}
 
 bool
-gl_nir_link(struct gl_context *ctx, struct gl_shader_program *prog,
-            const struct gl_nir_linker_options *options)
+gl_nir_link_spirv(struct gl_context *ctx, struct gl_shader_program *prog,
+                  const struct gl_nir_linker_options *options)
 {
    if (!gl_nir_link_uniform_blocks(ctx, prog))
       return false;
 
    bool fill_parameters;
 };
 
-bool gl_nir_link(struct gl_context *ctx,
-                 struct gl_shader_program *prog,
-                 const struct gl_nir_linker_options *options);
+bool gl_nir_link_spirv(struct gl_context *ctx,
+                       struct gl_shader_program *prog,
+                       const struct gl_nir_linker_options *options);
 
 bool gl_nir_link_uniforms(struct gl_context *ctx,
                           struct gl_shader_program *prog,
 
       static const gl_nir_linker_options opts = {
          .fill_parameters = false,
       };
-      if (!gl_nir_link(ctx, shProg, &opts))
+      if (!gl_nir_link_spirv(ctx, shProg, &opts))
          return GL_FALSE;
    }
 
 
       static const gl_nir_linker_options opts = {
          true /*fill_parameters */
       };
-      if (!gl_nir_link(ctx, shader_program, &opts))
+      if (!gl_nir_link_spirv(ctx, shader_program, &opts))
          return GL_FALSE;
 
       nir_build_program_resource_list(ctx, shader_program, true);