--- /dev/null
+/*
+ * Copyright © 2018 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "nir.h"
+#include "gl_nir_linker.h"
+#include "linker_util.h"
+#include "main/mtypes.h"
+#include "ir_uniform.h" /* for gl_uniform_storage */
+
+/* This file included general link methods, using NIR, instead of IR as
+ * the counter-part glsl/linker.cpp
+ *
+ * Also note that this is tailored for ARB_gl_spirv needs and particularities
+ */
+
+void
+nir_build_program_resource_list(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ /* Rebuild resource list. */
+ if (prog->data->ProgramResourceList) {
+ ralloc_free(prog->data->ProgramResourceList);
+ prog->data->ProgramResourceList = NULL;
+ prog->data->NumProgramResourceList = 0;
+ }
+
+ struct set *resource_set = _mesa_set_create(NULL,
+ _mesa_hash_pointer,
+ _mesa_key_pointer_equal);
+
+ /* Add uniforms
+ *
+ * Here, it is expected that nir_link_uniforms() has already been
+ * called, so that UniformStorage table is already available.
+ */
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
+
+ if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
+ uniform->active_shader_mask)) {
+ return;
+ }
+ }
+
+
+ _mesa_set_destroy(resource_set, NULL);
+}