compiler: Bring over glsl compiler from alchemist-10.2.6+steamos-LunarG-1.1
diff --git a/icd/intel/compiler/shader/linker.h b/icd/intel/compiler/shader/linker.h
new file mode 100644
index 0000000..f0a947b
--- /dev/null
+++ b/icd/intel/compiler/shader/linker.h
@@ -0,0 +1,185 @@
+/* -*- c++ -*- */
+/*
+ * Copyright © 2010 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.
+ */
+
+#pragma once
+#ifndef GLSL_LINKER_H
+#define GLSL_LINKER_H
+
+void
+populate_symbol_table(gl_shader *sh);
+
+extern bool
+link_function_calls(gl_shader_program *prog, gl_shader *main,
+		    gl_shader **shader_list, unsigned num_shaders);
+
+extern void
+link_invalidate_variable_locations(exec_list *ir);
+
+extern void
+link_assign_uniform_locations(struct gl_shader_program *prog);
+
+extern void
+link_set_uniform_initializers(struct gl_shader_program *prog);
+
+extern int
+link_cross_validate_uniform_block(void *mem_ctx,
+				  struct gl_uniform_block **linked_blocks,
+				  unsigned int *num_linked_blocks,
+				  struct gl_uniform_block *new_block);
+
+void
+link_assign_uniform_block_offsets(struct gl_shader *shader);
+
+extern bool
+link_uniform_blocks_are_compatible(const gl_uniform_block *a,
+				   const gl_uniform_block *b);
+
+extern unsigned
+link_uniform_blocks(void *mem_ctx,
+                    struct gl_shader_program *prog,
+                    struct gl_shader **shader_list,
+                    unsigned num_shaders,
+                    struct gl_uniform_block **blocks_ret);
+
+void
+validate_intrastage_interface_blocks(struct gl_shader_program *prog,
+                                     const gl_shader **shader_list,
+                                     unsigned num_shaders);
+
+void
+validate_interstage_inout_blocks(struct gl_shader_program *prog,
+                                 const gl_shader *producer,
+                                 const gl_shader *consumer);
+
+void
+validate_interstage_uniform_blocks(struct gl_shader_program *prog,
+                                   gl_shader **stages, int num_stages);
+
+extern void
+link_assign_atomic_counter_resources(struct gl_context *ctx,
+                                     struct gl_shader_program *prog);
+
+extern void
+link_check_atomic_counter_resources(struct gl_context *ctx,
+                                    struct gl_shader_program *prog);
+
+/**
+ * Class for processing all of the leaf fields of a variable that corresponds
+ * to a program resource.
+ *
+ * The leaf fields are all the parts of the variable that the application
+ * could query using \c glGetProgramResourceIndex (or that could be returned
+ * by \c glGetProgramResourceName).
+ *
+ * Classes my derive from this class to implement specific functionality.
+ * This class only provides the mechanism to iterate over the leaves.  Derived
+ * classes must implement \c ::visit_field and may override \c ::process.
+ */
+class program_resource_visitor {
+public:
+   /**
+    * Begin processing a variable
+    *
+    * Classes that overload this function should call \c ::process from the
+    * base class to start the recursive processing of the variable.
+    *
+    * \param var  The variable that is to be processed
+    *
+    * Calls \c ::visit_field for each leaf of the variable.
+    *
+    * \warning
+    * When processing a uniform block, this entry should only be used in cases
+    * where the row / column ordering of matrices in the block does not
+    * matter.  For example, enumerating the names of members of the block, but
+    * not for determining the offsets of members.
+    */
+   void process(ir_variable *var);
+
+   /**
+    * Begin processing a variable of a structured type.
+    *
+    * This flavor of \c process should be used to handle structured types
+    * (i.e., structures, interfaces, or arrays there of) that need special
+    * name handling.  A common usage is to handle cases where the block name
+    * (instead of the instance name) is used for an interface block.
+    *
+    * \param type  Type that is to be processed, associated with \c name
+    * \param name  Base name of the structured variable being processed
+    *
+    * \note
+    * \c type must be \c GLSL_TYPE_RECORD, \c GLSL_TYPE_INTERFACE, or an array
+    * there of.
+    */
+   void process(const glsl_type *type, const char *name);
+
+protected:
+   /**
+    * Method invoked for each leaf of the variable
+    *
+    * \param type  Type of the field.
+    * \param name  Fully qualified name of the field.
+    * \param row_major  For a matrix type, is it stored row-major.
+    * \param record_type  Type of the record containing the field.
+    *
+    * The default implementation just calls the other \c visit_field method.
+    */
+   virtual void visit_field(const glsl_type *type, const char *name,
+                            bool row_major, const glsl_type *record_type);
+
+   /**
+    * Method invoked for each leaf of the variable
+    *
+    * \param type  Type of the field.
+    * \param name  Fully qualified name of the field.
+    * \param row_major  For a matrix type, is it stored row-major.
+    */
+   virtual void visit_field(const glsl_type *type, const char *name,
+                            bool row_major) = 0;
+
+   /**
+    * Visit a record before visiting its fields
+    *
+    * For structures-of-structures or interfaces-of-structures, this visits
+    * the inner structure before visiting its fields.
+    *
+    * The default implementation does nothing.
+    */
+   virtual void visit_field(const glsl_struct_field *field);
+
+private:
+   /**
+    * \param name_length  Length of the current name \b not including the
+    *                     terminating \c NUL character.
+    */
+   void recursion(const glsl_type *t, char **name, size_t name_length,
+                  bool row_major, const glsl_type *record_type);
+};
+
+void
+linker_error(gl_shader_program *prog, const char *fmt, ...);
+
+void
+linker_warning(gl_shader_program *prog, const char *fmt, ...);
+
+#endif /* GLSL_LINKER_H */