA_SHADER_TESS_EVAL)) ||
+                      (res->Type == GL_PROGRAM_OUTPUT &&
+                       res->StageReferences & 1 << MESA_SHADER_TESS_CTRL));
+
+   /* Transform feedback varyings have array index already appended
+    * in their names.
+    */
+   if (res->Type == GL_TRANSFORM_FEEDBACK_VARYING)
+      add_index = false;
+
+   return add_index;
+}
+
+/* Get name length of a program resource. This consists of
+ * base name + 3 for '[0]' if resource is an array.
+ */
+extern unsigned
+_mesa_program_resource_name_len(struct gl_program_resource *res)
+{
+   unsigned length = strlen(_mesa_program_resource_name(res));
+   if (_mesa_program_resource_array_size(res) && add_index_to_name(res))
+      length += 3;
+   return length;
+}
+
+/* Get full name of a program resource.
+ */
+bool
+_mesa_get_program_resource_name(struct gl_shader_program *shProg,
+                                GLenum programInterface, GLuint index,
+                                GLsizei bufSize, GLsizei *length,
+                                GLchar *name, const char *caller)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   /* Find resource with given interface and index. */
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_index(shProg, programInterface, index);
+
+   /* The error INVALID_VALUE is generated if <index> is greater than
+   * or equal to the number of entries in the active resource list for
+   * <programInterface>.
+   */
+   if (!res) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "%s(index %u)", caller, index);
+      return false;
+   }
+
+   if (bufSize < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "%s(bufSize %d)", caller, bufSize);
+      return false;
+   }
+
+   GLsizei localLength;
+
+   if (length == NULL)
+      length = &localLength;
+
+   _mesa_copy_string(name, bufSize, length, _mesa_program_resource_name(res));
+
+   if (_mesa_program_resource_array_size(res) && add_index_to_name(res)) {
+      int i;
+
+      /* The comparison is strange because *length does *NOT* include the
+       * terminating NUL, but maxLength does.
+       */
+      for (i = 0; i < 3 && (*length + i + 1) < bufSize; i++)
+         name[*length + i] = "[0]"[i];
+
+      name[*length + i] = '\0';
+      *length += i;
+   }
+   return true;
+}
+
+static GLint
+program_resource_location(struct gl_shader_program *shProg,
+                          struct gl_program_resource *res, const char *name,
+                          unsigned array_index)
+{
+   /* Built-in locations should report GL_INVALID_INDEX. */
+   if (is_gl_identifier(name))
+      return GL_INVALID_INDEX;
+
+   /* VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 are decremented as these
+    * offsets are used internally to differentiate between built-in attributes
+    * and user-defined attributes.
+    */
+   switch (res->Type) {
+   case GL_PROGRAM_INPUT: {
+      const gl_shader_variable *var = RESOURCE_VAR(res);
+
+      /* If the input is an array, fail if the index is out of bounds. */
+      if (array_index > 0
+          && array_index >= var->type->length) {
+         return -1;
+      }
+      return (var->location +
+             (array_index * var->type->without_array()->matrix_columns) -
+             VERT_ATTRIB_GENERIC0);
+   }
+   case GL_PROGRAM_OUTPUT:
+      /* If the output is an array, fail if the index is out of bounds. */
+      if (array_index > 0
+          && array_index >= RESOURCE_VAR(res)->type->length) {
+         return -1;
+      }
+      return RESOURCE_VAR(res)->location + array_index - FRAG_RESULT_DATA0;
+   case GL_UNIFORM:
+      /* If the uniform is built-in, fail. */
+      if (RESOURCE_UNI(res)->builtin)
+         return -1;
+
+     /* From page 79 of the OpenGL 4.2 spec:
+      *
+      *     "A valid name cannot be a structure, an array of structures, or any
+      *     portion of a single vector or a matrix."
+      */
+      if (RESOURCE_UNI(res)->type->without_array()->is_record())
+         return -1;
+
+      /* From the GL_ARB_uniform_buffer_object spec:
        *
-       *     "If name is not an active attribute, if name is a conventional
-       *     attribute, or if an error occurs, -1 will be returned."
+       *     "The value -1 will be returned if <name> does not correspond to an
+       *     active uniform variable name in <program>, if <name> is associated
+       *     with a named uniform block, or if <name> starts with the reserved
+       *     prefix "gl_"."
        */
-      if (var == NULL
-         || var->data.mode != ir_var_shader_out
-         || var->location == -1
-         || var->location < FRAG_RESULT_DATA0)
-        continue;
+      if (RESOURCE_UNI(res)->block_index != -1 ||
+          RESOURCE_UNI(res)->atomic_buffer_index != -1)
+         return -1;
+
+      /* fallthrough */
+   case GL_VERTEX_SUBROUTINE_UNIFORM:
+   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+   case GL_COMPUTE_SUBROUTINE_UNIFORM:
+   case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+   case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+      /* If the uniform is an array, fail if the index is out of bounds. */
+      if (array_index > 0
+          && array_index >= RESOURCE_UNI(res)->array_elements) {
+         return -1;
+      }
+
+      /* location in remap table + array element offset */
+      return RESOURCE_UNI(res)->remap_location + array_index;
+   default:
+      return -1;
+   }
+}
+
+/**
+ * Function implements following location queries:
+ *    glGetUniformLocation
+ */
+GLint
+_mesa_program_resource_location(struct gl_shader_program *shProg,
+                                GLenum programInterface, const char *name)
+{
+   unsigned array_index = 0;
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_name(shProg, programInterface, name,
+                                       &array_index);
+
+   /* Resource not found. */
+   if (!res)
+      return -1;
+
+   return program_resource_location(shProg, res, name, array_index);
+}
+
+/**
+ * Function implements following index queries:
+ *    glGetFragDataIndex
+ */
+GLint
+_mesa_program_resource_location_index(struct gl_shader_program *shProg,
+                                      GLenum programInterface, const char *name)
+{
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_name(shProg, programInterface, name, NULL);
+
+   /* Non-existent variable or resource is not referenced by fragment stage. */
+   if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
+      return -1;
+
+   return RESOURCE_VAR(res)->index;
+}
+
+static uint8_t
+stage_from_enum(GLenum ref)
+{
+   switch (ref) {
+   case GL_REFERENCED_BY_VERTEX_SHADER:
+      return MESA_SHADER_VERTEX;
+   case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
+      return MESA_SHADER_TESS_CTRL;
+   case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
+      return MESA_SHADER_TESS_EVAL;
+   case GL_REFERENCED_BY_GEOMETRY_SHADER:
+      return MESA_SHADER_GEOMETRY;
+   case GL_REFERENCED_BY_FRAGMENT_SHADER:
+      return MESA_SHADER_FRAGMENT;
+   case GL_REFERENCED_BY_COMPUTE_SHADER:
+      return MESA_SHADER_COMPUTE;
+   default:
+      assert(!"shader stage not supported");
+      return MESA_SHADER_STAGES;
+   }
+}
+
+/**
+ * Check if resource is referenced by given 'referenced by' stage enum.
+ * ATC and UBO resources hold stage references of their own.
+ */
+static bool
+is_resource_referenced(struct gl_shader_program *shProg,
+                       struct gl_program_resource *res,
+                       GLuint index, uint8_t stage)
+{
+   /* First, check if we even have such a stage active. */
+   if (!shProg->_LinkedShaders[stage])
+      return false;
+
+   if (res->Type == GL_ATOMIC_COUNTER_BUFFER)
+      return RESOURCE_ATC(res)->StageReferences[stage];
+
+   if (res->Type == GL_UNIFORM_BLOCK || res->Type == GL_SHADER_STORAGE_BLOCK)
+      return shProg->InterfaceBlockStageIndex[stage][index] != -1;
+
+   return res->StageReferences & (1 << stage);
+}
+
+static unsigned
+get_buffer_property(struct gl_shader_program *shProg,
+                    struct gl_program_resource *res, const GLenum prop,
+                    GLint *val, const char *caller)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   if (res->Type != GL_UNIFORM_BLOCK &&
+       res->Type != GL_ATOMIC_COUNTER_BUFFER &&
+       res->Type != GL_SHADER_STORAGE_BLOCK)
+      goto invalid_operation;
+
+   if (res->Type == GL_UNIFORM_BLOCK) {
+      switch (prop) {
+      case GL_BUFFER_BINDING:
+         *val = RESOURCE_UBO(res)->Binding;
+         return 1;
+      case GL_BUFFER_DATA_SIZE:
+         *val = RESOURCE_UBO(res)->UniformBufferSize;
+         return 1;
+      case GL_NUM_ACTIVE_VARIABLES:
+         *val = 0;
+         for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
+            const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
+            struct gl_program_resource *uni =
+               _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname,
+                                                NULL);
+            if (!uni)
+               continue;
+            (*val)++;
+         }
+         return 1;
+      case GL_ACTIVE_VARIABLES: {
+         unsigned num_values = 0;
+         for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
+            const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
+            struct gl_program_resource *uni =
+               _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname,
+                                                NULL);
+            if (!uni)
+               continue;
+            *val++ =
+               _mesa_program_resource_index(shProg, uni);
+            num_values++;
+         }
+         return num_values;
+      }
+      }
+   } else if (res->Type == GL_SHADER_STORAGE_BLOCK) {
+      switch (prop) {
+      case GL_BUFFER_BINDING:
+         *val = RESOURCE_UBO(res)->Binding;
+         return 1;
+      case GL_BUFFER_DATA_SIZE:
+         *val = RESOURCE_UBO(res)->UniformBufferSize;
+         return 1;
+      case GL_NUM_ACTIVE_VARIABLES:
+         *val = 0;
+         for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
+            const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
+            struct gl_program_resource *uni =
+               _mesa_program_resource_find_name(shProg, GL_BUFFER_VARIABLE,
+                                                iname, NULL);
+            if (!uni)
+               continue;
+            (*val)++;
+         }
+         return 1;
+      case GL_ACTIVE_VARIABLES: {
+         unsigned num_values = 0;
+         for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
+            const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
+            struct gl_program_resource *uni =
+               _mesa_program_resource_find_name(shProg, GL_BUFFER_VARIABLE,
+                                                iname, NULL);
+            if (!uni)
+               continue;
+            *val++ =
+               _mesa_program_resource_index(shProg, uni);
+            num_values++;
+         }
+         return num_values;
+      }
+      }
+   } else if (res->Type == GL_ATOMIC_COUNTER_BUFFER) {
+      switch (prop) {
+      case GL_BUFFER_BINDING:
+         *val = RESOURCE_ATC(res)->Binding;
+         return 1;
+      case GL_BUFFER_DATA_SIZE:
+         *val = RESOURCE_ATC(res)->MinimumSize;
+         return 1;
+      case GL_NUM_ACTIVE_VARIABLES:
+         *val = RESOURCE_ATC(res)->NumUniforms;
+         return 1;
+      case GL_ACTIVE_VARIABLES:
+         for (unsigned i = 0; i < RESOURCE_ATC(res)->NumUniforms; i++) {
+            /* Active atomic buffer contains index to UniformStorage. Find
+             * out gl_program_resource via data pointer and then calculate
+             * index of that uniform.
+             */
+            unsigned idx = RESOURCE_ATC(res)->Uniforms[i];
+            struct gl_program_resource *uni =
+               program_resource_find_data(shProg,
+                                          &shProg->UniformStorage[idx]);
+            assert(uni);
+            *val++ = _mesa_program_resource_index(shProg, uni);
+         }
+         return RESOURCE_ATC(res)->NumUniforms;
+      }
+   }
+   assert(!"support for property type not implemented");
 
-      if (strcmp(var->name, name) == 0)
-        return var->location - FRAG_RESULT_DATA0;
+invalid_operation:
+   _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller,
+               _mesa_enum_to_string(res->Type),
+               _mesa_enum_to_string(prop));
+
+   return 0;
+}
+
+unsigned
+_mesa_program_resource_prop(struct gl_shader_program *shProg,
+                            struct gl_program_resource *res, GLuint index,
+                            const GLenum prop, GLint *val, const char *caller)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+#define VALIDATE_TYPE(type)\
+   if (res->Type != type)\
+      goto invalid_operation;
+
+#define VALIDATE_TYPE_2(type1, type2)\
+   if (res->Type != type1 && res->Type != type2)\
+      goto invalid_operation;
+
+   switch(prop) {
+   case GL_NAME_LENGTH:
+      switch (res->Type) {
+      case GL_ATOMIC_COUNTER_BUFFER:
+         goto invalid_operation;
+      default:
+         /* Resource name length + terminator. */
+         *val = _mesa_program_resource_name_len(res) + 1;
+      }
+      return 1;
+   case GL_TYPE:
+      switch (res->Type) {
+      case GL_UNIFORM:
+      case GL_BUFFER_VARIABLE:
+         *val = RESOURCE_UNI(res)->type->gl_type;
+         return 1;
+      case GL_PROGRAM_INPUT:
+      case GL_PROGRAM_OUTPUT:
+         *val = RESOURCE_VAR(res)->type->gl_type;
+         return 1;
+      case GL_TRANSFORM_FEEDBACK_VARYING:
+         *val = RESOURCE_XFB(res)->Type;
+         return 1;
+      default:
+         goto invalid_operation;
+      }
+   case GL_ARRAY_SIZE:
+      switch (res->Type) {
+      case GL_UNIFORM:
+      case GL_BUFFER_VARIABLE:
+         /* Test if a buffer variable is an array or an unsized array.
+          * Unsized arrays return zero as array size.
+          */
+         if (RESOURCE_UNI(res)->is_shader_storage &&
+             RESOURCE_UNI(res)->array_stride > 0)
+            *val = RESOURCE_UNI(res)->array_elements;
+         else
+            *val = MAX2(RESOURCE_UNI(res)->array_elements, 1);
+         return 1;
+      case GL_PROGRAM_INPUT:
+      case GL_PROGRAM_OUTPUT:
+         *val = MAX2(_mesa_program_resource_array_size(res), 1);
+         return 1;
+      case GL_TRANSFORM_FEEDBACK_VARYING:
+         *val = MAX2(RESOURCE_XFB(res)->Size, 1);
+         return 1;
+      default:
+         goto invalid_operation;
+      }
+   case GL_OFFSET:
+      VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+      *val = RESOURCE_UNI(res)->offset;
+      return 1;
+   case GL_BLOCK_INDEX:
+      VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+      *val = RESOURCE_UNI(res)->block_index;
+      return 1;
+   case GL_ARRAY_STRIDE:
+      VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+      *val = RESOURCE_UNI(res)->array_stride;
+      return 1;
+   case GL_MATRIX_STRIDE:
+      VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+      *val = RESOURCE_UNI(res)->matrix_stride;
+      return 1;
+   case GL_IS_ROW_MAJOR:
+      VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+      *val = RESOURCE_UNI(res)->row_major;
+      return 1;
+   case GL_ATOMIC_COUNTER_BUFFER_INDEX:
+      VALIDATE_TYPE(GL_UNIFORM);
+      *val = RESOURCE_UNI(res)->atomic_buffer_index;
+      return 1;
+   case GL_BUFFER_BINDING:
+   case GL_BUFFER_DATA_SIZE:
+   case GL_NUM_ACTIVE_VARIABLES:
+   case GL_ACTIVE_VARIABLES:
+      return get_buffer_property(shProg, res, prop, val, caller);
+   case GL_REFERENCED_BY_COMPUTE_SHADER:
+      if (!_mesa_has_compute_shaders(ctx))
+         goto invalid_enum;
+      /* fallthrough */
+   case GL_REFERENCED_BY_VERTEX_SHADER:
+   case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
+   case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
+   case GL_REFERENCED_BY_GEOMETRY_SHADER:
+   case GL_REFERENCED_BY_FRAGMENT_SHADER:
+      switch (res->Type) {
+      case GL_UNIFORM:
+      case GL_PROGRAM_INPUT:
+      case GL_PROGRAM_OUTPUT:
+      case GL_UNIFORM_BLOCK:
+      case GL_BUFFER_VARIABLE:
+      case GL_SHADER_STORAGE_BLOCK:
+      case GL_ATOMIC_COUNTER_BUFFER:
+         *val = is_resource_referenced(shProg, res, index,
+                                       stage_from_enum(prop));
+         return 1;
+      default:
+         goto invalid_operation;
+      }
+   case GL_LOCATION:
+      switch (res->Type) {
+      case GL_UNIFORM:
+      case GL_PROGRAM_INPUT:
+      case GL_PROGRAM_OUTPUT:
+         *val = program_resource_location(shProg, res,
+                                          _mesa_program_resource_name(res),
+                                          0);
+         return 1;
+      default:
+         goto invalid_operation;
+      }
+   case GL_LOCATION_INDEX:
+      if (res->Type != GL_PROGRAM_OUTPUT)
+         goto invalid_operation;
+      *val = RESOURCE_VAR(res)->index;
+      return 1;
+
+   case GL_NUM_COMPATIBLE_SUBROUTINES:
+      if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM &&
+          res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM &&
+          res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM &&
+          res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM &&
+          res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM &&
+          res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM)
+         goto invalid_operation;
+      *val = RESOURCE_UNI(res)->num_compatible_subroutines;
+      return 1;
+   case GL_COMPATIBLE_SUBROUTINES: {
+      const struct gl_uniform_storage *uni;
+      struct gl_shader *sh;
+      unsigned count, i;
+      int j;
+
+      if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM &&
+          res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM &&
+          res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM &&
+          res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM &&
+          res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM &&
+          res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM)
+         goto invalid_operation;
+      uni = RESOURCE_UNI(res);
+
+      sh = shProg->_LinkedShaders[_mesa_shader_stage_from_subroutine_uniform(res->Type)];
+      count = 0;
+      for (i = 0; i < sh->NumSubroutineFunctions; i++) {
+         struct gl_subroutine_function *fn = &sh->SubroutineFunctions[i];
+         for (j = 0; j < fn->num_compat_types; j++) {
+            if (fn->types[j] == uni->type) {
+               val[count++] = i;
+               break;
+            }
+         }
+      }
+      return count;
+   }
+
+   case GL_TOP_LEVEL_ARRAY_SIZE:
+      VALIDATE_TYPE(GL_BUFFER_VARIABLE);
+      *val = RESOURCE_UNI(res)->top_level_array_size;
+      return 1;
+
+   case GL_TOP_LEVEL_ARRAY_STRIDE:
+      VALIDATE_TYPE(GL_BUFFER_VARIABLE);
+      *val = RESOURCE_UNI(res)->top_level_array_stride;
+      return 1;
+
+   /* GL_ARB_tessellation_shader */
+   case GL_IS_PER_PATCH:
+      switch (res->Type) {
+      case GL_PROGRAM_INPUT:
+      case GL_PROGRAM_OUTPUT:
+         *val = RESOURCE_VAR(res)->patch;
+         return 1;
+      default:
+         goto invalid_operation;
+      }
+   default:
+      goto invalid_enum;
    }
 
-   return -1;
+#undef VALIDATE_TYPE
+#undef VALIDATE_TYPE_2
+
+invalid_enum:
+   _mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller,
+               _mesa_enum_to_string(res->Type),
+               _mesa_enum_to_string(prop));
+   return 0;
+
+invalid_operation:
+   _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller,
+               _mesa_enum_to_string(res->Type),
+               _mesa_enum_to_string(prop));
+   return 0;
+}
+
+extern void
+_mesa_get_program_resourceiv(struct gl_shader_program *shProg,
+                             GLenum programInterface, GLuint index, GLsizei propCount,
+                             const GLenum *props, GLsizei bufSize,
+                             GLsizei *length, GLint *params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLint *val = (GLint *) params;
+   const GLenum *prop = props;
+   GLsizei amount = 0;
+
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_index(shProg, programInterface, index);
+
+   /* No such resource found or bufSize negative. */
+   if (!res || bufSize < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                  "glGetProgramResourceiv(%s index %d bufSize %d)",
+                  _mesa_enum_to_string(programInterface), index, bufSize);
+      return;
+   }
+
+   /* Write propCount values until error occurs or bufSize reached. */
+   for (int i = 0; i < propCount && i < bufSize; i++, val++, prop++) {
+      int props_written =
+         _mesa_program_resource_prop(shProg, res, index, *prop, val,
+                                     "glGetProgramResourceiv");
+
+      /* Error happened. */
+      if (props_written == 0)
+         return;
+
+      amount += props_written;
+   }
+
+   /* If <length> is not NULL, the actual number of integer values
+    * written to <params> will be written to <length>.
+    */
+   if (length)
+      *length = amount;
+}
+
+static bool
+validate_io(const struct gl_shader *producer,
+            const struct gl_shader *consumer, bool isES)
+{
+   assert(producer && consumer);
+   unsigned inputs = 0, outputs = 0;
+
+   /* From OpenGL ES 3.1 spec (Interface matching):
+    *
+    *    "An output variable is considered to match an input variable in the
+    *    subsequent shader if:
+    *
+    *    - the two variables match in name, type, and qualification; or
+    *    - the two variables are declared with the same location qualifier and
+    *      match in type and qualification.
+    *
+    *    ...
+    *
+    *    At an interface between program objects, the set of inputs and outputs
+    *    are considered to match exactly if and only if:
+    *
+    *    - Every declared input variable has a matching output, as described
+    *    above.
+    *
+    *    - There are no user-defined output variables declared without a
+    *    matching input variable declaration.
+    *
+    *    - All matched input and output variables have identical precision
+    *    qualification.
+    *
+    *    When the set of inputs and outputs on an interface between programs
+    *    matches exactly, all inputs are well-defined except when the
+    *    corresponding outputs were not written in the previous shader. However,
+    *    any mismatch between inputs and outputs will result in a validation
+    *    failure."
+    *
+    * OpenGL Core 4.5 spec includes same paragraph as above but without check
+    * for precision and the last 'validation failure' clause. Therefore
+    * behaviour is more relaxed, input and output amount is not required by the
+    * spec to be validated.
+    *
+    * FIXME: Update once Khronos spec bug #15331 is resolved.
+    * FIXME: Add validation by type, currently information loss during varying
+    * packing makes this challenging.
+    */
+
+   /* Currently no matching done for desktop. */
+   if (!isES)
+      return true;
+
+   /* For each output in a, find input in b and do any required checks. */
+   foreach_in_list(ir_instruction, out, producer->ir) {
+      ir_variable *out_var = out->as_variable();
+      if (!out_var || out_var->data.mode != ir_var_shader_out ||
+          is_gl_identifier(out_var->name))
+         continue;
+
+      outputs++;
+
+      inputs = 0;
+      foreach_in_list(ir_instruction, in, consumer->ir) {
+         ir_variable *in_var = in->as_variable();
+         if (!in_var || in_var->data.mode != ir_var_shader_in ||
+             is_gl_identifier(in_var->name))
+            continue;
+
+         inputs++;
+
+         /* Match by location qualifier and precision.
+          *
+          * FIXME: Add explicit location matching validation here. Be careful
+          * not to match varyings with explicit locations to varyings without
+          * explicit locations.
+          */
+         if ((in_var->data.explicit_location &&
+             out_var->data.explicit_location) &&
+             in_var->data.location == out_var->data.location &&
+             in_var->data.precision == out_var->data.precision)
+            continue;
+
+         unsigned len = strlen(in_var->name);
+
+         /* Handle input swizzle in variable name. */
+         const char *dot = strchr(in_var->name, '.');
+         if (dot)
+            len = dot - in_var->name;
+
+         /* Match by name and precision. */
+         if (strncmp(in_var->name, out_var->name, len) == 0) {
+            /* From OpenGL ES 3.1 spec:
+             *     "When both shaders are in separate programs, mismatched
+             *     precision qualifiers will result in a program interface
+             *     mismatch that will result in program pipeline validation
+             *     failures, as described in section 7.4.1 (“Shader Interface
+             *     Matching”) of the OpenGL ES 3.1 Specification."
+             */
+            if (in_var->data.precision != out_var->data.precision)
+               return false;
+         }
+      }
+   }
+   return inputs == outputs;
+}
+
+/**
+ * Validate inputs against outputs in a program pipeline.
+ */
+extern "C" bool
+_mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
+{
+   struct gl_shader_program **shProg =
+      (struct gl_shader_program **) pipeline->CurrentProgram;
+
+   /* Find first active stage in pipeline. */
+   unsigned idx, prev = 0;
+   for (idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
+      if (shProg[idx]) {
+         prev = idx;
+         break;
+      }
+   }
+
+   for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
+      if (shProg[idx]) {
+         /* Pipeline might include both non-compute and a compute program, do
+          * not attempt to validate varyings between non-compute and compute
+          * stage.
+          */
+         if (shProg[idx]->_LinkedShaders[idx]->Stage == MESA_SHADER_COMPUTE)
+            break;
+
+         if (!validate_io(shProg[prev]->_LinkedShaders[prev],
+                          shProg[idx]->_LinkedShaders[idx],
+                          shProg[prev]->IsES || shProg[idx]->IsES))
+            return false;
+         prev = idx;
+      }
+   }
+   return true;
 }