if (num_shaders == 1)
st_nir_opts(linked_shader[0]->Program->nir);
- if (!shader_program->data->spirv)
+ if (!shader_program->data->spirv) {
+ if (!gl_nir_link_glsl(ctx, shader_program))
+ return GL_FALSE;
+
nir_build_program_resource_list(ctx, shader_program, false);
+ }
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];