Is there a built-in way in OpenGL to find which entry points and shader stages a compiled spir-v shader supports, or do I have to use a separate library like https://github.com/KhronosGroup/SPIRV-Reflect ?
Edit: I ended up using SPIRV-Reflect:
My asset pipeline links all stages that need to be linked into a program into a single binary blob, then I'm using
uint32_t GetEntryPointCount() const;
const char* GetEntryPointName(uint32_t index) const;
SpvReflectShaderStageFlagBits GetEntryPointShaderStage(uint32_t index) const;
to enumerate the entry points and attach the corresponding shader to the program.