/*
 * 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 "nir_builder.h"
#include "nir_xfb_info.h"
#include "gl_nir.h"
#include "gl_nir_linker.h"
#include "gl_nir_link_varyings.h"
#include "linker_util.h"
#include "string_to_uint_map.h"
#include "main/shader_types.h"
#include "main/consts_exts.h"
#include "main/context.h"
#include "main/shaderobj.h"
#include "util/glheader.h"
#include "util/perf/cpu_trace.h"

/**
 * This file included general link methods, using NIR.
 */

void
gl_nir_opts(nir_shader *nir)
{
   bool progress;

   MESA_TRACE_FUNC();

   do {
      progress = false;

      NIR_PASS(_, nir, nir_lower_vars_to_ssa);

      /* Linking deals with unused inputs/outputs, but here we can remove
       * things local to the shader in the hopes that we can cleanup other
       * things. This pass will also remove variables with only stores, so we
       * might be able to make progress after it.
       */
      NIR_PASS(progress, nir, nir_remove_dead_variables,
               nir_var_function_temp | nir_var_shader_temp |
               nir_var_mem_shared,
               NULL);

      NIR_PASS(progress, nir, nir_opt_find_array_copies);
      NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
      NIR_PASS(progress, nir, nir_opt_dead_write_vars);

      if (nir->options->lower_to_scalar) {
         NIR_PASS(_, nir, nir_lower_alu_to_scalar,
                    nir->options->lower_to_scalar_filter, NULL);
         NIR_PASS(_, nir, nir_lower_phis_to_scalar, false);
      }

      NIR_PASS(_, nir, nir_lower_alu);
      NIR_PASS(_, nir, nir_lower_pack);
      NIR_PASS(progress, nir, nir_copy_prop);
      NIR_PASS(progress, nir, nir_opt_remove_phis);
      NIR_PASS(progress, nir, nir_opt_dce);

      bool opt_loop_progress = false;
      NIR_PASS(opt_loop_progress, nir, nir_opt_loop);
      if (opt_loop_progress) {
         progress = true;
         NIR_PASS(progress, nir, nir_copy_prop);
         NIR_PASS(progress, nir, nir_opt_dce);
      }
      NIR_PASS(progress, nir, nir_opt_if, 0);
      NIR_PASS(progress, nir, nir_opt_dead_cf);
      NIR_PASS(progress, nir, nir_opt_cse);
      NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);

      NIR_PASS(progress, nir, nir_opt_phi_precision);
      NIR_PASS(progress, nir, nir_opt_algebraic);
      NIR_PASS(progress, nir, nir_opt_constant_folding);
      NIR_PASS(progress, nir, nir_io_add_const_offset_to_base,
               nir_var_shader_in | nir_var_shader_out);

      if (!nir->info.flrp_lowered) {
         unsigned lower_flrp =
            (nir->options->lower_flrp16 ? 16 : 0) |
            (nir->options->lower_flrp32 ? 32 : 0) |
            (nir->options->lower_flrp64 ? 64 : 0);

         if (lower_flrp) {
            bool lower_flrp_progress = false;

            NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
                     lower_flrp,
                     false /* always_precise */);
            if (lower_flrp_progress) {
               NIR_PASS(progress, nir,
                        nir_opt_constant_folding);
               progress = true;
            }
         }

         /* Nothing should rematerialize any flrps, so we only need to do this
          * lowering once.
          */
         nir->info.flrp_lowered = true;
      }

      NIR_PASS(progress, nir, nir_opt_undef);
      NIR_PASS(progress, nir, nir_opt_conditional_discard);
      if (nir->options->max_unroll_iterations ||
            (nir->options->max_unroll_iterations_fp64 &&
               (nir->options->lower_doubles_options & nir_lower_fp64_full_software))) {
         NIR_PASS(progress, nir, nir_opt_loop_unroll);
      }
   } while (progress);

   NIR_PASS(_, nir, nir_lower_var_copies);
}

static void
replace_tex_src(nir_tex_src *dst, nir_tex_src_type src_type, nir_def *src_def,
                nir_instr *src_parent)
{
   *dst = nir_tex_src_for_ssa(src_type, src_def);
   nir_src_set_parent_instr(&dst->src, src_parent);
   list_addtail(&dst->src.use_link, &dst->src.ssa->uses);
}

void
gl_nir_inline_functions(nir_shader *shader)
{
   /* We have to lower away local constant initializers right before we
    * inline functions.  That way they get properly initialized at the top
    * of the function and not at the top of its caller.
    */
   NIR_PASS(_, shader, nir_lower_variable_initializers, nir_var_all);
   NIR_PASS(_, shader, nir_lower_returns);
   NIR_PASS(_, shader, nir_inline_functions);
   NIR_PASS(_, shader, nir_opt_deref);

   /* We set func->is_entrypoint after nir_function_create if the function
    * is named "main", so we can use nir_remove_non_entrypoints() for this.
    * Now that we have inlined everything remove all of the functions except
    * func->is_entrypoint.
    */
   nir_remove_non_entrypoints(shader);

   /* Now that functions have been inlined remove deref_texture_src intrinisic
    * as we can now see if the texture source is bindless or not.
    */
   nir_function_impl *impl = nir_shader_get_entrypoint(shader);
   nir_builder b = nir_builder_create(impl);

   nir_foreach_block(block, impl) {
      nir_foreach_instr_safe(instr, block) {
         if (instr->type == nir_instr_type_tex) {
            nir_tex_instr *intr = nir_instr_as_tex(instr);

            b.cursor = nir_before_instr(instr);

            if (intr->src[0].src_type == nir_tex_src_sampler_deref_intrinsic) {
               assert(intr->src[1].src_type == nir_tex_src_texture_deref_intrinsic);
               nir_intrinsic_instr *intrin =
                  nir_instr_as_intrinsic(intr->src[0].src.ssa->parent_instr);
               nir_deref_instr *deref =
                  nir_instr_as_deref(intrin->src[0].ssa->parent_instr);

               /* check for bindless handles */
               if (!nir_deref_mode_is(deref, nir_var_uniform) ||
                   nir_deref_instr_get_variable(deref)->data.bindless) {
                  nir_def *load = nir_load_deref(&b, deref);
                  replace_tex_src(&intr->src[0], nir_tex_src_texture_handle,
                                  load, instr);
                  replace_tex_src(&intr->src[1], nir_tex_src_sampler_handle,
                                  load, instr);
               } else {
                  replace_tex_src(&intr->src[0], nir_tex_src_texture_deref,
                                  &deref->def, instr);
                  replace_tex_src(&intr->src[1], nir_tex_src_sampler_deref,
                                  &deref->def, instr);
               }
               nir_instr_remove(&intrin->instr);
            }
         }
      }
   }

   nir_validate_shader(shader, "after function inlining and return lowering");
}

static void
array_length_to_const(nir_shader *shader)
{
   nir_foreach_function_impl(impl, shader) {
      nir_builder b = nir_builder_create(impl);
      nir_foreach_block(block, impl) {
         nir_foreach_instr_safe(instr, block) {
            if (instr->type == nir_instr_type_intrinsic) {
               nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
               if (intrin->intrinsic == nir_intrinsic_deref_implicit_array_length) {
                  b.cursor = nir_before_instr(instr);
                  nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
                  assert(deref->deref_type == nir_deref_type_var);

                  unsigned size = glsl_get_length(deref->var->type);
                  nir_def *arr_size = nir_imm_intN_t(&b, size, 32);
                  nir_def_rewrite_uses(&intrin->def, arr_size);
                  nir_instr_remove(&intrin->instr);
               }
            }
         }
      }
   }
}

struct emit_vertex_state {
   int max_stream_allowed;
   int invalid_stream_id;
   bool invalid_stream_id_from_emit_vertex;
   bool end_primitive_found;
   unsigned used_streams;
};

/**
 * Determine the highest stream id to which a (geometry) shader emits
 * vertices. Also check whether End{Stream}Primitive is ever called.
 */
static void
find_emit_vertex(struct emit_vertex_state *state, nir_shader *shader) {
   nir_function_impl *impl = nir_shader_get_entrypoint(shader);

   nir_foreach_block_safe(block, impl) {
      nir_foreach_instr_safe(instr, block) {
         if (instr->type == nir_instr_type_intrinsic) {
            nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);

            if (intr->intrinsic == nir_intrinsic_emit_vertex ||
                intr->intrinsic == nir_intrinsic_end_primitive) {
               int stream_id = nir_intrinsic_stream_id(intr);
               bool from_emit_vertex =
                  intr->intrinsic == nir_intrinsic_emit_vertex;
               state->end_primitive_found |=
                  intr->intrinsic == nir_intrinsic_end_primitive;

               if (stream_id < 0) {
                  state->invalid_stream_id = stream_id;
                  state->invalid_stream_id_from_emit_vertex = from_emit_vertex;
                  return;
               }

               if (stream_id > state->max_stream_allowed) {
                  state->invalid_stream_id = stream_id;
                  state->invalid_stream_id_from_emit_vertex = from_emit_vertex;
                  return;
               }

               state->used_streams |= 1 << stream_id;
            }
         }
      }
   }
}

/**
 * Check if geometry shaders emit to non-zero streams and do corresponding
 * validations.
 */
static void
validate_geometry_shader_emissions(const struct gl_constants *consts,
                                   struct gl_shader_program *prog)
{
   struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];

   if (sh != NULL) {
      struct emit_vertex_state state;
      state.max_stream_allowed = consts->MaxVertexStreams - 1;
      state.invalid_stream_id = 0;
      state.invalid_stream_id_from_emit_vertex = false;
      state.end_primitive_found = false;
      state.used_streams = 0;

      find_emit_vertex(&state, sh->Program->nir);

      if (state.invalid_stream_id != 0) {
         linker_error(prog, "Invalid call %s(%d). Accepted values for the "
                      "stream parameter are in the range [0, %d].\n",
                      state.invalid_stream_id_from_emit_vertex ?
                         "EmitStreamVertex" : "EndStreamPrimitive",
                      state.invalid_stream_id, state.max_stream_allowed);
      }
      sh->Program->nir->info.gs.active_stream_mask = state.used_streams;
      sh->Program->nir->info.gs.uses_end_primitive = state.end_primitive_found;

      /* 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. We can use info.gs.active_stream_mask to check whether only the
       * first (zero) stream is active.
       * stream.
       */
      if (sh->Program->nir->info.gs.active_stream_mask & ~(1 << 0) &&
          sh->Program->nir->info.gs.output_primitive != MESA_PRIM_POINTS) {
         linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
                      "with n>0 requires point output\n");
      }
   }
}

/* For derivatives in compute shaders, GLSL_NV_compute_shader_derivatives
 * states:
 *
 *    If neither layout qualifier is specified, derivatives in compute
 *    shaders return zero, which is consistent with the handling of built-in
 *    texture functions like texture() in GLSL 4.50 compute shaders.
 */
static void
lower_derivatives_without_layout(nir_builder *b)
{
   if (b->shader->info.stage != MESA_SHADER_COMPUTE ||
       b->shader->info.derivative_group != DERIVATIVE_GROUP_NONE)
      return;

   nir_foreach_function_impl(impl, b->shader) {
      nir_foreach_block(block, impl) {
         nir_foreach_instr_safe(instr, block) {
            if (instr->type == nir_instr_type_intrinsic) {
               nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
               nir_intrinsic_op op = intrin->intrinsic;
               if (op != nir_intrinsic_ddx && op != nir_intrinsic_ddx_fine && op != nir_intrinsic_ddx_coarse &&
                   op != nir_intrinsic_ddy && op != nir_intrinsic_ddy_fine && op != nir_intrinsic_ddy_coarse)
                  continue;

               nir_def *def = &intrin->def;
               b->cursor = nir_before_instr(instr);
               nir_def *zero = nir_imm_zero(b, def->num_components,
                                            def->bit_size);
               nir_def_replace(def, zero);
            } else {
               continue;
            }
         }
      }
   }
}

/**
 * Generate a string describing the mode of a variable
 */
const char *
gl_nir_mode_string(const nir_variable *var)
{
   switch (var->data.mode) {
   case nir_var_shader_temp:
      return (var->data.read_only) ? "global constant" : "global variable";

   case nir_var_uniform:
   case nir_var_image:
   case nir_var_mem_ubo:
      return "uniform";

   case nir_var_mem_ssbo:
      return "buffer";

   case nir_var_shader_in:
      return "shader input";

   case nir_var_shader_out:
      return "shader output";

   case nir_var_system_value:
      return "shader input";

   case nir_var_function_temp:
      return "local variable";

   case nir_var_mem_shared:
      return "shader shared";

   case nir_num_variable_modes:
      break;
   }

   assert(!"Should not get here.");
   return "invalid variable";
}

static void
remove_dead_functions(nir_shader *shader)
{
   struct set *fn_set =
      _mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal);

   /* Find all function prototypes adding them to a list then removing them
    * if they are ever called.
    */
   nir_foreach_function_impl(impl, shader) {
      _mesa_set_add(fn_set, impl->function);
   }

   nir_foreach_function_impl(impl, shader) {
      nir_foreach_block(block, impl) {
         nir_foreach_instr(instr, block) {
            if (instr->type == nir_instr_type_call) {
               nir_call_instr *call = nir_instr_as_call(instr);
               _mesa_set_remove_key(fn_set, call->callee);
            }
         }
      }
   }

   /* Any functions remaining in the list must be unused so remove them. */
   set_foreach(fn_set, entry) {
      nir_function *func = (nir_function *) entry->key;
      if (!func->is_entrypoint)
         exec_node_remove(&func->node);
   }

   _mesa_set_destroy(fn_set, NULL);
}

bool
gl_nir_can_add_pointsize_to_program(const struct gl_constants *consts,
                                    struct gl_program *prog)
{
   nir_shader *nir = prog->nir;
   if (!nir)
      return true; /* fixedfunction */

   assert(nir->info.stage == MESA_SHADER_VERTEX ||
          nir->info.stage == MESA_SHADER_TESS_EVAL ||
          nir->info.stage == MESA_SHADER_GEOMETRY);
   if (nir->info.outputs_written & VARYING_BIT_PSIZ)
      return false;

   unsigned max_components = nir->info.stage == MESA_SHADER_GEOMETRY ?
                             consts->MaxGeometryTotalOutputComponents :
                             consts->Program[nir->info.stage].MaxOutputComponents;
   unsigned num_components = 0;
   unsigned needed_components = nir->info.stage == MESA_SHADER_GEOMETRY ? nir->info.gs.vertices_out : 1;
   nir_foreach_shader_out_variable(var, nir) {
      num_components += glsl_count_dword_slots(var->type, false);
   }

   /* Ensure that there is enough attribute space to emit at least one primitive */
   if (num_components && nir->info.stage == MESA_SHADER_GEOMETRY) {
      if (num_components + needed_components > consts->Program[nir->info.stage].MaxOutputComponents)
         return false;
      num_components *= nir->info.gs.vertices_out;
   }

   return num_components + needed_components <= max_components;
}

static void
gl_nir_link_opts(nir_shader *producer, nir_shader *consumer)
{
   MESA_TRACE_FUNC();

   if (producer->options->lower_to_scalar) {
      NIR_PASS(_, producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
      NIR_PASS(_, consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
   }

   nir_lower_io_arrays_to_elements(producer, consumer);

   gl_nir_opts(producer);
   gl_nir_opts(consumer);

   if (nir_link_opt_varyings(producer, consumer))
      gl_nir_opts(consumer);

   NIR_PASS(_, producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
   NIR_PASS(_, consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);

   if (nir_remove_unused_varyings(producer, consumer)) {
      NIR_PASS(_, producer, nir_lower_global_vars_to_local);
      NIR_PASS(_, consumer, nir_lower_global_vars_to_local);

      gl_nir_opts(producer);
      gl_nir_opts(consumer);

      /* Optimizations can cause varyings to become unused.
       * nir_compact_varyings() depends on all dead varyings being removed so
       * we need to call nir_remove_dead_variables() again here.
       */
      NIR_PASS(_, producer, nir_remove_dead_variables, nir_var_shader_out,
                 NULL);
      NIR_PASS(_, consumer, nir_remove_dead_variables, nir_var_shader_in,
                 NULL);
   }

   nir_link_varying_precision(producer, consumer);
}

static bool
can_remove_var(nir_variable *var, UNUSED void *data)
{
   /* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
    * says:
    *
    *     "All members of a named uniform block declared with a shared or
    *     std140 layout qualifier are considered active, even if they are not
    *     referenced in any shader in the program. The uniform block itself is
    *     also considered active, even if no member of the block is
    *     referenced."
    *
    * Although the spec doesn't state it std430 layouts are expect to behave
    * the same way. If the variable is in a uniform block with one of those
    * layouts, do not eliminate it.
    */
   if (nir_variable_is_in_block(var) &&
       (glsl_get_ifc_packing(var->interface_type) !=
        GLSL_INTERFACE_PACKING_PACKED))
      return false;

   if (glsl_get_base_type(glsl_without_array(var->type)) ==
       GLSL_TYPE_SUBROUTINE)
      return false;

   /* Uniform initializers could get used by another stage. However if its a
    * hidden uniform then it should be safe to remove as this was a constant
    * variable that has been lowered to a uniform.
    */
   if (var->constant_initializer && var->data.how_declared != nir_var_hidden)
      return false;

   return true;
}

static void
set_always_active_io(nir_shader *shader, nir_variable_mode io_mode)
{
   assert(io_mode == nir_var_shader_in || io_mode == nir_var_shader_out);

   nir_foreach_variable_with_modes(var, shader, io_mode) {
      /* Don't set always active on builtins that haven't been redeclared */
      if (var->data.how_declared == nir_var_declared_implicitly)
         continue;

      var->data.always_active_io = true;
   }
}

/**
 * When separate shader programs are enabled, only input/outputs between
 * the stages of a multi-stage separate program can be safely removed
 * from the shader interface. Other inputs/outputs must remain active.
 */
static void
disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
{
   unsigned first, last;
   assert(prog->SeparateShader);

   first = MESA_SHADER_STAGES;
   last = 0;

   /* Determine first and last stage. Excluding the compute stage */
   for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) {
      if (!prog->_LinkedShaders[i])
         continue;
      if (first == MESA_SHADER_STAGES)
         first = i;
      last = i;
   }

   if (first == MESA_SHADER_STAGES)
      return;

   for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
      if (!prog->_LinkedShaders[stage])
         continue;

      /* Prevent the removal of inputs to the first and outputs from the last
       * stage, unless they are the initial pipeline inputs or final pipeline
       * outputs, respectively.
       *
       * The removal of IO between shaders in the same program is always
       * allowed.
       */
      if (stage == first && stage != MESA_SHADER_VERTEX) {
         set_always_active_io(prog->_LinkedShaders[stage]->Program->nir,
                              nir_var_shader_in);
      }

      if (stage == last && stage != MESA_SHADER_FRAGMENT) {
         set_always_active_io(prog->_LinkedShaders[stage]->Program->nir,
                              nir_var_shader_out);
      }
   }
}

static bool
inout_has_same_location(const nir_variable *var, unsigned stage)
{
   if (!var->data.patch &&
       ((var->data.mode == nir_var_shader_out &&
         stage == MESA_SHADER_TESS_CTRL) ||
        (var->data.mode == nir_var_shader_in &&
         (stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL ||
          stage == MESA_SHADER_GEOMETRY))))
      return true;
   else
      return false;
}

/**
 * Create gl_shader_variable from nir_variable.
 */
static struct gl_shader_variable *
create_shader_variable(struct gl_shader_program *shProg,
                       const nir_variable *in,
                       const char *name, const struct glsl_type *type,
                       const struct glsl_type *interface_type,
                       bool use_implicit_location, int location,
                       const struct glsl_type *outermost_struct_type)
{
   /* Allocate zero-initialized memory to ensure that bitfield padding
    * is zero.
    */
   struct gl_shader_variable *out = rzalloc(shProg,
                                            struct gl_shader_variable);
   if (!out)
      return NULL;

   /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
    * expect to see gl_VertexID in the program resource list.  Pretend.
    */
   if (in->data.mode == nir_var_system_value &&
       in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
      out->name.string = ralloc_strdup(shProg, "gl_VertexID");
   } else if ((in->data.mode == nir_var_shader_out &&
               in->data.location == VARYING_SLOT_TESS_LEVEL_OUTER) ||
              (in->data.mode == nir_var_system_value &&
               in->data.location == SYSTEM_VALUE_TESS_LEVEL_OUTER)) {
      out->name.string = ralloc_strdup(shProg, "gl_TessLevelOuter");
      type = glsl_array_type(glsl_float_type(), 4, 0);
   } else if ((in->data.mode == nir_var_shader_out &&
               in->data.location == VARYING_SLOT_TESS_LEVEL_INNER) ||
              (in->data.mode == nir_var_system_value &&
               in->data.location == SYSTEM_VALUE_TESS_LEVEL_INNER)) {
      out->name.string = ralloc_strdup(shProg, "gl_TessLevelInner");
      type = glsl_array_type(glsl_float_type(), 2, 0);
   } else {
      out->name.string = ralloc_strdup(shProg, name);
   }

   resource_name_updated(&out->name);

   if (!out->name.string)
      return NULL;

   /* The ARB_program_interface_query spec says:
    *
    *     "Not all active variables are assigned valid locations; the
    *     following variables will have an effective location of -1:
    *
    *      * uniforms declared as atomic counters;
    *
    *      * members of a uniform block;
    *
    *      * built-in inputs, outputs, and uniforms (starting with "gl_"); and
    *
    *      * inputs or outputs not declared with a "location" layout
    *        qualifier, except for vertex shader inputs and fragment shader
    *        outputs."
    */
   if (glsl_get_base_type(in->type) == GLSL_TYPE_ATOMIC_UINT ||
       is_gl_identifier(in->name) ||
       !(in->data.explicit_location || use_implicit_location)) {
      out->location = -1;
   } else {
      out->location = location;
   }

   out->type = type;
   out->outermost_struct_type = outermost_struct_type;
   out->interface_type = interface_type;
   out->component = in->data.location_frac;
   out->index = in->data.index;
   out->patch = in->data.patch;
   out->mode = in->data.mode;
   out->interpolation = in->data.interpolation;
   out->precision = in->data.precision;
   out->explicit_location = in->data.explicit_location;

   return out;
}

static bool
add_shader_variable(const struct gl_constants *consts,
                    struct gl_shader_program *shProg,
                    struct set *resource_set,
                    unsigned stage_mask,
                    GLenum programInterface, nir_variable *var,
                    const char *name, const struct glsl_type *type,
                    bool use_implicit_location, int location,
                    bool inouts_share_location,
                    const struct glsl_type *outermost_struct_type)
{
   const struct glsl_type *interface_type = var->interface_type;

   if (outermost_struct_type == NULL) {
      if (var->data.from_named_ifc_block) {
         const char *interface_name = glsl_get_type_name(interface_type);

         if (glsl_type_is_array(interface_type)) {
            /* Issue #16 of the ARB_program_interface_query spec says:
             *
             * "* If a variable is a member of an interface block without an
             *    instance name, it is enumerated using just the variable name.
             *
             *  * If a variable is a member of an interface block with an
             *    instance name, it is enumerated as "BlockName.Member", where
             *    "BlockName" is the name of the interface block (not the
             *    instance name) and "Member" is the name of the variable."
             *
             * In particular, it indicates that it should be "BlockName",
             * not "BlockName[array length]".  The conformance suite and
             * dEQP both require this behavior.
             *
             * Here, we unwrap the extra array level added by named interface
             * block array lowering so we have the correct variable type.  We
             * also unwrap the interface type when constructing the name.
             *
             * We leave interface_type the same so that ES 3.x SSO pipeline
             * validation can enforce the rules requiring array length to
             * match on interface blocks.
             */
            type = glsl_get_array_element(type);

            interface_name =
               glsl_get_type_name(glsl_get_array_element(interface_type));
         }

         name = ralloc_asprintf(shProg, "%s.%s", interface_name, name);
      }
   }

   switch (glsl_get_base_type(type)) {
   case GLSL_TYPE_STRUCT: {
      /* The ARB_program_interface_query spec says:
       *
       *     "For an active variable declared as a structure, a separate entry
       *     will be generated for each active structure member.  The name of
       *     each entry is formed by concatenating the name of the structure,
       *     the "."  character, and the name of the structure member.  If a
       *     structure member to enumerate is itself a structure or array,
       *     these enumeration rules are applied recursively."
       */
      if (outermost_struct_type == NULL)
         outermost_struct_type = type;

      unsigned field_location = location;
      for (unsigned i = 0; i < glsl_get_length(type); i++) {
         const struct glsl_type *field_type = glsl_get_struct_field(type, i);
         const struct glsl_struct_field *field =
            glsl_get_struct_field_data(type, i);

         char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name);
         if (!add_shader_variable(consts, shProg, resource_set,
                                  stage_mask, programInterface,
                                  var, field_name, field_type,
                                  use_implicit_location, field_location,
                                  false, outermost_struct_type))
            return false;

         field_location += glsl_count_attribute_slots(field_type, false);
      }
      return true;
   }

   case GLSL_TYPE_ARRAY: {
      /* The ARB_program_interface_query spec says:
       *
       *     "For an active variable declared as an array of basic types, a
       *      single entry will be generated, with its name string formed by
       *      concatenating the name of the array and the string "[0]"."
       *
       *     "For an active variable declared as an array of an aggregate data
       *      type (structures or arrays), a separate entry will be generated
       *      for each active array element, unless noted immediately below.
       *      The name of each entry is formed by concatenating the name of
       *      the array, the "[" character, an integer identifying the element
       *      number, and the "]" character.  These enumeration rules are
       *      applied recursively, treating each enumerated array element as a
       *      separate active variable."
       */
      const struct glsl_type *array_type = glsl_get_array_element(type);
      if (glsl_get_base_type(array_type) == GLSL_TYPE_STRUCT ||
          glsl_get_base_type(array_type) == GLSL_TYPE_ARRAY) {
         unsigned elem_location = location;
         unsigned stride = inouts_share_location ? 0 :
                           glsl_count_attribute_slots(array_type, false);
         for (unsigned i = 0; i < glsl_get_length(type); i++) {
            char *elem = ralloc_asprintf(shProg, "%s[%d]", name, i);
            if (!add_shader_variable(consts, shProg, resource_set,
                                     stage_mask, programInterface,
                                     var, elem, array_type,
                                     use_implicit_location, elem_location,
                                     false, outermost_struct_type))
               return false;
            elem_location += stride;
         }
         return true;
      }
   }
   FALLTHROUGH;

   default: {
      /* The ARB_program_interface_query spec says:
       *
       *     "For an active variable declared as a single instance of a basic
       *     type, a single entry will be generated, using the variable name
       *     from the shader source."
       */
      struct gl_shader_variable *sha_v =
         create_shader_variable(shProg, var, name, type, interface_type,
                                use_implicit_location, location,
                                outermost_struct_type);
      if (!sha_v)
         return false;

      return link_util_add_program_resource(shProg, resource_set,
                                            programInterface, sha_v, stage_mask);
   }
   }
}

static bool
add_vars_with_modes(const struct gl_constants *consts,
                    struct gl_shader_program *prog, struct set *resource_set,
                    nir_shader *nir, nir_variable_mode modes,
                    unsigned stage, GLenum programInterface)
{
   nir_foreach_variable_with_modes(var, nir, modes) {
      if (var->data.how_declared == nir_var_hidden)
         continue;

      int loc_bias = 0;
      switch(var->data.mode) {
      case nir_var_system_value:
      case nir_var_shader_in:
         if (programInterface != GL_PROGRAM_INPUT)
            continue;
         loc_bias = (stage == MESA_SHADER_VERTEX) ? VERT_ATTRIB_GENERIC0
                                                  : VARYING_SLOT_VAR0;
         break;
      case nir_var_shader_out:
         if (programInterface != GL_PROGRAM_OUTPUT)
            continue;
         loc_bias = (stage == MESA_SHADER_FRAGMENT) ? FRAG_RESULT_DATA0
                                                    : VARYING_SLOT_VAR0;
         break;
      default:
         continue;
      }

      if (var->data.patch)
         loc_bias = VARYING_SLOT_PATCH0;

      if (prog->data->spirv) {
         struct gl_shader_variable *sh_var =
            rzalloc(prog, struct gl_shader_variable);

         /* In the ARB_gl_spirv spec, names are considered optional debug info, so
          * the linker needs to work without them. Returning them is optional.
          * For simplicity, we ignore names.
          */
         sh_var->name.string = NULL;
         resource_name_updated(&sh_var->name);
         sh_var->type = var->type;
         sh_var->location = var->data.location - loc_bias;
         sh_var->explicit_location = var->data.explicit_location;
         sh_var->index = var->data.index;

         if (!link_util_add_program_resource(prog, resource_set,
                                             programInterface,
                                             sh_var, 1 << stage)) {
           return false;
         }
      } else {
         /* Skip packed varyings, packed varyings are handled separately
          * by add_packed_varyings in the GLSL IR
          * build_program_resource_list() call.
          * TODO: handle packed varyings here instead. We likely want a NIR
          * based packing pass first.
          */
         if (strncmp(var->name, "packed:", 7) == 0)
            continue;

         const bool vs_input_or_fs_output =
            (stage == MESA_SHADER_VERTEX &&
             var->data.mode == nir_var_shader_in) ||
            (stage == MESA_SHADER_FRAGMENT &&
             var->data.mode == nir_var_shader_out);

         if (!add_shader_variable(consts, prog, resource_set,
                                  1 << stage, programInterface,
                                  var, var->name, var->type,
                                  vs_input_or_fs_output,
                                  var->data.location - loc_bias,
                                  inout_has_same_location(var, stage),
                                  NULL))
            return false;
      }
   }

   return true;
}

static bool
add_interface_variables(const struct gl_constants *consts,
                        struct gl_shader_program *prog,
                        struct set *resource_set,
                        unsigned stage, GLenum programInterface)
{
   struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
   if (!sh)
      return true;

   nir_shader *nir = sh->Program->nir;
   assert(nir);

   switch (programInterface) {
   case GL_PROGRAM_INPUT: {
      return add_vars_with_modes(consts, prog, resource_set,
                                 nir, nir_var_shader_in | nir_var_system_value,
                                 stage, programInterface);
   }
   case GL_PROGRAM_OUTPUT:
      return add_vars_with_modes(consts, prog, resource_set,
                                 nir, nir_var_shader_out,
                                 stage, programInterface);
   default:
      assert("!Should not get here");
      break;
   }

   return false;
}

bool
nir_add_packed_var_to_resource_list(const struct gl_constants *consts,
                                    struct gl_shader_program *shProg,
                                    struct set *resource_set,
                                    nir_variable *var,
                                    unsigned stage, GLenum type)
{
   if (!add_shader_variable(consts, shProg, resource_set, 1 << stage,
                            type, var, var->name, var->type, false,
                            var->data.location - VARYING_SLOT_VAR0,
                            inout_has_same_location(var, stage), NULL))
      return false;

   return true;
}

/**
 * Initilise list of program resources that point to resource data.
 */
void
init_program_resource_list(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;
   }
}

void
nir_build_program_resource_list(const struct gl_constants *consts,
                                struct gl_shader_program *prog,
                                bool rebuild_resourse_list)
{
   /* Rebuild resource list. */
   if (rebuild_resourse_list)
      init_program_resource_list(prog);

   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 (!prog->_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;

   struct set *resource_set = _mesa_pointer_set_create(NULL);

   /* Add inputs and outputs to the resource list. */
   if (!add_interface_variables(consts, prog, resource_set, input_stage,
                                GL_PROGRAM_INPUT)) {
      return;
   }

   if (!add_interface_variables(consts, prog, resource_set, output_stage,
                                GL_PROGRAM_OUTPUT)) {
      return;
   }

   /* Add transform feedback varyings and buffers. */
   if (prog->last_vert_prog) {
      struct gl_transform_feedback_info *linked_xfb =
         prog->last_vert_prog->sh.LinkedTransformFeedback;

      /* Add varyings. */
      if (linked_xfb->NumVarying > 0) {
         for (int i = 0; i < linked_xfb->NumVarying; i++) {
            if (!link_util_add_program_resource(prog, resource_set,
                                                GL_TRANSFORM_FEEDBACK_VARYING,
                                                &linked_xfb->Varyings[i], 0))
            return;
         }
      }

      /* Add buffers. */
      for (unsigned i = 0; i < consts->MaxTransformFeedbackBuffers; i++) {
         if ((linked_xfb->ActiveBuffers >> i) & 1) {
            linked_xfb->Buffers[i].Binding = i;
            if (!link_util_add_program_resource(prog, resource_set,
                                                GL_TRANSFORM_FEEDBACK_BUFFER,
                                                &linked_xfb->Buffers[i], 0))
            return;
         }
      }
   }

   /* Add uniforms
    *
    * Here, it is expected that nir_link_uniforms() has already been
    * called, so that UniformStorage table is already available.
    */
   int top_level_array_base_offset = -1;
   int top_level_array_size_in_bytes = -1;
   int second_element_offset = -1;
   int block_index = -1;
   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
      struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];

      if (uniform->hidden) {
         for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
            if (!uniform->opaque[j].active ||
                glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE)
               continue;

            GLenum type =
               _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
            /* add shader subroutines */
            if (!link_util_add_program_resource(prog, resource_set,
                                                type, uniform, 0))
               return;
         }

         continue;
      }

      if (!link_util_should_add_buffer_variable(prog, uniform,
                                                top_level_array_base_offset,
                                                top_level_array_size_in_bytes,
                                                second_element_offset, block_index))
         continue;


      if (prog->data->UniformStorage[i].offset >= second_element_offset) {
         top_level_array_base_offset =
            prog->data->UniformStorage[i].offset;

         top_level_array_size_in_bytes =
            prog->data->UniformStorage[i].top_level_array_size *
            prog->data->UniformStorage[i].top_level_array_stride;

         /* Set or reset the second element offset. For non arrays this
          * will be set to -1.
          */
         second_element_offset = top_level_array_size_in_bytes ?
            top_level_array_base_offset +
            prog->data->UniformStorage[i].top_level_array_stride : -1;
      }
      block_index = uniform->block_index;


      GLenum interface = uniform->is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
      if (!link_util_add_program_resource(prog, resource_set, interface, uniform,
                                          uniform->active_shader_mask)) {
         return;
      }
   }


   for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
      if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM_BLOCK,
                                          &prog->data->UniformBlocks[i],
                                          prog->data->UniformBlocks[i].stageref))
         return;
   }

   for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
      if (!link_util_add_program_resource(prog, resource_set, GL_SHADER_STORAGE_BLOCK,
                                          &prog->data->ShaderStorageBlocks[i],
                                          prog->data->ShaderStorageBlocks[i].stageref))
         return;
   }

   /* Add atomic counter buffers. */
   for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
      if (!link_util_add_program_resource(prog, resource_set, GL_ATOMIC_COUNTER_BUFFER,
                                          &prog->data->AtomicBuffers[i], 0))
         return;
   }

   unsigned mask = prog->data->linked_stages;
   while (mask) {
      const int i = u_bit_scan(&mask);
      struct gl_program *p = prog->_LinkedShaders[i]->Program;

      GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
      for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
         if (!link_util_add_program_resource(prog, resource_set,
                                             type,
                                             &p->sh.SubroutineFunctions[j],
                                             0))
            return;
      }
   }

   _mesa_set_destroy(resource_set, NULL);
}

static void
shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
{
   assert(glsl_type_is_vector_or_scalar(type));

   uint32_t comp_size = glsl_type_is_boolean(type)
      ? 4 : glsl_get_bit_size(type) / 8;
   unsigned length = glsl_get_vector_elements(type);
   *size = comp_size * length,
   *align = comp_size * (length == 3 ? 4 : length);
}

static bool
can_remove_varying_before_linking(nir_variable *var, void *data)
{
   bool *is_sso = (bool *) data;
   if (*is_sso) {
      /* Allow the removal of unused builtins in SSO */
      return var->data.location > -1 && var->data.location < VARYING_SLOT_VAR0;
   } else
      return true;
}

static void
remove_dead_varyings_pre_linking(nir_shader *nir)
{
   struct nir_remove_dead_variables_options opts;
   bool is_sso = nir->info.separate_shader;
   opts.can_remove_var_data = &is_sso;
   opts.can_remove_var = &can_remove_varying_before_linking;
   nir_variable_mode mask = nir_var_shader_in | nir_var_shader_out;
   nir_remove_dead_variables(nir, mask, &opts);
}

/* - create a gl_PointSize variable
 * - find every gl_Position write
 * - store 1.0 to gl_PointSize after every gl_Position write
 */
bool
gl_nir_add_point_size(nir_shader *nir)
{
   nir_variable *psiz = nir_create_variable_with_location(nir, nir_var_shader_out,
                                                          VARYING_SLOT_PSIZ, glsl_float_type());
   psiz->data.how_declared = nir_var_hidden;

   nir_function_impl *impl = nir_shader_get_entrypoint(nir);
   nir_builder b = nir_builder_create(impl);
   bool found = false;
   nir_foreach_block_safe(block, impl) {
      nir_foreach_instr_safe(instr, block) {
         if (instr->type == nir_instr_type_intrinsic) {
            nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
            if (intr->intrinsic == nir_intrinsic_store_deref ||
                intr->intrinsic == nir_intrinsic_copy_deref) {
               nir_variable *var = nir_intrinsic_get_var(intr, 0);
               if (var->data.location == VARYING_SLOT_POS) {
                  b.cursor = nir_after_instr(instr);
                  nir_deref_instr *deref = nir_build_deref_var(&b, psiz);
                  nir_store_deref(&b, deref, nir_imm_float(&b, 1.0), BITFIELD_BIT(0));
                  found = true;
               }
            }
         }
      }
   }
   if (!found) {
      b.cursor = nir_before_impl(impl);
      nir_deref_instr *deref = nir_build_deref_var(&b, psiz);
      nir_store_deref(&b, deref, nir_imm_float(&b, 1.0), BITFIELD_BIT(0));
   }

   nir->info.outputs_written |= VARYING_BIT_PSIZ;

   /* We always modify the entrypoint */
   nir_metadata_preserve(impl, nir_metadata_control_flow);
   return true;
}

static void
zero_array_members(nir_builder *b, nir_variable *var)
{
   nir_deref_instr *deref = nir_build_deref_var(b, var);
   nir_def *zero = nir_imm_zero(b, 4, 32);
   for (int i = 0; i < glsl_array_size(var->type); i++) {
      nir_deref_instr *arr = nir_build_deref_array_imm(b, deref, i);
      uint32_t mask = BITFIELD_MASK(glsl_get_vector_elements(arr->type));
      nir_store_deref(b, arr, nir_channels(b, zero, mask), mask);
   }
}

/* GL has an implicit default of 0 for unwritten gl_ClipDistance members;
 * to achieve this, write 0 to all members at the start of the shader and
 * let them be naturally overwritten later
 */
static bool
gl_nir_zero_initialize_clip_distance(nir_shader *nir)
{
   nir_variable *clip_dist0 = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_CLIP_DIST0);
   nir_variable *clip_dist1 = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_CLIP_DIST1);
   if (!clip_dist0 && !clip_dist1)
      return false;

   nir_function_impl *impl = nir_shader_get_entrypoint(nir);
   nir_builder b = nir_builder_at(nir_before_impl(impl));
   if (clip_dist0)
      zero_array_members(&b, clip_dist0);

   if (clip_dist1)
      zero_array_members(&b, clip_dist1);

   nir_metadata_preserve(impl, nir_metadata_control_flow);
   return true;
}

static void
lower_patch_vertices_in(struct gl_shader_program *shader_prog)
{
   struct gl_linked_shader *linked_tcs =
      shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
   struct gl_linked_shader *linked_tes =
      shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];

   /* If we have a TCS and TES linked together, lower TES patch vertices. */
   if (linked_tcs && linked_tes) {
      nir_shader *tcs_nir = linked_tcs->Program->nir;
      nir_shader *tes_nir = linked_tes->Program->nir;

      /* The TES input vertex count is the TCS output vertex count,
       * lower TES gl_PatchVerticesIn to a constant.
       */
      uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out;
      NIR_PASS(_, tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL);
   }
}

static void
preprocess_shader(const struct gl_constants *consts,
                  const struct gl_extensions *exts,
                  struct gl_program *prog,
                  struct gl_shader_program *shader_program,
                  gl_shader_stage stage)
{
   const struct gl_shader_compiler_options *gl_options =
      &consts->ShaderCompilerOptions[prog->info.stage];
   const nir_shader_compiler_options *options = gl_options->NirOptions;
   assert(options);

   nir_shader *nir = prog->nir;
   nir_shader_gather_info(prog->nir, nir_shader_get_entrypoint(prog->nir));

   if (prog->info.stage == MESA_SHADER_FRAGMENT && consts->HasFBFetch) {

      NIR_PASS(_, prog->nir, gl_nir_lower_blend_equation_advanced,
                 exts->KHR_blend_equation_advanced_coherent);
      nir_lower_global_vars_to_local(prog->nir);
      NIR_PASS(_, prog->nir, nir_opt_combine_stores, nir_var_shader_out);
   }

   /* Set the next shader stage hint for VS and TES. */
   if (!nir->info.separate_shader &&
       (nir->info.stage == MESA_SHADER_VERTEX ||
        nir->info.stage == MESA_SHADER_TESS_EVAL)) {

      unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
      unsigned stages_mask =
         ~prev_stages & shader_program->data->linked_stages;

      nir->info.next_stage = stages_mask ?
         (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
   } else {
      nir->info.next_stage = MESA_SHADER_FRAGMENT;
   }

   prog->skip_pointsize_xfb = !(nir->info.outputs_written & VARYING_BIT_PSIZ);
   if (!consts->PointSizeFixed && prog->skip_pointsize_xfb &&
       stage < MESA_SHADER_FRAGMENT && stage != MESA_SHADER_TESS_CTRL &&
       gl_nir_can_add_pointsize_to_program(consts, prog)) {
      NIR_PASS(_, nir, gl_nir_add_point_size);
   }

   if (stage < MESA_SHADER_FRAGMENT && stage != MESA_SHADER_TESS_CTRL &&
       (nir->info.outputs_written & (VARYING_BIT_CLIP_DIST0 | VARYING_BIT_CLIP_DIST1)))
      NIR_PASS(_, nir, gl_nir_zero_initialize_clip_distance);

   if (options->lower_all_io_to_temps ||
       nir->info.stage == MESA_SHADER_VERTEX ||
       nir->info.stage == MESA_SHADER_GEOMETRY) {
      NIR_PASS(_, nir, nir_lower_io_to_temporaries,
                 nir_shader_get_entrypoint(nir),
                 true, true);
   } else if (nir->info.stage == MESA_SHADER_TESS_EVAL ||
              nir->info.stage == MESA_SHADER_FRAGMENT) {
      NIR_PASS(_, nir, nir_lower_io_to_temporaries,
                 nir_shader_get_entrypoint(nir),
                 true, false);
   }

   NIR_PASS(_, nir, nir_lower_global_vars_to_local);
   NIR_PASS(_, nir, nir_split_var_copies);
   NIR_PASS(_, nir, nir_lower_var_copies);

   if (gl_options->LowerPrecisionFloat16 && gl_options->LowerPrecisionInt16) {
      NIR_PASS(_, nir, nir_lower_mediump_vars, nir_var_function_temp | nir_var_shader_temp | nir_var_mem_shared);
   }

   if (options->lower_to_scalar) {
      NIR_PASS(_, nir, nir_remove_dead_variables,
                 nir_var_function_temp | nir_var_shader_temp |
                 nir_var_mem_shared, NULL);
      NIR_PASS(_, nir, nir_opt_copy_prop_vars);
      NIR_PASS(_, nir, nir_lower_alu_to_scalar,
                 options->lower_to_scalar_filter, NULL);
   }

   NIR_PASS(_, nir, nir_opt_barrier_modes);

   /* before buffers and vars_to_ssa */
   NIR_PASS(_, nir, gl_nir_lower_images, true);

   if (prog->nir->info.stage == MESA_SHADER_COMPUTE) {
      NIR_PASS(_, prog->nir, nir_lower_vars_to_explicit_types,
                 nir_var_mem_shared, shared_type_info);
      NIR_PASS(_, prog->nir, nir_lower_explicit_io,
                 nir_var_mem_shared, nir_address_format_32bit_offset);
   }

   /* Do a round of constant folding to clean up address calculations */
   NIR_PASS(_, nir, nir_opt_constant_folding);
}

static bool
prelink_lowering(const struct gl_constants *consts,
                 const struct gl_extensions *exts,
                 struct gl_shader_program *shader_program,
                 struct gl_linked_shader **linked_shader, unsigned num_shaders)
{
   for (unsigned i = 0; i < num_shaders; i++) {
      struct gl_linked_shader *shader = linked_shader[i];
      const nir_shader_compiler_options *options =
         consts->ShaderCompilerOptions[shader->Stage].NirOptions;
      struct gl_program *prog = shader->Program;

      /* NIR drivers that support tess shaders and compact arrays need to use
      * GLSLTessLevelsAsInputs / PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS. The NIR
      * linker doesn't support linking these as compat arrays of sysvals.
      */
      assert(consts->GLSLTessLevelsAsInputs || !options->compact_arrays ||
             !exts->ARB_tessellation_shader);


      /* ES 3.0+ vertex shaders may still have dead varyings but its now safe
       * to remove them as validation is now done according to the spec.
       */
      if (shader_program->IsES && shader_program->GLSL_Version >= 300 &&
          i == MESA_SHADER_VERTEX)
         remove_dead_varyings_pre_linking(prog->nir);

      preprocess_shader(consts, exts, prog, shader_program, shader->Stage);

      if (prog->nir->info.shared_size > consts->MaxComputeSharedMemorySize) {
         linker_error(shader_program, "Too much shared memory used (%u/%u)\n",
                      prog->nir->info.shared_size,
                      consts->MaxComputeSharedMemorySize);
         return false;
      }

      if (options->lower_to_scalar) {
         NIR_PASS(_, shader->Program->nir, nir_lower_load_const_to_scalar);
      }
   }

   lower_patch_vertices_in(shader_program);

   /* Linking shaders also optimizes them. Separate shaders, compute shaders
    * and shaders with a fixed-func VS or FS that don't need linking are
    * optimized here.
    */
   if (num_shaders == 1)
      gl_nir_opts(linked_shader[0]->Program->nir);

   /* nir_opt_access() needs to run before linking so that ImageAccess[]
    * and BindlessImage[].access are filled out with the correct modes.
    */
   for (unsigned i = 0; i < num_shaders; i++) {
      nir_shader *nir = linked_shader[i]->Program->nir;

      nir_opt_access_options opt_access_options;
      opt_access_options.is_vulkan = false;
      NIR_PASS(_, nir, nir_opt_access, &opt_access_options);

      if (!nir->options->compact_arrays) {
         NIR_PASS(_, nir, nir_lower_clip_cull_distance_to_vec4s);
         NIR_PASS(_, nir, nir_vectorize_tess_levels);
      }

      /* Combine clip and cull outputs into one array and set:
       * - shader_info::clip_distance_array_size
       * - shader_info::cull_distance_array_size
       */
      if (consts->CombinedClipCullDistanceArrays)
         NIR_PASS(_, nir, nir_lower_clip_cull_distance_arrays);
   }

   return true;
}

static unsigned
get_varying_nir_var_mask(nir_shader *nir)
{
   return (nir->info.stage != MESA_SHADER_VERTEX ? nir_var_shader_in : 0) |
          (nir->info.stage != MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0);
}

/**
 * Lower load_deref and store_deref on input/output variables to load_input
 * and store_output intrinsics, and perform varying optimizations and
 * compaction.
 */
void
gl_nir_lower_optimize_varyings(const struct gl_constants *consts,
                               struct gl_shader_program *prog, bool spirv)
{
   nir_shader *shaders[MESA_SHADER_STAGES];
   unsigned num_shaders = 0;
   unsigned max_ubos = UINT_MAX;
   unsigned max_uniform_comps = UINT_MAX;
   bool optimize_io = true;

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      struct gl_linked_shader *shader = prog->_LinkedShaders[i];

      if (!shader)
         continue;

      nir_shader *nir = shader->Program->nir;

      if (nir->info.stage == MESA_SHADER_COMPUTE ||
          !(nir->options->io_options & nir_io_has_intrinsics))
         return;

      shaders[num_shaders] = nir;
      max_uniform_comps = MIN2(max_uniform_comps,
                               consts->Program[i].MaxUniformComponents);
      max_ubos = MIN2(max_ubos, consts->Program[i].MaxUniformBlocks);
      num_shaders++;
      optimize_io &= !!(nir->options->io_options & nir_io_glsl_opt_varyings);
   }

   /* Lower IO derefs to load and store intrinsics. */
   for (unsigned i = 0; i < num_shaders; i++)
      nir_lower_io_passes(shaders[i], true);

   if (!optimize_io)
      return;

   /* There is nothing to optimize for only 1 shader. */
   if (num_shaders == 1) {
      nir_shader *nir = shaders[0];

      /* Even with a separate shader, it's still worth to re-vectorize IO from
       * scratch because the original shader might not be vectorized optimally.
       */
      NIR_PASS(_, nir, nir_lower_io_to_scalar, get_varying_nir_var_mask(nir),
               NULL, NULL);
      NIR_PASS(_, nir, nir_opt_vectorize_io, get_varying_nir_var_mask(nir));
      return;
   }

   for (unsigned i = 0; i < num_shaders; i++) {
      nir_shader *nir = shaders[i];

      /* nir_opt_varyings requires scalar IO. Scalarize all varyings (not just
       * the ones we optimize) because we want to re-vectorize everything to
       * get better vectorization and other goodies from nir_opt_vectorize_io.
       */
      NIR_PASS(_, nir, nir_lower_io_to_scalar, get_varying_nir_var_mask(nir),
               NULL, NULL);

      /* nir_opt_varyings requires shaders to be optimized. */
      gl_nir_opts(nir);
   }

   /* Optimize varyings from the first shader to the last shader first, and
    * then in the opposite order from the last changed producer.
    *
    * For example, VS->GS->FS is optimized in this order first:
    *    (VS,GS), (GS,FS)
    *
    * That ensures that constants and undefs (dead inputs) are propagated
    * forward.
    *
    * If GS was changed while optimizing (GS,FS), (VS,GS) is optimized again
    * because removing outputs in GS can cause a chain reaction in making
    * GS inputs, VS outputs, and VS inputs dead.
    */
   unsigned highest_changed_producer = 0;
   for (unsigned i = 0; i < num_shaders - 1; i++) {
      nir_shader *producer = shaders[i];
      nir_shader *consumer = shaders[i + 1];

      nir_opt_varyings_progress progress =
         nir_opt_varyings(producer, consumer, spirv, max_uniform_comps,
                          max_ubos);

      if (progress & nir_progress_producer) {
         gl_nir_opts(producer);
         highest_changed_producer = i;
      }
      if (progress & nir_progress_consumer)
         gl_nir_opts(consumer);
   }

   /* Optimize varyings from the highest changed producer to the first
    * shader.
    */
   for (unsigned i = highest_changed_producer; i > 0; i--) {
      nir_shader *producer = shaders[i - 1];
      nir_shader *consumer = shaders[i];

      nir_opt_varyings_progress progress =
         nir_opt_varyings(producer, consumer, spirv, max_uniform_comps,
                          max_ubos);

      if (progress & nir_progress_producer)
         gl_nir_opts(producer);
      if (progress & nir_progress_consumer)
         gl_nir_opts(consumer);
   }

   /* Final cleanups. */
   for (unsigned i = 0; i < num_shaders; i++) {
      nir_shader *nir = shaders[i];

      /* Re-vectorize IO. */
      NIR_PASS(_, nir, nir_opt_vectorize_io, get_varying_nir_var_mask(nir));

      /* Recompute intrinsic bases, which are totally random after
       * optimizations and compaction. Do that for all inputs and outputs,
       * including VS inputs because those could have been removed too.
       */
      NIR_PASS_V(nir, nir_recompute_io_bases,
                 nir_var_shader_in | nir_var_shader_out);

      /* Regenerate transform feedback info because compaction in
       * nir_opt_varyings always moves them to other slots.
       */
      if (nir->xfb_info)
         nir_gather_xfb_info_from_intrinsics(nir);
   }
}

bool
gl_nir_link_spirv(const struct gl_constants *consts,
                  const struct gl_extensions *exts,
                  struct gl_shader_program *prog,
                  const struct gl_nir_linker_options *options)
{
   struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
   unsigned num_shaders = 0;

   MESA_TRACE_FUNC();

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      if (prog->_LinkedShaders[i]) {
         linked_shader[num_shaders++] = prog->_LinkedShaders[i];

         remove_dead_varyings_pre_linking(prog->_LinkedShaders[i]->Program->nir);
      }
   }

   if (!prelink_lowering(consts, exts, prog, linked_shader, num_shaders))
      return false;

   gl_nir_link_assign_xfb_resources(consts, prog);
   gl_nir_lower_optimize_varyings(consts, prog, true);

   if (!linked_shader[0]->Program->nir->info.io_lowered) {
      /* Linking the stages in the opposite order (from fragment to vertex)
       * ensures that inter-shader outputs written to in an earlier stage
       * are eliminated if they are (transitively) not used in a later
       * stage.
       */
      for (int i = num_shaders - 2; i >= 0; i--) {
         gl_nir_link_opts(linked_shader[i]->Program->nir,
                          linked_shader[i + 1]->Program->nir);
      }
   }

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      struct gl_linked_shader *shader = prog->_LinkedShaders[i];
      if (shader) {
         const nir_remove_dead_variables_options opts = {
            .can_remove_var = can_remove_var,
         };
         nir_remove_dead_variables(shader->Program->nir,
                                   nir_var_uniform | nir_var_image,
                                   &opts);
      }
   }

   if (!gl_nir_link_uniform_blocks(consts, prog))
      return false;

   if (!gl_nir_link_uniforms(consts, prog, options->fill_parameters))
      return false;

   gl_nir_link_assign_atomic_counter_resources(consts, prog);

   return true;
}

bool
gl_nir_validate_intrastage_arrays(struct gl_shader_program *prog,
                                  nir_variable *var, nir_variable *existing,
                                  nir_shader *existing_shader,
                                  bool match_precision)
{
   /* 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 (glsl_type_is_array(var->type) && glsl_type_is_array(existing->type)) {
      const glsl_type *no_array_var = glsl_get_array_element(var->type);
      const glsl_type *no_array_existing =
         glsl_get_array_element(existing->type);
      bool type_matches;

      type_matches = (match_precision ?
                      no_array_var == no_array_existing :
                      glsl_type_compare_no_precision(no_array_var, no_array_existing));

      if (type_matches &&
          ((glsl_array_size(var->type) == 0) ||
           (glsl_array_size(existing->type) == 0))) {
         if (glsl_array_size(var->type) != 0) {
            if ((int)glsl_array_size(var->type) <=
                existing->data.max_array_access) {
               linker_error(prog, "%s `%s' declared as type "
                           "`%s' but outermost dimension has an index"
                           " of `%i'\n",
                           gl_nir_mode_string(var),
                           var->name, glsl_get_type_name(var->type),
                           existing->data.max_array_access);
            }
            existing->type = var->type;
            nir_fixup_deref_types(existing_shader);
            return true;
         } else if (glsl_array_size(existing->type) != 0) {
            if((int)glsl_array_size(existing->type) <= var->data.max_array_access &&
               !existing->data.from_ssbo_unsized_array) {
               linker_error(prog, "%s `%s' declared as type "
                           "`%s' but outermost dimension has an index"
                           " of `%i'\n",
                           gl_nir_mode_string(var),
                           var->name, glsl_get_type_name(existing->type),
                           var->data.max_array_access);
            }
            return true;
         }
      }
   }
   return false;
}

static bool
nir_constant_compare(const nir_constant *c1, const nir_constant *c2)
{
   bool match = true;

   match &= memcmp(c1->values, c2->values, sizeof(c1->values)) == 0;
   match &= c1->is_null_constant == c2->is_null_constant;
   match &= c1->num_elements == c2->num_elements;
   if (!match)
      return false;

   for (unsigned i = 0; i < c1->num_elements; i++) {
      match &= nir_constant_compare(c1->elements[i], c2->elements[i]);
   }

   return match;
}

struct ifc_var {
   nir_shader *shader;
   nir_variable *var;
};

/**
 * Perform validation of global variables used across multiple shaders
 */
static void
cross_validate_globals(void *mem_ctx, const struct gl_constants *consts,
                       struct gl_shader_program *prog,
                       nir_shader *shader, struct hash_table *variables,
                       bool uniforms_only)
{
   nir_foreach_variable_in_shader(var, shader) {
      if (uniforms_only &&
          (var->data.mode != nir_var_uniform &&
           var->data.mode != nir_var_mem_ubo &&
           var->data.mode != nir_var_image &&
           var->data.mode != nir_var_mem_ssbo))
         continue;

      /* don't cross validate subroutine uniforms */
      if (glsl_contains_subroutine(var->type))
         continue;

      /* Don't cross validate interface instances. These are only relevant
       * inside a shader. The cross validation is done at the Interface Block
       * name level.
       */
      if (glsl_without_array(var->type) == var->interface_type)
         continue;

      /* Don't cross validate compiler temporaries that are at global scope.
       *  These will eventually get pulled into the shaders 'main'.
       */
      if (var->data.mode == nir_var_shader_temp &&
          var->data.how_declared == nir_var_hidden)
         continue;

      /* If a global with this name has already been seen, verify that the
       * new instance has the same type.  In addition, if the globals have
       * initializers, the values of the initializers must be the same.
       */
      struct hash_entry *entry =
         _mesa_hash_table_search(variables, var->name);
      if (entry != NULL) {
         struct ifc_var *existing_ifc = (struct ifc_var *) entry->data;
         nir_variable *existing = existing_ifc->var;

         /* Check if types match. */
         if (var->type != existing->type) {
            if (!gl_nir_validate_intrastage_arrays(prog, var, existing,
                                                   existing_ifc->shader, true)) {
               /* If it is an unsized array in a Shader Storage Block,
                * two different shaders can access to different elements.
                * Because of that, they might be converted to different
                * sized arrays, then check that they are compatible but
                * ignore the array size.
                */
               if (!(var->data.mode == nir_var_mem_ssbo &&
                     var->data.from_ssbo_unsized_array &&
                     existing->data.mode == nir_var_mem_ssbo &&
                     existing->data.from_ssbo_unsized_array &&
                     glsl_get_gl_type(var->type) == glsl_get_gl_type(existing->type))) {
                  linker_error(prog, "%s `%s' declared as type "
                                 "`%s' and type `%s'\n",
                                 gl_nir_mode_string(var),
                                 var->name, glsl_get_type_name(var->type),
                                 glsl_get_type_name(existing->type));
                  return;
               }
            }
         }

         if (var->data.explicit_location) {
            if (existing->data.explicit_location
                && (var->data.location != existing->data.location)) {
               linker_error(prog, "explicit locations for %s "
                            "`%s' have differing values\n",
                            gl_nir_mode_string(var), var->name);
               return;
            }

            if (var->data.location_frac != existing->data.location_frac) {
               linker_error(prog, "explicit components for %s `%s' have "
                            "differing values\n", gl_nir_mode_string(var),
                            var->name);
               return;
            }

            existing->data.location = var->data.location;
            existing->data.explicit_location = true;
         } else {
            /* Check if uniform with implicit location was marked explicit
             * by earlier shader stage. If so, mark it explicit in this stage
             * too to make sure later processing does not treat it as
             * implicit one.
             */
            if (existing->data.explicit_location) {
               var->data.location = existing->data.location;
               var->data.explicit_location = true;
            }
         }

         /* From the GLSL 4.20 specification:
          * "A link error will result if two compilation units in a program
          *  specify different integer-constant bindings for the same
          *  opaque-uniform name.  However, it is not an error to specify a
          *  binding on some but not all declarations for the same name"
          */
         if (var->data.explicit_binding) {
            if (existing->data.explicit_binding &&
                var->data.binding != existing->data.binding) {
               linker_error(prog, "explicit bindings for %s "
                            "`%s' have differing values\n",
                            gl_nir_mode_string(var), var->name);
               return;
            }

            existing->data.binding = var->data.binding;
            existing->data.explicit_binding = true;
         }

         if (glsl_contains_atomic(var->type) &&
             var->data.offset != existing->data.offset) {
            linker_error(prog, "offset specifications for %s "
                         "`%s' have differing values\n",
                         gl_nir_mode_string(var), var->name);
            return;
         }

         /* Validate layout qualifiers for gl_FragDepth.
          *
          * From the AMD/ARB_conservative_depth specs:
          *
          *    "If gl_FragDepth is redeclared in any fragment shader in a
          *    program, it must be redeclared in all fragment shaders in
          *    that program that have static assignments to
          *    gl_FragDepth. All redeclarations of gl_FragDepth in all
          *    fragment shaders in a single program must have the same set
          *    of qualifiers."
          */
         if (strcmp(var->name, "gl_FragDepth") == 0) {
            bool layout_declared = var->data.depth_layout != nir_depth_layout_none;
            bool layout_differs =
               var->data.depth_layout != existing->data.depth_layout;

            if (layout_declared && layout_differs) {
               linker_error(prog,
                            "All redeclarations of gl_FragDepth in all "
                            "fragment shaders in a single program must have "
                            "the same set of qualifiers.\n");
            }

            if (var->data.used && layout_differs) {
               linker_error(prog,
                            "If gl_FragDepth is redeclared with a layout "
                            "qualifier in any fragment shader, it must be "
                            "redeclared with the same layout qualifier in "
                            "all fragment shaders that have assignments to "
                            "gl_FragDepth\n");
            }
         }

         /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
          *
          *     "If a shared global has multiple initializers, the
          *     initializers must all be constant expressions, and they
          *     must all have the same value. Otherwise, a link error will
          *     result. (A shared global having only one initializer does
          *     not require that initializer to be a constant expression.)"
          *
          * Previous to 4.20 the GLSL spec simply said that initializers
          * must have the same value.  In this case of non-constant
          * initializers, this was impossible to determine.  As a result,
          * no vendor actually implemented that behavior.  The 4.20
          * behavior matches the implemented behavior of at least one other
          * vendor, so we'll implement that for all GLSL versions.
          * If (at least) one of these constant expressions is implicit,
          * because it was added by glsl_zero_init, we skip the verification.
          */
         if (var->constant_initializer != NULL) {
            if (existing->constant_initializer != NULL &&
                !existing->data.is_implicit_initializer &&
                !var->data.is_implicit_initializer) {
               if (!nir_constant_compare(var->constant_initializer,
                                         existing->constant_initializer)) {
                  linker_error(prog, "initializers for %s "
                               "`%s' have differing values\n",
                               gl_nir_mode_string(var), var->name);
                  return;
               }
            } else {
               /* If the first-seen instance of a particular uniform did
                * not have an initializer but a later instance does,
                * replace the former with the later.
                */
               if (!var->data.is_implicit_initializer)
                  _mesa_hash_table_insert(variables, existing->name, var);
            }
         }

         if (var->data.has_initializer) {
            if (existing->data.has_initializer
                && (var->constant_initializer == NULL
                    || existing->constant_initializer == NULL)) {
               linker_error(prog,
                            "shared global variable `%s' has multiple "
                            "non-constant initializers.\n",
                            var->name);
               return;
            }
         }

         if (existing->data.explicit_invariant != var->data.explicit_invariant) {
            linker_error(prog, "declarations for %s `%s' have "
                         "mismatching invariant qualifiers\n",
                         gl_nir_mode_string(var), var->name);
            return;
         }
         if (existing->data.centroid != var->data.centroid) {
            linker_error(prog, "declarations for %s `%s' have "
                         "mismatching centroid qualifiers\n",
                         gl_nir_mode_string(var), var->name);
            return;
         }
         if (existing->data.sample != var->data.sample) {
            linker_error(prog, "declarations for %s `%s` have "
                         "mismatching sample qualifiers\n",
                         gl_nir_mode_string(var), var->name);
            return;
         }
         if (existing->data.image.format != var->data.image.format) {
            linker_error(prog, "declarations for %s `%s` have "
                         "mismatching image format qualifiers\n",
                         gl_nir_mode_string(var), var->name);
            return;
         }

         /* Check the precision qualifier matches for uniform variables on
          * GLSL ES.
          */
         if (!consts->AllowGLSLRelaxedES &&
             prog->IsES && !var->interface_type &&
             existing->data.precision != var->data.precision) {
            if ((existing->data.used && var->data.used) ||
                prog->GLSL_Version >= 300) {
               linker_error(prog, "declarations for %s `%s` have "
                            "mismatching precision qualifiers\n",
                            gl_nir_mode_string(var), var->name);
               return;
            } else {
               linker_warning(prog, "declarations for %s `%s` have "
                              "mismatching precision qualifiers\n",
                              gl_nir_mode_string(var), var->name);
            }
         }

         /* In OpenGL GLSL 3.20 spec, section 4.3.9:
          *
          *   "It is a link-time error if any particular shader interface
          *    contains:
          *
          *    - two different blocks, each having no instance name, and each
          *      having a member of the same name, or
          *
          *    - a variable outside a block, and a block with no instance name,
          *      where the variable has the same name as a member in the block."
          */
         const glsl_type *var_itype = var->interface_type;
         const glsl_type *existing_itype = existing->interface_type;
         if (var_itype != existing_itype) {
            if (!var_itype || !existing_itype) {
               linker_error(prog, "declarations for %s `%s` are inside block "
                            "`%s` and outside a block",
                            gl_nir_mode_string(var), var->name,
                            glsl_get_type_name(var_itype ? var_itype : existing_itype));
               return;
            } else if (strcmp(glsl_get_type_name(var_itype), glsl_get_type_name(existing_itype)) != 0) {
               linker_error(prog, "declarations for %s `%s` are inside blocks "
                            "`%s` and `%s`",
                            gl_nir_mode_string(var), var->name,
                            glsl_get_type_name(existing_itype),
                            glsl_get_type_name(var_itype));
               return;
            }
         }
      } else {
         struct ifc_var *ifc_var = ralloc(mem_ctx, struct ifc_var);
         ifc_var->var = var;
         ifc_var->shader = shader;
         _mesa_hash_table_insert(variables, var->name, ifc_var);
      }
   }
}

/**
 * Perform validation of uniforms used across multiple shader stages
 */
static void
cross_validate_uniforms(const struct gl_constants *consts,
                        struct gl_shader_program *prog)
{
   void *mem_ctx = ralloc_context(NULL);
   struct hash_table *variables =
      _mesa_hash_table_create(mem_ctx, _mesa_hash_string, _mesa_key_string_equal);
   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      if (prog->_LinkedShaders[i] == NULL)
         continue;

      cross_validate_globals(mem_ctx, consts, prog,
                             prog->_LinkedShaders[i]->Program->nir,
                             variables, true);
   }

   ralloc_free(mem_ctx);
}

static bool
parameter_lists_match_exact(nir_parameter *params_a, nir_parameter *params_b,
                            unsigned num_params_a, unsigned num_params_b)
{
   if (num_params_a != num_params_b)
      return false;

   for (unsigned i = 0; i < num_params_a; i++) {
      if (params_a[i].type != params_b[i].type)
         return false;
   }

   return true;
}

static bool
exact_matching_signature(nir_function *other, nir_function *func)
{
   return parameter_lists_match_exact(other->params, func->params,
                                      other->num_params, func->num_params);
}

static bool
validate_xfb_buffer_stride(const struct gl_constants *consts, unsigned idx,
                           struct gl_shader_program *prog)
{
   /* We will validate doubles at a later stage */
   if (prog->TransformFeedback.BufferStride[idx] % 4) {
      linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
                   "multiple of 4 or if its applied to a type that is "
                   "or contains a double a multiple of 8.",
                   prog->TransformFeedback.BufferStride[idx]);
      return false;
   }

   if (prog->TransformFeedback.BufferStride[idx] / 4 >
       consts->MaxTransformFeedbackInterleavedComponents) {
      linker_error(prog, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
                   "limit has been exceeded.");
      return false;
   }

   return true;
}

/**
 * Check for conflicting xfb_stride default qualifiers and store buffer stride
 * for later use.
 */
static void
link_xfb_stride_layout_qualifiers(const struct gl_constants *consts,
                                  struct gl_shader_program *prog,
                                  struct gl_shader **shader_list,
                                  unsigned num_shaders)
{
   for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
      prog->TransformFeedback.BufferStride[i] = 0;
   }

   for (unsigned i = 0; i < num_shaders; i++) {
      struct gl_shader *shader = shader_list[i];

      for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
         if (shader->TransformFeedbackBufferStride[j]) {
            if (prog->TransformFeedback.BufferStride[j] == 0) {
               prog->TransformFeedback.BufferStride[j] =
                  shader->TransformFeedbackBufferStride[j];
               if (!validate_xfb_buffer_stride(consts, j, prog))
                  return;
            } else if (prog->TransformFeedback.BufferStride[j] !=
                       shader->TransformFeedbackBufferStride[j]){
               linker_error(prog,
                            "intrastage shaders defined with conflicting "
                            "xfb_stride for buffer %d (%d and %d)\n", j,
                            prog->TransformFeedback.BufferStride[j],
                            shader->TransformFeedbackBufferStride[j]);
               return;
            }
         }
      }
   }
}

/**
 * Check for conflicting bindless/bound sampler/image layout qualifiers at
 * global scope.
 */
static void
link_bindless_layout_qualifiers(struct gl_shader_program *prog,
                                struct gl_shader **shader_list,
                                unsigned num_shaders)
{
   bool bindless_sampler, bindless_image;
   bool bound_sampler, bound_image;

   bindless_sampler = bindless_image = false;
   bound_sampler = bound_image = false;

   for (unsigned i = 0; i < num_shaders; i++) {
      struct gl_shader *shader = shader_list[i];

      if (shader->bindless_sampler)
         bindless_sampler = true;
      if (shader->bindless_image)
         bindless_image = true;
      if (shader->bound_sampler)
         bound_sampler = true;
      if (shader->bound_image)
         bound_image = true;

      if ((bindless_sampler && bound_sampler) ||
          (bindless_image && bound_image)) {
         /* From section 4.4.6 of the ARB_bindless_texture spec:
          *
          *     "If both bindless_sampler and bound_sampler, or bindless_image
          *      and bound_image, are declared at global scope in any
          *      compilation unit, a link- time error will be generated."
          */
         linker_error(prog, "both bindless_sampler and bound_sampler, or "
                      "bindless_image and bound_image, can't be declared at "
                      "global scope");
      }
   }
}

/**
 * Check for conflicting viewport_relative settings across shaders, and sets
 * the value for the linked shader.
 */
static void
link_layer_viewport_relative_qualifier(struct gl_shader_program *prog,
                                       struct gl_program *gl_prog,
                                       struct gl_shader **shader_list,
                                       unsigned num_shaders)
{
   unsigned i;

   /* Find first shader with explicit layer declaration */
   for (i = 0; i < num_shaders; i++) {
      if (shader_list[i]->redeclares_gl_layer) {
         gl_prog->nir->info.layer_viewport_relative =
            shader_list[i]->layer_viewport_relative;
         break;
      }
   }

   /* Now make sure that each subsequent shader's explicit layer declaration
    * matches the first one's.
    */
   for (; i < num_shaders; i++) {
      if (shader_list[i]->redeclares_gl_layer &&
          shader_list[i]->layer_viewport_relative !=
          gl_prog->nir->info.layer_viewport_relative) {
         linker_error(prog, "all gl_Layer redeclarations must have identical "
                      "viewport_relative settings");
      }
   }
}

/**
 * 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_program *gl_prog,
                               struct gl_shader **shader_list,
                               unsigned num_shaders)
{
   if (gl_prog->info.stage != MESA_SHADER_TESS_CTRL)
      return;

   gl_prog->nir->info.tess.tcs_vertices_out = 0;

   /* 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->info.TessCtrl.VerticesOut != 0) {
         if (gl_prog->nir->info.tess.tcs_vertices_out != 0 &&
             gl_prog->nir->info.tess.tcs_vertices_out !=
             (unsigned) shader->info.TessCtrl.VerticesOut) {
            linker_error(prog, "tessellation control shader defined with "
                         "conflicting output vertex count (%d and %d)\n",
                         gl_prog->nir->info.tess.tcs_vertices_out,
                         shader->info.TessCtrl.VerticesOut);
            return;
         }
         gl_prog->nir->info.tess.tcs_vertices_out =
            shader->info.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 (gl_prog->nir->info.tess.tcs_vertices_out == 0) {
      linker_error(prog, "tessellation control shader didn't declare "
                   "vertices out layout qualifier\n");
      return;
   }
}


/**
 * 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_program *gl_prog,
                              struct gl_shader **shader_list,
                              unsigned num_shaders)
{
   if (gl_prog->info.stage != MESA_SHADER_TESS_EVAL)
      return;

   int point_mode = -1;
   unsigned vertex_order = 0;

   gl_prog->nir->info.tess._primitive_mode = TESS_PRIMITIVE_UNSPECIFIED;
   gl_prog->nir->info.tess.spacing = TESS_SPACING_UNSPECIFIED;

   /* 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->info.TessEval._PrimitiveMode != TESS_PRIMITIVE_UNSPECIFIED) {
         if (gl_prog->nir->info.tess._primitive_mode != TESS_PRIMITIVE_UNSPECIFIED &&
             gl_prog->nir->info.tess._primitive_mode !=
             shader->info.TessEval._PrimitiveMode) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting input primitive modes.\n");
            return;
         }
         gl_prog->nir->info.tess._primitive_mode =
            shader->info.TessEval._PrimitiveMode;
      }

      if (shader->info.TessEval.Spacing != 0) {
         if (gl_prog->nir->info.tess.spacing != 0 &&
             gl_prog->nir->info.tess.spacing != shader->info.TessEval.Spacing) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting vertex spacing.\n");
            return;
         }
         gl_prog->nir->info.tess.spacing = shader->info.TessEval.Spacing;
      }

      if (shader->info.TessEval.VertexOrder != 0) {
         if (vertex_order != 0 &&
             vertex_order != shader->info.TessEval.VertexOrder) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting ordering.\n");
            return;
         }
         vertex_order = shader->info.TessEval.VertexOrder;
      }

      if (shader->info.TessEval.PointMode != -1) {
         if (point_mode != -1 &&
             point_mode != shader->info.TessEval.PointMode) {
            linker_error(prog, "tessellation evaluation shader defined with "
                         "conflicting point modes.\n");
            return;
         }
         point_mode = shader->info.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 (gl_prog->nir->info.tess._primitive_mode == TESS_PRIMITIVE_UNSPECIFIED) {
      linker_error(prog,
                   "tessellation evaluation shader didn't declare input "
                   "primitive modes.\n");
      return;
   }

   if (gl_prog->nir->info.tess.spacing == TESS_SPACING_UNSPECIFIED)
      gl_prog->nir->info.tess.spacing = TESS_SPACING_EQUAL;

   if (vertex_order == 0 || vertex_order == GL_CCW)
      gl_prog->nir->info.tess.ccw = true;
   else
      gl_prog->nir->info.tess.ccw = false;


   if (point_mode == -1 || point_mode == GL_FALSE)
      gl_prog->nir->info.tess.point_mode = false;
   else
      gl_prog->nir->info.tess.point_mode = true;
}


/**
 * 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_inout_layout_qualifiers(struct gl_shader_program *prog,
                                struct gl_linked_shader *linked_shader,
                                struct gl_shader **shader_list,
                                unsigned num_shaders,
                                bool arb_fragment_coord_conventions_enable)
{
   bool redeclares_gl_fragcoord = false;
   bool uses_gl_fragcoord = false;
   bool origin_upper_left = false;
   bool pixel_center_integer = false;

   if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
       (prog->GLSL_Version < 150 && !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 ((redeclares_gl_fragcoord && !shader->redeclares_gl_fragcoord &&
           shader->uses_gl_fragcoord)
          || (shader->redeclares_gl_fragcoord && !redeclares_gl_fragcoord &&
              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 (redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord &&
          (shader->origin_upper_left != origin_upper_left ||
           shader->pixel_center_integer != 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) {
         redeclares_gl_fragcoord = shader->redeclares_gl_fragcoord;
         uses_gl_fragcoord |= shader->uses_gl_fragcoord;
         origin_upper_left = shader->origin_upper_left;
         pixel_center_integer = shader->pixel_center_integer;
      }

      linked_shader->Program->nir->info.fs.early_fragment_tests |=
         shader->EarlyFragmentTests || shader->PostDepthCoverage;
      linked_shader->Program->nir->info.fs.inner_coverage |= shader->InnerCoverage;
      linked_shader->Program->nir->info.fs.post_depth_coverage |=
         shader->PostDepthCoverage;
      linked_shader->Program->nir->info.fs.pixel_interlock_ordered |=
         shader->PixelInterlockOrdered;
      linked_shader->Program->nir->info.fs.pixel_interlock_unordered |=
         shader->PixelInterlockUnordered;
      linked_shader->Program->nir->info.fs.sample_interlock_ordered |=
         shader->SampleInterlockOrdered;
      linked_shader->Program->nir->info.fs.sample_interlock_unordered |=
         shader->SampleInterlockUnordered;
      linked_shader->Program->nir->info.fs.advanced_blend_modes |= shader->BlendSupport;
   }

   linked_shader->Program->nir->info.fs.pixel_center_integer = pixel_center_integer;
   linked_shader->Program->nir->info.fs.origin_upper_left = origin_upper_left;
}

/**
 * Performs the cross-validation of geometry shader max_vertices and
 * primitive type layout qualifiers for the attached geometry shaders,
 * and propagates them to the linked GS and linked shader program.
 */
static void
link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
                                struct gl_program *gl_prog,
                                struct gl_shader **shader_list,
                                unsigned num_shaders)
{
   /* No in/out qualifiers defined for anything but GLSL 1.50+
    * geometry shaders so far.
    */
   if (gl_prog->info.stage != MESA_SHADER_GEOMETRY || prog->GLSL_Version < 150)
      return;

   int vertices_out = -1;

   gl_prog->nir->info.gs.invocations = 0;
   gl_prog->nir->info.gs.input_primitive = MESA_PRIM_UNKNOWN;
   gl_prog->nir->info.gs.output_primitive = MESA_PRIM_UNKNOWN;

   /* From the GLSL 1.50 spec, page 46:
    *
    *     "All geometry shader output layout declarations in a program
    *      must declare the same layout and same value for
    *      max_vertices. There must be at least one geometry output
    *      layout declaration somewhere in a program, but not all
    *      geometry shaders (compilation units) are required to
    *      declare it."
    */

   for (unsigned i = 0; i < num_shaders; i++) {
      struct gl_shader *shader = shader_list[i];

      if (shader->info.Geom.InputType != MESA_PRIM_UNKNOWN) {
         if (gl_prog->nir->info.gs.input_primitive != MESA_PRIM_UNKNOWN &&
             gl_prog->nir->info.gs.input_primitive !=
             shader->info.Geom.InputType) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "input types\n");
            return;
         }
         gl_prog->nir->info.gs.input_primitive =
            (enum mesa_prim)shader->info.Geom.InputType;
      }

      if (shader->info.Geom.OutputType != MESA_PRIM_UNKNOWN) {
         if (gl_prog->nir->info.gs.output_primitive != MESA_PRIM_UNKNOWN &&
             gl_prog->nir->info.gs.output_primitive !=
             shader->info.Geom.OutputType) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "output types\n");
            return;
         }
         gl_prog->nir->info.gs.output_primitive =
            (enum mesa_prim)shader->info.Geom.OutputType;
      }

      if (shader->info.Geom.VerticesOut != -1) {
         if (vertices_out != -1 &&
             vertices_out != shader->info.Geom.VerticesOut) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "output vertex count (%d and %d)\n",
                         vertices_out, shader->info.Geom.VerticesOut);
            return;
         }
         vertices_out = shader->info.Geom.VerticesOut;
      }

      if (shader->info.Geom.Invocations != 0) {
         if (gl_prog->nir->info.gs.invocations != 0 &&
             gl_prog->nir->info.gs.invocations !=
             (unsigned) shader->info.Geom.Invocations) {
            linker_error(prog, "geometry shader defined with conflicting "
                         "invocation count (%d and %d)\n",
                         gl_prog->nir->info.gs.invocations,
                         shader->info.Geom.Invocations);
            return;
         }
         gl_prog->nir->info.gs.invocations = shader->info.Geom.Invocations;
      }
   }

   /* 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 (gl_prog->nir->info.gs.input_primitive == MESA_PRIM_UNKNOWN) {
      linker_error(prog,
                   "geometry shader didn't declare primitive input type\n");
      return;
   }

   if (gl_prog->nir->info.gs.output_primitive == MESA_PRIM_UNKNOWN) {
      linker_error(prog,
                   "geometry shader didn't declare primitive output type\n");
      return;
   }

   if (vertices_out == -1) {
      linker_error(prog,
                   "geometry shader didn't declare max_vertices\n");
      return;
   } else {
      gl_prog->nir->info.gs.vertices_out = vertices_out;
   }

   if (gl_prog->nir->info.gs.invocations == 0)
      gl_prog->nir->info.gs.invocations = 1;
}


/**
 * Perform cross-validation of compute shader local_size_{x,y,z} layout and
 * derivative arrangement qualifiers for the attached compute shaders, and
 * propagate them to the linked CS and linked shader program.
 */
static void
link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
                                struct gl_program *gl_prog,
                                struct gl_shader **shader_list,
                                unsigned num_shaders)
{
   /* This function is called for all shader stages, but it only has an effect
    * for compute shaders.
    */
   if (gl_prog->info.stage != MESA_SHADER_COMPUTE)
      return;

   for (int i = 0; i < 3; i++)
      gl_prog->nir->info.workgroup_size[i] = 0;

   gl_prog->nir->info.workgroup_size_variable = false;

   gl_prog->nir->info.derivative_group = DERIVATIVE_GROUP_NONE;

   /* 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->info.Comp.LocalSize[0] != 0) {
         if (gl_prog->nir->info.workgroup_size[0] != 0) {
            for (int i = 0; i < 3; i++) {
               if (gl_prog->nir->info.workgroup_size[i] !=
                   shader->info.Comp.LocalSize[i]) {
                  linker_error(prog, "compute shader defined with conflicting "
                               "local sizes\n");
                  return;
               }
            }
         }
         for (int i = 0; i < 3; i++) {
            gl_prog->nir->info.workgroup_size[i] =
               shader->info.Comp.LocalSize[i];
         }
      } else if (shader->info.Comp.LocalSizeVariable) {
         if (gl_prog->nir->info.workgroup_size[0] != 0) {
            /* The ARB_compute_variable_group_size spec says:
             *
             *     If one compute shader attached to a program declares a
             *     variable local group size and a second compute shader
             *     attached to the same program declares a fixed local group
             *     size, a link-time error results.
             */
            linker_error(prog, "compute shader defined with both fixed and "
                         "variable local group size\n");
            return;
         }
         gl_prog->nir->info.workgroup_size_variable = true;
      }

      enum gl_derivative_group group = shader->info.Comp.DerivativeGroup;
      if (group != DERIVATIVE_GROUP_NONE) {
         if (gl_prog->nir->info.derivative_group != DERIVATIVE_GROUP_NONE &&
             gl_prog->nir->info.derivative_group != group) {
            linker_error(prog, "compute shader defined with conflicting "
                         "derivative groups\n");
            return;
         }
         gl_prog->nir->info.derivative_group = group;
      }
   }

   /* 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 (gl_prog->nir->info.workgroup_size[0] == 0 &&
       !gl_prog->nir->info.workgroup_size_variable) {
      linker_error(prog, "compute shader must contain a fixed or a variable "
                         "local group size\n");
      return;
   }

   if (gl_prog->nir->info.derivative_group == DERIVATIVE_GROUP_QUADS) {
      if (gl_prog->nir->info.workgroup_size[0] % 2 != 0) {
         linker_error(prog, "derivative_group_quadsNV must be used with a "
                      "local group size whose first dimension "
                      "is a multiple of 2\n");
         return;
      }
      if (gl_prog->nir->info.workgroup_size[1] % 2 != 0) {
         linker_error(prog, "derivative_group_quadsNV must be used with a local"
                      "group size whose second dimension "
                      "is a multiple of 2\n");
         return;
      }
   } else if (gl_prog->nir->info.derivative_group == DERIVATIVE_GROUP_LINEAR) {
      if ((gl_prog->nir->info.workgroup_size[0] *
           gl_prog->nir->info.workgroup_size[1] *
           gl_prog->nir->info.workgroup_size[2]) % 4 != 0) {
         linker_error(prog, "derivative_group_linearNV must be used with a "
                      "local group size whose total number of invocations "
                      "is a multiple of 4\n");
         return;
      }
   }
}


/**
 * 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_linked_shader *
link_intrastage_shaders(void *mem_ctx,
                        struct gl_context *ctx,
                        struct gl_shader_program *prog,
                        struct gl_shader **shader_list,
                        unsigned num_shaders)
{
   bool arb_fragment_coord_conventions_enable = false;
   bool KHR_shader_subgroup_basic_enable = false;

   /* Check that global variables defined in multiple shaders are consistent.
    */
   struct hash_table *variables =
      _mesa_hash_table_create(mem_ctx, _mesa_hash_string, _mesa_key_string_equal);
   for (unsigned i = 0; i < num_shaders; i++) {
      if (shader_list[i] == NULL)
         continue;
      cross_validate_globals(mem_ctx, &ctx->Const, prog, shader_list[i]->nir,
                             variables, false);
      if (shader_list[i]->ARB_fragment_coord_conventions_enable)
         arb_fragment_coord_conventions_enable = true;
      if (shader_list[i]->KHR_shader_subgroup_basic_enable)
         KHR_shader_subgroup_basic_enable = true;
   }

   if (!prog->data->LinkStatus)
      return NULL;

   /* Check that interface blocks defined in multiple shaders are consistent.
    */
   gl_nir_validate_intrastage_interface_blocks(prog,
                                               (const struct gl_shader **)shader_list,
                                               num_shaders);
   if (!prog->data->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++) {
      nir_foreach_function_impl(func, shader_list[i]->nir) {
         for (unsigned j = i + 1; j < num_shaders; j++) {
            nir_function *other =
               nir_shader_get_function_for_name(shader_list[j]->nir,
                                                func->function->name);

            /* If the other shader has no function (and therefore no function
             * signatures) with the same name, skip to the next shader.
             */
            if (other == NULL || other->impl == NULL)
               continue;

            bool exact_match =
               exact_matching_signature(other, func->function);

               if (exact_match) {
                  linker_error(prog, "function `%s' is multiply defined\n",
                               func->function->name);
                  return NULL;
               }
         }
      }
   }

   /* Find the shader that defines main, and make a clone of it.
    *
    * Starting with the clone, search for undefined references.  If one is
    * found, find the shader that defines it.  Clone the reference and add
    * it to the shader.  Repeat until there are no undefined references or
    * until a reference cannot be resolved.
    */
   struct gl_shader *main = NULL;
   nir_function_impl *main_func = NULL;
   for (unsigned i = 0; i < num_shaders; i++) {
      main_func = nir_shader_get_entrypoint(shader_list[i]->nir);
      if (main_func) {
         main = shader_list[i];
         break;
      }
   }

   if (main == NULL) {
      linker_error(prog, "%s shader lacks `main'\n",
                   _mesa_shader_stage_to_string(shader_list[0]->Stage));
      return NULL;
   }

   struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
   linked->Stage = shader_list[0]->Stage;

   /* Create program and attach it to the linked shader */
   struct gl_program *gl_prog =
      ctx->Driver.NewProgram(ctx, shader_list[0]->Stage, prog->Name, false);
   if (!gl_prog) {
      prog->data->LinkStatus = LINKING_FAILURE;
      _mesa_delete_linked_shader(ctx, linked);
      return NULL;
   }

   _mesa_reference_shader_program_data(&gl_prog->sh.data, prog->data);

   /* Don't use _mesa_reference_program() just take ownership */
   linked->Program = gl_prog;

   linked->Program->nir = nir_shader_clone(NULL, main->nir);

   link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders,
                                   arb_fragment_coord_conventions_enable);
   link_tcs_out_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
   link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
   link_gs_inout_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
   link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);

   if (linked->Stage != MESA_SHADER_FRAGMENT)
      link_xfb_stride_layout_qualifiers(&ctx->Const, prog, shader_list, num_shaders);

   link_bindless_layout_qualifiers(prog, shader_list, num_shaders);

   link_layer_viewport_relative_qualifier(prog, gl_prog, shader_list, num_shaders);

   gl_prog->nir->info.subgroup_size = KHR_shader_subgroup_basic_enable ?
      SUBGROUP_SIZE_API_CONSTANT : SUBGROUP_SIZE_UNIFORM;

   /* Move any instructions other than variable declarations or function
    * declarations into main.
    */
   if (!gl_nir_link_function_calls(prog, main, linked, shader_list, num_shaders)) {
      _mesa_delete_linked_shader(ctx, linked);
      return NULL;
   }

   /* Add calls to temp global instruction wrapper functions */
   main_func = nir_shader_get_entrypoint(linked->Program->nir);
   nir_builder b = nir_builder_create(main_func);
   nir_foreach_function_impl(impl, linked->Program->nir) {
      if (strncmp(impl->function->name, "gl_mesa_tmp", 11) == 0) {
         nir_call_instr *call = nir_call_instr_create(linked->Program->nir,
                                                      impl->function);
         b.cursor = nir_before_block(nir_start_block(main_func));
         nir_builder_instr_insert(&b, &call->instr);
      }
   }

   /* 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.
    */
   gl_nir_linker_size_arrays(linked->Program->nir);
   nir_fixup_deref_types(linked->Program->nir);

   /* Now that we know the sizes of all the arrays, we can replace .length()
    * calls with a constant expression.
    */
   array_length_to_const(linked->Program->nir);

   if (!prog->data->LinkStatus) {
      _mesa_delete_linked_shader(ctx, linked);
      return NULL;
   }

   /* At this point linked should contain all of the linked IR, so
    * validate it to make sure nothing went wrong.
    */
   nir_validate_shader(linked->Program->nir, "post shader stage combine");

   lower_derivatives_without_layout(&b);

   /* Set the linked source BLAKE3. */
   if (num_shaders == 1) {
      memcpy(linked->Program->nir->info.source_blake3,
             shader_list[0]->compiled_source_blake3,
             BLAKE3_OUT_LEN);
   } else {
      struct mesa_blake3 blake3_ctx;
      _mesa_blake3_init(&blake3_ctx);

      for (unsigned i = 0; i < num_shaders; i++) {
         if (shader_list[i] == NULL)
            continue;

         _mesa_blake3_update(&blake3_ctx, shader_list[i]->compiled_source_blake3,
                             BLAKE3_OUT_LEN);
      }
      _mesa_blake3_final(&blake3_ctx, linked->Program->nir->info.source_blake3);
   }

   return linked;
}

/**
 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
 * for a variable, checks for overlaps between other uniforms using explicit
 * locations.
 */
static int
reserve_explicit_locations(struct gl_shader_program *prog,
                           struct string_to_uint_map *map, nir_variable *var)
{
   unsigned slots = glsl_type_uniform_locations(var->type);
   unsigned max_loc = var->data.location + slots - 1;
   unsigned return_value = slots;

   /* Resize remap table if locations do not fit in the current one. */
   if (max_loc + 1 > prog->NumUniformRemapTable) {
      prog->UniformRemapTable =
         reralloc(prog, prog->UniformRemapTable,
                  struct gl_uniform_storage *,
                  max_loc + 1);

      if (!prog->UniformRemapTable) {
         linker_error(prog, "Out of memory during linking.\n");
         return -1;
      }

      /* 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 (string_to_uint_map_get(map, &hash_loc, var->name) &&
             hash_loc == loc - i) {
            return_value = 0;
            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 -1;
      }

      /* Initialize location as inactive before optimization
       * rounds and location assignment.
       */
      prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
   }

   /* Note, base location used for arrays. */
   string_to_uint_map_put(map, var->data.location, var->name);

   return return_value;
}

static bool
reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
                                      struct gl_program *p,
                                      nir_variable *var)
{
   unsigned slots = glsl_type_uniform_locations(var->type);
   unsigned max_loc = var->data.location + slots - 1;

   /* Resize remap table if locations do not fit in the current one. */
   if (max_loc + 1 > p->sh.NumSubroutineUniformRemapTable) {
      p->sh.SubroutineUniformRemapTable =
         reralloc(p, p->sh.SubroutineUniformRemapTable,
                  struct gl_uniform_storage *,
                  max_loc + 1);

      if (!p->sh.SubroutineUniformRemapTable) {
         linker_error(prog, "Out of memory during linking.\n");
         return false;
      }

      /* Initialize allocated space. */
      for (unsigned i = p->sh.NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
         p->sh.SubroutineUniformRemapTable[i] = NULL;

      p->sh.NumSubroutineUniformRemapTable = max_loc + 1;
   }

   for (unsigned i = 0; i < slots; i++) {
      unsigned loc = var->data.location + i;

      /* Check if location is already used. */
      if (p->sh.SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {

         /* ARB_explicit_uniform_location specification states:
          *     "No two subroutine uniform variables can have the same location
          *     in the same shader stage, 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.
       */
      p->sh.SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
   }

   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(const struct gl_extensions *exts,
                                 struct gl_shader_program *prog)
{
   prog->NumExplicitUniformLocations = 0;

   if (!exts->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.
    */
   struct string_to_uint_map *uniform_map = string_to_uint_map_ctor();

   if (!uniform_map) {
      linker_error(prog, "Out of memory during linking.\n");
      return;
   }

   unsigned entries_total = 0;
   unsigned mask = prog->data->linked_stages;
   while (mask) {
      const int i = u_bit_scan(&mask);
      struct gl_program *p = prog->_LinkedShaders[i]->Program;

      unsigned modes = nir_var_uniform | nir_var_mem_ubo | nir_var_image;
      nir_foreach_variable_with_modes(var, p->nir, modes) {
         if (var->data.explicit_location) {
            bool ret = false;
            if (glsl_type_is_subroutine(glsl_without_array(var->type)))
               ret = reserve_subroutine_explicit_locations(prog, p, var);
            else {
               int slots = reserve_explicit_locations(prog, uniform_map,
                                                      var);
               if (slots != -1) {
                  ret = true;
                  entries_total += slots;
               }
            }
            if (!ret) {
               string_to_uint_map_dtor(uniform_map);
               return;
            }
         }
      }
   }

   link_util_update_empty_uniform_locations(prog);

   string_to_uint_map_dtor(uniform_map);
   prog->NumExplicitUniformLocations = entries_total;
}

static void
link_assign_subroutine_types(struct gl_shader_program *prog)
{
   unsigned mask = prog->data->linked_stages;
   while (mask) {
      const int i = u_bit_scan(&mask);
      struct gl_program *p = prog->_LinkedShaders[i]->Program;

      struct set *fn_decl_set =
         _mesa_set_create(NULL, _mesa_hash_string, _mesa_key_string_equal);

      p->sh.MaxSubroutineFunctionIndex = 0;
      nir_foreach_function(fn, p->nir) {
         /* A function might be decalred multiple times but we should only
          * process it once
          */
         struct set_entry *entry = _mesa_set_search(fn_decl_set, fn->name);
         if (entry)
            continue;

         _mesa_set_add(fn_decl_set, fn->name);

         if (fn->is_subroutine)
            p->sh.NumSubroutineUniformTypes++;

         if (!fn->num_subroutine_types)
            continue;

         /* these should have been calculated earlier. */
         assert(fn->subroutine_index != -1);
         if (p->sh.NumSubroutineFunctions + 1 > MAX_SUBROUTINES) {
            linker_error(prog, "Too many subroutine functions declared.\n");
            return;
         }
         p->sh.SubroutineFunctions = reralloc(p, p->sh.SubroutineFunctions,
                                            struct gl_subroutine_function,
                                            p->sh.NumSubroutineFunctions + 1);
         p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].name.string = ralloc_strdup(p, fn->name);
         resource_name_updated(&p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].name);
         p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
         p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].types =
            ralloc_array(p, const struct glsl_type *,
                         fn->num_subroutine_types);

         /* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
          * GLSL 4.5 spec:
          *
          *    "Each subroutine with an index qualifier in the shader must be
          *    given a unique index, otherwise a compile or link error will be
          *    generated."
          */
         for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
            if (p->sh.SubroutineFunctions[j].index != -1 &&
                p->sh.SubroutineFunctions[j].index == fn->subroutine_index) {
               linker_error(prog, "each subroutine index qualifier in the "
                            "shader must be unique\n");
               return;
            }
         }
         p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].index =
            fn->subroutine_index;

         if (fn->subroutine_index > (int)p->sh.MaxSubroutineFunctionIndex)
            p->sh.MaxSubroutineFunctionIndex = fn->subroutine_index;

         for (int j = 0; j < fn->num_subroutine_types; j++)
            p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
         p->sh.NumSubroutineFunctions++;
      }

      _mesa_set_destroy(fn_decl_set, NULL);
   }
}

static void
verify_subroutine_associated_funcs(struct gl_shader_program *prog)
{
   unsigned mask = prog->data->linked_stages;
   while (mask) {
      const int i = u_bit_scan(&mask);
      struct gl_program *p = prog->_LinkedShaders[i]->Program;

      /* Section 6.1.2 (Subroutines) of the GLSL 4.00 spec says:
       *
       *   "A program will fail to compile or link if any shader
       *    or stage contains two or more functions with the same
       *    name if the name is associated with a subroutine type."
       */
      for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
         unsigned definitions = 0;
         char *name = p->sh.SubroutineFunctions[j].name.string;

         /* Calculate number of function definitions with the same name */
         nir_foreach_function(fn, p->nir) {
            /* If the function is only declared not implemented continue */
            if (fn->impl != NULL)
               continue;

            if (strcmp(fn->name, name) == 0) {
               if (++definitions > 1) {
                  linker_error(prog, "%s shader contains two or more function "
                               "definitions with name `%s', which is "
                               "associated with a subroutine type.\n",
                               _mesa_shader_stage_to_string(i),
                               fn->name);
                  return;
               }
            }
         }
      }
   }
}

/**
 * Validate shader image resources.
 */
static void
check_image_resources(const struct gl_constants *consts,
                      const struct gl_extensions *exts,
                      struct gl_shader_program *prog)
{
   unsigned total_image_units = 0;
   unsigned fragment_outputs = 0;
   unsigned total_shader_storage_blocks = 0;

   if (!exts->ARB_shader_image_load_store)
      return;

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
      if (!sh)
         continue;

      total_image_units += sh->Program->info.num_images;
      total_shader_storage_blocks += sh->Program->info.num_ssbos;
   }

   if (total_image_units > consts->MaxCombinedImageUniforms)
      linker_error(prog, "Too many combined image uniforms\n");

   struct gl_linked_shader *frag_sh =
      prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
   if (frag_sh) {
      uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written;
      fragment_outputs = util_bitcount64(frag_outputs_written);
   }

   if (total_image_units + fragment_outputs + total_shader_storage_blocks >
       consts->MaxCombinedShaderOutputResources)
      linker_error(prog, "Too many combined image uniforms, shader storage "
                         " buffers and fragment outputs\n");
}

static bool
is_sampler_array_accessed_indirectly(nir_deref_instr *deref)
{
   for (nir_deref_instr *d = deref; d; d = nir_deref_instr_parent(d)) {
      if (d->deref_type != nir_deref_type_array)
         continue;

      if (nir_src_is_const(d->arr.index))
         continue;

      return true;
   }

   return false;
}

/**
 * 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(const struct gl_constants *consts,
                                struct gl_shader_program *prog)
{
   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      if (prog->_LinkedShaders[i] == NULL)
         continue;

      bool no_dynamic_indexing =
         consts->ShaderCompilerOptions[i].NirOptions->force_indirect_unrolling_sampler;

      bool uses_indirect_sampler_array_indexing = false;
      nir_foreach_function_impl(impl, prog->_LinkedShaders[i]->Program->nir) {
         nir_foreach_block(block, impl) {
            nir_foreach_instr(instr, block) {
               /* Check if a sampler array is accessed indirectly */
               if (instr->type == nir_instr_type_tex) {
                  nir_tex_instr *tex_instr = nir_instr_as_tex(instr);
                  int sampler_idx =
                     nir_tex_instr_src_index(tex_instr, nir_tex_src_sampler_deref);
                  if (sampler_idx >= 0) {
                     nir_deref_instr *deref =
                        nir_instr_as_deref(tex_instr->src[sampler_idx].src.ssa->parent_instr);
                     if (is_sampler_array_accessed_indirectly(deref)) {
                        uses_indirect_sampler_array_indexing = true;
                        break;
                     }
                  }
               }
            }

            if (uses_indirect_sampler_array_indexing)
               break;
         }
         if (uses_indirect_sampler_array_indexing)
            break;
      }

      if (uses_indirect_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->GLSL_Version);
            return false;
         } else {
            linker_warning(prog, msg, prog->IsES ? "ES" : "",
                           prog->GLSL_Version);
         }
      }
   }

   return true;
}

static nir_variable *
find_frag_builtin(nir_shader *shader, bool is_sysval, unsigned sysval,
                  unsigned varying)
{

   unsigned location = is_sysval ? sysval : varying;
   nir_variable_mode mode =
      is_sysval ? nir_var_system_value : nir_var_shader_in;

   return nir_find_variable_with_location(shader, mode, location);
}

/**
 * Verifies the invariance of built-in special variables.
 */
static bool
validate_invariant_builtins(const struct gl_constants *consts,
                            struct gl_shader_program *prog,
                            const struct gl_linked_shader *vert,
                            const struct gl_linked_shader *frag)
{
   const nir_variable *var_vert;
   const nir_variable *var_frag;

   if (!vert || !frag)
      return true;

   /*
    * From OpenGL ES Shading Language 1.0 specification
    * (4.6.4 Invariance and Linkage):
    *     "The invariance of varyings that are declared in both the vertex and
    *     fragment shaders must match. For the built-in special variables,
    *     gl_FragCoord can only be declared invariant if and only if
    *     gl_Position is declared invariant. Similarly gl_PointCoord can only
    *     be declared invariant if and only if gl_PointSize is declared
    *     invariant. It is an error to declare gl_FrontFacing as invariant.
    *     The invariance of gl_FrontFacing is the same as the invariance of
    *     gl_Position."
    */
   var_frag = find_frag_builtin(frag->Program->nir,
                                consts->GLSLFragCoordIsSysVal,
                                SYSTEM_VALUE_FRAG_COORD, VARYING_SLOT_POS);
   if (var_frag && var_frag->data.invariant) {
      var_vert = nir_find_variable_with_location(vert->Program->nir,
                                                 nir_var_shader_out,
                                                 VARYING_SLOT_POS);
      if (var_vert && !var_vert->data.invariant) {
         linker_error(prog,
                      "fragment shader built-in `%s' has invariant qualifier, "
                      "but vertex shader built-in `%s' lacks invariant qualifier\n",
                      var_frag->name, var_vert->name);
         return false;
      }
   }

   var_frag = find_frag_builtin(frag->Program->nir,
                                consts->GLSLPointCoordIsSysVal,
                                SYSTEM_VALUE_POINT_COORD, VARYING_SLOT_PNTC);
   if (var_frag && var_frag->data.invariant) {
      var_vert = nir_find_variable_with_location(vert->Program->nir,
                                                 nir_var_shader_out,
                                                 VARYING_SLOT_PSIZ);
      if (var_vert && !var_vert->data.invariant) {
         linker_error(prog,
                      "fragment shader built-in `%s' has invariant qualifier, "
                      "but vertex shader built-in `%s' lacks invariant qualifier\n",
                      var_frag->name, var_vert->name);
         return false;
      }
   }

   var_frag = find_frag_builtin(frag->Program->nir,
                                consts->GLSLFrontFacingIsSysVal,
                                SYSTEM_VALUE_FRONT_FACE, VARYING_SLOT_FACE);
   if (var_frag && var_frag->data.invariant) {
      linker_error(prog,
                   "fragment shader built-in `%s' can not be declared as invariant\n",
                   var_frag->name);
      return false;
   }

   return true;
}

static void
find_assignments(nir_shader *shader, nir_variable *var1, nir_variable *var2,
                 nir_variable *var3, bool *var1_written, bool *var2_written,
                 bool *var3_written)
{
   nir_foreach_function_impl(impl, shader) {
      nir_foreach_block(block, impl) {
         nir_foreach_instr(instr, block) {
            if (instr->type == nir_instr_type_intrinsic) {
               nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
               if (intrin->intrinsic == nir_intrinsic_store_deref ||
                   intrin->intrinsic == nir_intrinsic_copy_deref) {
                  nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
                  nir_variable *var = nir_deref_instr_get_variable(deref);
                  if (!var)
                     continue;

                  if (var == var1)
                     *var1_written = true;
                  else if (var == var2)
                     *var2_written = true;
                  else if (var == var3)
                     *var3_written = true;
               }
            }
         }
      }
   }
}

/**
 * Set clip_distance_array_size based and cull_distance_array_size on the given
 * shader.
 *
 * Also check for errors based on incorrect usage of gl_ClipVertex and
 * gl_ClipDistance and gl_CullDistance.
 * Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
 * exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
 */
static void
analyze_clip_cull_usage(struct gl_shader_program *prog, nir_shader *shader,
                        const struct gl_constants *consts,
                        struct shader_info *info)
{
   if (consts->DoDCEBeforeClipCullAnalysis) {
      /* Remove dead functions to avoid raising an error (eg: dead function
       * writes to gl_ClipVertex, and main() writes to gl_ClipDistance).
       */
      remove_dead_functions(shader);
   }

   info->clip_distance_array_size = 0;
   info->cull_distance_array_size = 0;

   if (prog->GLSL_Version >= (prog->IsES ? 300 : 130)) {
      /* From section 7.1 (Vertex Shader Special Variables) of the
       * GLSL 1.30 spec:
       *
       *   "It is an error for a shader to statically write both
       *   gl_ClipVertex and gl_ClipDistance."
       *
       * This does not apply to GLSL ES shaders, since GLSL ES defines neither
       * gl_ClipVertex nor gl_ClipDistance. However with
       * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
       */
      nir_variable *clip_dist =
         nir_find_variable_with_location(shader,
                                         nir_var_shader_out,
                                         VARYING_SLOT_CLIP_DIST0);
      nir_variable *cull_dist =
         nir_find_variable_with_location(shader,
                                         nir_var_shader_out,
                                         VARYING_SLOT_CULL_DIST0);
      nir_variable *clip_vert =
         nir_find_variable_with_location(shader,
                                         nir_var_shader_out,
                                         VARYING_SLOT_CLIP_VERTEX);

      bool clip_dist_written = false;
      bool cull_dist_written = false;
      bool clip_vert_written = false;
      find_assignments(shader, clip_dist, cull_dist, clip_vert,
                       &clip_dist_written, &cull_dist_written,
                       &clip_vert_written);

      /* From the ARB_cull_distance spec:
       *
       * It is a compile-time or link-time error for the set of shaders forming
       * a program to statically read or write both gl_ClipVertex and either
       * gl_ClipDistance or gl_CullDistance.
       *
       * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
       * gl_ClipVertex.
       */
      if (!prog->IsES) {
         if (clip_vert_written && clip_dist_written) {
            linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
                         "and `gl_ClipDistance'\n",
                         _mesa_shader_stage_to_string(info->stage));
            return;
         }
         if (clip_vert_written && cull_dist_written) {
            linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
                         "and `gl_CullDistance'\n",
                         _mesa_shader_stage_to_string(info->stage));
            return;
         }
      }

      if (clip_dist_written)
         info->clip_distance_array_size = glsl_get_length(clip_dist->type);

      if (cull_dist_written)
         info->cull_distance_array_size = glsl_get_length(cull_dist->type);
   }
}

/**
 * Verify that a vertex shader executable meets all semantic requirements.
 *
 * Also sets info.clip_distance_array_size and
 * info.cull_distance_array_size as a side effect.
 *
 * \param shader  Vertex shader executable to be verified
 */
static void
validate_vertex_shader_executable(struct gl_shader_program *prog,
                                  nir_shader *shader,
                                  const struct gl_constants *consts)
{
   if (shader == NULL)
      return;

   /* From the GLSL 1.10 spec, page 48:
    *
    *     "The variable gl_Position is available only in the vertex
    *      language and is intended for writing the homogeneous vertex
    *      position. All executions of a well-formed vertex shader
    *      executable must write a value into this variable. [...] The
    *      variable gl_Position is available only in the vertex
    *      language and is intended for writing the homogeneous vertex
    *      position. All executions of a well-formed vertex shader
    *      executable must write a value into this variable."
    *
    * while in GLSL 1.40 this text is changed to:
    *
    *     "The variable gl_Position is available only in the vertex
    *      language and is intended for writing the homogeneous vertex
    *      position. It can be written at any time during shader
    *      execution. It may also be read back by a vertex shader
    *      after being written. This value will be used by primitive
    *      assembly, clipping, culling, and other fixed functionality
    *      operations, if present, that operate on primitives after
    *      vertex processing has occurred. Its value is undefined if
    *      the vertex shader executable does not write gl_Position."
    *
    * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
    * gl_Position is not an error.
    */
   if (prog->GLSL_Version < (prog->IsES ? 300 : 140)) {
      nir_variable *gl_position =
         nir_find_variable_with_location(shader,
                                         nir_var_shader_out,
                                         VARYING_SLOT_POS);

      bool gl_position_written = false;
      find_assignments(shader, gl_position, NULL, NULL, &gl_position_written,
                       NULL, NULL);
      if (!gl_position_written) {
        if (prog->IsES) {
          linker_warning(prog,
                         "vertex shader does not write to `gl_Position'. "
                         "Its value is undefined. \n");
        } else {
          linker_error(prog,
                       "vertex shader does not write to `gl_Position'. \n");
        }
         return;
      }
   }

   analyze_clip_cull_usage(prog, shader, consts, &shader->info);
}

static void
validate_tess_eval_shader_executable(struct gl_shader_program *prog,
                                     nir_shader *shader,
                                     const struct gl_constants *consts)
{
   if (shader == NULL)
      return;

   analyze_clip_cull_usage(prog, shader, consts, &shader->info);
}

/**
 * Verify that a fragment shader executable meets all semantic requirements
 *
 * \param shader  Fragment shader executable to be verified
 */
static void
validate_fragment_shader_executable(struct gl_shader_program *prog,
                                    nir_shader *shader)
{
   if (shader == NULL)
      return;

   nir_variable *gl_frag_color =
      nir_find_variable_with_location(shader,
                                      nir_var_shader_out,
                                      FRAG_RESULT_COLOR);
   nir_variable *gl_frag_data =
      nir_find_variable_with_location(shader,
                                      nir_var_shader_out,
                                      FRAG_RESULT_DATA0);

   bool gl_frag_color_written = false;
   bool gl_frag_data_written = false;
   find_assignments(shader, gl_frag_color, gl_frag_data, NULL,
                    &gl_frag_color_written, &gl_frag_data_written, NULL);

   if (gl_frag_color_written && gl_frag_data_written) {
      linker_error(prog,  "fragment shader writes to both "
                   "`gl_FragColor' and `gl_FragData'\n");
   }
}

/**
 * Verify that a geometry shader executable meets all semantic requirements
 *
 * Also sets prog->Geom.VerticesIn, and info.clip_distance_array_sizeand
 * info.cull_distance_array_size as a side effect.
 *
 * \param shader Geometry shader executable to be verified
 */
static void
validate_geometry_shader_executable(struct gl_shader_program *prog,
                                    nir_shader *shader,
                                    const struct gl_constants *consts)
{
   if (shader == NULL)
      return;

   unsigned num_vertices =
      mesa_vertices_per_prim(shader->info.gs.input_primitive);
   shader->info.gs.vertices_in  = num_vertices;

   analyze_clip_cull_usage(prog, shader, consts, &shader->info);
}

bool
gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog)
{
   const struct gl_constants *consts = &ctx->Const;
   const struct gl_extensions *exts = &ctx->Extensions;
   gl_api api = ctx->API;

   if (prog->NumShaders == 0)
      return true;

   MESA_TRACE_FUNC();

   void *mem_ctx = ralloc_context(NULL); /* temporary linker context */

   /* Separate the shaders into groups based on their type.
    */
   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;
   for (unsigned i = 0; i < prog->NumShaders; i++) {
      min_version = MIN2(min_version, prog->Shaders[i]->Version);
      max_version = MAX2(max_version, prog->Shaders[i]->Version);

      if (!consts->AllowGLSLRelaxedES &&
          prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
         linker_error(prog, "all shaders must use same shading "
                      "language version\n");
         goto done;
      }

      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
    * GLSL ES, all shader versions must be the same.
    */
   if (!consts->AllowGLSLRelaxedES && prog->Shaders[0]->IsES &&
       min_version != max_version) {
      linker_error(prog, "all shaders must use same shading "
                   "language version\n");
      goto done;
   }

   prog->GLSL_Version = max_version;
   prog->IsES = prog->Shaders[0]->IsES;

   /* Some shaders have to be linked with some other shaders present.
    */
   if (!prog->SeparateShader) {
      if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
          num_shaders[MESA_SHADER_VERTEX] == 0) {
         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) {
         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) {
         linker_error(prog, "Tessellation control shader must be linked with "
                      "vertex shader\n");
         goto done;
      }

      /* Section 7.3 of the OpenGL ES 3.2 specification says:
       *
       *    "Linking can fail for [...] any of the following reasons:
       *
       *     * program contains an object to form a tessellation control
       *       shader [...] and [...] the program is not separable and
       *       contains no object to form a tessellation evaluation shader"
       *
       * The OpenGL spec is contradictory. 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) {
         linker_error(prog, "Tessellation control shader must be linked with "
                      "tessellation evaluation shader\n");
         goto done;
      }

      if (prog->IsES) {
         if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
             num_shaders[MESA_SHADER_TESS_CTRL] == 0) {
            linker_error(prog, "GLSL ES requires non-separable programs "
                         "containing a tessellation evaluation shader to also "
                         "be linked with a tessellation control 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");
   }

   /* Link all shaders for a particular stage and validate the result.
    */
   for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
      if (num_shaders[stage] > 0) {
         struct gl_linked_shader *const sh =
            link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
                                    num_shaders[stage]);

         if (!prog->data->LinkStatus) {
            if (sh)
               _mesa_delete_linked_shader(ctx, sh);
            goto done;
         }

         prog->_LinkedShaders[stage] = sh;
         prog->data->linked_stages |= 1 << stage;
      }
   }

   /* Link all shaders for a particular stage and validate the result.
    */
   for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
      struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
      if (sh) {
         nir_shader *shader = sh->Program->nir;

         /* Parameters will be filled during NIR linking. */
         sh->Program->Parameters = _mesa_new_parameter_list();
         sh->Program->shader_program = prog;
         shader->info.separate_shader = prog->SeparateShader;

         switch (stage) {
         case MESA_SHADER_VERTEX:
            validate_vertex_shader_executable(prog, shader, consts);
            break;
         case MESA_SHADER_TESS_CTRL:
            /* nothing to be done */
            break;
         case MESA_SHADER_TESS_EVAL:
            validate_tess_eval_shader_executable(prog, shader, consts);
            break;
         case MESA_SHADER_GEOMETRY:
            validate_geometry_shader_executable(prog, shader, consts);
            break;
         case MESA_SHADER_FRAGMENT:
            validate_fragment_shader_executable(prog, shader);
            break;
         }
         if (!prog->data->LinkStatus) {
            _mesa_delete_linked_shader(ctx, sh);

            prog->_LinkedShaders[stage] = NULL;
            prog->data->linked_stages ^= 1 << stage;

            goto done;
         }
      }
   }

   /* Here begins the inter-stage linking phase.  Some initial validation is
    * performed, then locations are assigned for uniforms, attributes, and
    * varyings.
    */
   cross_validate_uniforms(consts, prog);
   if (!prog->data->LinkStatus)
      goto done;

   check_explicit_uniform_locations(exts, prog);

   link_assign_subroutine_types(prog);
   verify_subroutine_associated_funcs(prog);
   if (!prog->data->LinkStatus)
      goto done;

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      if (prog->_LinkedShaders[i] == NULL)
         continue;

      gl_nir_detect_recursion_linked(prog,
                                     prog->_LinkedShaders[i]->Program->nir);
      if (!prog->data->LinkStatus)
         goto done;

      gl_nir_inline_functions(prog->_LinkedShaders[i]->Program->nir);
   }

   resize_tes_inputs(consts, prog);
   set_geom_shader_input_array_size(prog);

   /* Validate the inputs of each stage with the output of the preceding
    * stage.
    */
   unsigned prev = MESA_SHADER_STAGES;
   for (unsigned i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
      if (prog->_LinkedShaders[i] == NULL)
         continue;

      if (prev == MESA_SHADER_STAGES) {
         prev = i;
         continue;
      }

      gl_nir_validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
                                              prog->_LinkedShaders[i]);
      if (!prog->data->LinkStatus)
         goto done;

      prev = i;
   }

   /* Cross-validate uniform blocks between shader stages */
   gl_nir_validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
   if (!prog->data->LinkStatus)
      goto done;

   if (prog->IsES && prog->GLSL_Version == 100)
      if (!validate_invariant_builtins(consts, prog,
            prog->_LinkedShaders[MESA_SHADER_VERTEX],
            prog->_LinkedShaders[MESA_SHADER_FRAGMENT]))
         goto done;

   /* Check and validate stream emissions in geometry shaders */
   validate_geometry_shader_emissions(consts, prog);

   prog->last_vert_prog = NULL;
   for (int i = MESA_SHADER_GEOMETRY; i >= MESA_SHADER_VERTEX; i--) {
      if (prog->_LinkedShaders[i] == NULL)
         continue;

      prog->last_vert_prog = prog->_LinkedShaders[i]->Program;
      break;
   }

   unsigned first = MESA_SHADER_STAGES;
   unsigned 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;
   }

   /* Implement the GLSL 1.30+ rule for discard vs infinite loops.
    * This rule also applies to GLSL ES 3.00.
    */
   if (prog->GLSL_Version >= (prog->IsES ? 300 : 130)) {
      struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
      if (sh)
         gl_nir_lower_discard_flow(sh->Program->nir);
   }

   gl_nir_lower_named_interface_blocks(prog);

   /* Validate the inputs of each stage with the output of the preceding
    * stage.
    */
   prev = first;
   for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
      if (prog->_LinkedShaders[i] == NULL)
         continue;

      gl_nir_cross_validate_outputs_to_inputs(consts, prog,
                                              prog->_LinkedShaders[prev],
                                              prog->_LinkedShaders[i]);
      if (!prog->data->LinkStatus)
         goto done;

      prev = i;
   }

   /* The cross validation of outputs/inputs above validates interstage
    * explicit locations. We need to do this also for the inputs in the first
    * stage and outputs of the last stage included in the program, since there
    * is no cross validation for these.
    */
   gl_nir_validate_first_and_last_interface_explicit_locations(consts, prog,
                                                               (gl_shader_stage) first,
                                                               (gl_shader_stage) last);

   if (prog->SeparateShader)
      disable_varying_optimizations_for_sso(prog);

   struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
   unsigned num_linked_shaders = 0;

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      if (prog->_LinkedShaders[i]) {
         linked_shader[num_linked_shaders++] = prog->_LinkedShaders[i];

         /* Section 13.46 (Vertex Attribute Aliasing) of the OpenGL ES 3.2
          * specification says:
          *
          *    "In general, the behavior of GLSL ES should not depend on
          *    compiler optimizations which might be implementation-dependent.
          *    Name matching rules in most languages, including C++ from which
          *    GLSL ES is derived, are based on declarations rather than use.
          *
          *    RESOLUTION: The existence of aliasing is determined by
          *    declarations present after preprocessing."
          *
          * Because of this rule, we don't remove dead attributes before
          * attribute assignment for vertex shader inputs here.
          */
         if (!(prog->IsES && prog->GLSL_Version >= 300 && i == MESA_SHADER_VERTEX))
            remove_dead_varyings_pre_linking(prog->_LinkedShaders[i]->Program->nir);
      }
   }

   if (!gl_assign_attribute_or_color_locations(consts, prog))
      goto done;

   if (!prelink_lowering(consts, exts, prog, linked_shader, num_linked_shaders))
      goto done;

   if (!gl_nir_link_varyings(consts, exts, api, prog))
      goto done;

   /* 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->GLSL_Version < 130) ||
       (prog->IsES && prog->GLSL_Version < 300)) {
      if (!validate_sampler_array_indexing(consts, prog))
         goto done;
   }

   if (prog->data->LinkStatus == LINKING_FAILURE)
      goto done;

   if (!linked_shader[0]->Program->nir->info.io_lowered) {
      /* Linking the stages in the opposite order (from fragment to vertex)
       * ensures that inter-shader outputs written to in an earlier stage
       * are eliminated if they are (transitively) not used in a later
       * stage.
       */
      for (int i = num_linked_shaders - 2; i >= 0; i--) {
         gl_nir_link_opts(linked_shader[i]->Program->nir,
                          linked_shader[i + 1]->Program->nir);
      }
   }

   /* Tidy up any left overs from the linking process for single shaders.
    * For example varying arrays that get packed may have dead elements that
    * can be now be eliminated now that array access has been lowered.
    */
   if (num_linked_shaders == 1)
      gl_nir_opts(linked_shader[0]->Program->nir);

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      struct gl_linked_shader *shader = prog->_LinkedShaders[i];
      if (shader) {
         if (consts->GLSLLowerConstArrays) {
            nir_lower_const_arrays_to_uniforms(shader->Program->nir,
                                               consts->Program[i].MaxUniformComponents);
         }

         const nir_remove_dead_variables_options opts = {
            .can_remove_var = can_remove_var,
         };
         nir_remove_dead_variables(shader->Program->nir,
                                   nir_var_uniform | nir_var_image |
                                   nir_var_mem_ubo | nir_var_mem_ssbo |
                                   nir_var_system_value,
                                   &opts);

         if (shader->Program->info.stage == MESA_SHADER_FRAGMENT) {
            nir_shader *nir = shader->Program->nir;
            nir_foreach_variable_in_shader(var, nir) {
               if (var->data.mode == nir_var_system_value &&
                   (var->data.location == SYSTEM_VALUE_SAMPLE_ID ||
                    var->data.location == SYSTEM_VALUE_SAMPLE_POS))
                  nir->info.fs.uses_sample_shading = true;

               if (var->data.mode == nir_var_shader_in && var->data.sample)
                  nir->info.fs.uses_sample_shading = true;

               if (var->data.mode == nir_var_shader_out &&
                   var->data.fb_fetch_output)
                  nir->info.fs.uses_sample_shading = true;
            }
         }
      }
   }

   if (!gl_nir_link_uniform_blocks(consts, prog))
      goto done;

   if (!gl_nir_link_uniforms(consts, prog, true))
      goto done;

   link_util_calculate_subroutine_compat(prog);
   link_util_check_uniform_resources(consts, prog);
   link_util_check_subroutine_resources(prog);
   check_image_resources(consts, exts, prog);
   gl_nir_link_assign_atomic_counter_resources(consts, prog);
   gl_nir_link_check_atomic_counter_resources(consts, prog);

   /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
    * be 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.
    *
    * From OpenGL ES 3.1 specification (7.3 Program Objects):
    *     "Linking can fail for a variety of reasons as specified in the
    *     OpenGL ES Shading Language Specification, as well as any of the
    *     following reasons:
    *
    *     ...
    *
    *     * program contains objects to form either a vertex shader or
    *       fragment shader, and program is not separable, and does not
    *       contain objects to form both a vertex shader and fragment
    *       shader."
    *
    * However, the only scenario in 3.1+ where we don't require them both is
    * when we have a compute shader. For example:
    *
    * - No shaders is a link error.
    * - Geom or Tess without a Vertex shader is a link error which means we
    *   always require a Vertex shader and hence a Fragment shader.
    * - Finally a Compute shader linked with any other stage is a link error.
    */
   if (!prog->SeparateShader && _mesa_is_api_gles2(api) &&
       !prog->_LinkedShaders[MESA_SHADER_COMPUTE]) {
      if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
         linker_error(prog, "program lacks a vertex shader\n");
      } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
         linker_error(prog, "program lacks a fragment shader\n");
      }
   }

done:
   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      free(shader_list[i]);
   }

   ralloc_free(mem_ctx);

   if (prog->data->LinkStatus == LINKING_FAILURE)
      return false;

   return true;
}
