nir: Use a single list for all shader variables
[mesa.git] / src / compiler / glsl / link_uniforms.cpp
index 33b2d4c8646bd417a8fdd7524208b7b99f6e20ca..6518ec10f34f9b27ad0e8fecbd603a0be6fe0ee5 100644 (file)
  * DEALINGS IN THE SOFTWARE.
  */
 
-#include "main/core.h"
 #include "ir.h"
 #include "linker.h"
 #include "ir_uniform.h"
 #include "glsl_symbol_table.h"
-#include "program/hash_table.h"
 #include "program.h"
-#include "util/hash_table.h"
+#include "string_to_uint_map.h"
+#include "ir_array_refcount.h"
+
+#include "main/mtypes.h"
+#include "util/strndup.h"
 
 /**
  * \file link_uniforms.cpp
  */
 #define UNMAPPED_UNIFORM_LOC ~0u
 
-/**
- * Count the backing storage requirements for a type
- */
-static unsigned
-values_for_type(const glsl_type *type)
+static char*
+get_top_level_name(const char *name)
 {
-   if (type->is_sampler()) {
-      return 1;
-   } else if (type->is_array() && type->fields.array->is_sampler()) {
-      return type->array_size();
-   } else {
-      return type->component_slots();
+   const char *first_dot = strchr(name, '.');
+   const char *first_square_bracket = strchr(name, '[');
+   int name_size = 0;
+
+   /* The ARB_program_interface_query spec says:
+    *
+    *     "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
+    *     the number of active array elements of the top-level shader storage
+    *     block member containing to the active variable is written to
+    *     <params>.  If the top-level block member is not declared as an
+    *     array, the value one is written to <params>.  If the top-level block
+    *     member is an array with no declared size, the value zero is written
+    *     to <params>."
+    */
+
+   /* The buffer variable is on top level.*/
+   if (!first_square_bracket && !first_dot)
+      name_size = strlen(name);
+   else if ((!first_square_bracket ||
+            (first_dot && first_dot < first_square_bracket)))
+      name_size = first_dot - name;
+   else
+      name_size = first_square_bracket - name;
+
+   return strndup(name, name_size);
+}
+
+static char*
+get_var_name(const char *name)
+{
+   const char *first_dot = strchr(name, '.');
+
+   if (!first_dot)
+      return strdup(name);
+
+   return strndup(first_dot+1, strlen(first_dot) - 1);
+}
+
+static bool
+is_top_level_shader_storage_block_member(const char* name,
+                                         const char* interface_name,
+                                         const char* field_name)
+{
+   bool result = false;
+
+   /* If the given variable is already a top-level shader storage
+    * block member, then return array_size = 1.
+    * We could have two possibilities: if we have an instanced
+    * shader storage block or not instanced.
+    *
+    * For the first, we check create a name as it was in top level and
+    * compare it with the real name. If they are the same, then
+    * the variable is already at top-level.
+    *
+    * Full instanced name is: interface name + '.' + var name +
+    *    NULL character
+    */
+   int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
+   char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
+   if (!full_instanced_name) {
+      fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
+      return false;
+   }
+
+   snprintf(full_instanced_name, name_length, "%s.%s",
+            interface_name, field_name);
+
+   /* Check if its top-level shader storage block member of an
+    * instanced interface block, or of a unnamed interface block.
+    */
+   if (strcmp(name, full_instanced_name) == 0 ||
+       strcmp(name, field_name) == 0)
+      result = true;
+
+   free(full_instanced_name);
+   return result;
+}
+
+static int
+get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
+               char *interface_name, char *var_name)
+{
+   /* The ARB_program_interface_query spec says:
+    *
+    *     "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
+    *     the number of active array elements of the top-level shader storage
+    *     block member containing to the active variable is written to
+    *     <params>.  If the top-level block member is not declared as an
+    *     array, the value one is written to <params>.  If the top-level block
+    *     member is an array with no declared size, the value zero is written
+    *     to <params>."
+    */
+   if (is_top_level_shader_storage_block_member(uni->name,
+                                                interface_name,
+                                                var_name))
+      return  1;
+   else if (field->type->is_array())
+      return field->type->length;
+
+   return 1;
+}
+
+static int
+get_array_stride(struct gl_uniform_storage *uni, const glsl_type *iface,
+                 const glsl_struct_field *field, char *interface_name,
+                 char *var_name, bool use_std430_as_default)
+{
+   /* The ARB_program_interface_query spec says:
+    *
+    *     "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
+    *     identifying the stride between array elements of the top-level
+    *     shader storage block member containing the active variable is
+    *     written to <params>.  For top-level block members declared as
+    *     arrays, the value written is the difference, in basic machine units,
+    *     between the offsets of the active variable for consecutive elements
+    *     in the top-level array.  For top-level block members not declared as
+    *     an array, zero is written to <params>."
+    */
+   if (field->type->is_array()) {
+      const enum glsl_matrix_layout matrix_layout =
+         glsl_matrix_layout(field->matrix_layout);
+      bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+      const glsl_type *array_type = field->type->fields.array;
+
+      if (is_top_level_shader_storage_block_member(uni->name,
+                                                   interface_name,
+                                                   var_name))
+         return 0;
+
+      if (GLSL_INTERFACE_PACKING_STD140 ==
+          iface->get_internal_ifc_packing(use_std430_as_default)) {
+         if (array_type->is_struct() || array_type->is_array())
+            return glsl_align(array_type->std140_size(row_major), 16);
+         else
+            return MAX2(array_type->std140_base_alignment(row_major), 16);
+      } else {
+         return array_type->std430_array_stride(row_major);
+      }
+   }
+   return 0;
+}
+
+static void
+calculate_array_size_and_stride(struct gl_shader_program *shProg,
+                                struct gl_uniform_storage *uni,
+                                bool use_std430_as_default)
+{
+   if (!uni->is_shader_storage)
+      return;
+
+   int block_index = uni->block_index;
+   int array_size = -1;
+   int array_stride = -1;
+   char *var_name = get_top_level_name(uni->name);
+   char *interface_name =
+      get_top_level_name(uni->is_shader_storage ?
+                         shProg->data->ShaderStorageBlocks[block_index].Name :
+                         shProg->data->UniformBlocks[block_index].Name);
+
+   if (strcmp(var_name, interface_name) == 0) {
+      /* Deal with instanced array of SSBOs */
+      char *temp_name = get_var_name(uni->name);
+      if (!temp_name) {
+         linker_error(shProg, "Out of memory during linking.\n");
+         goto write_top_level_array_size_and_stride;
+      }
+      free(var_name);
+      var_name = get_top_level_name(temp_name);
+      free(temp_name);
+      if (!var_name) {
+         linker_error(shProg, "Out of memory during linking.\n");
+         goto write_top_level_array_size_and_stride;
+      }
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      const gl_linked_shader *sh = shProg->_LinkedShaders[i];
+      if (sh == NULL)
+         continue;
+
+      foreach_in_list(ir_instruction, node, sh->ir) {
+         ir_variable *var = node->as_variable();
+         if (!var || !var->get_interface_type() ||
+             var->data.mode != ir_var_shader_storage)
+            continue;
+
+         const glsl_type *iface = var->get_interface_type();
+
+         if (strcmp(interface_name, iface->name) != 0)
+            continue;
+
+         for (unsigned i = 0; i < iface->length; i++) {
+            const glsl_struct_field *field = &iface->fields.structure[i];
+            if (strcmp(field->name, var_name) != 0)
+               continue;
+
+            array_stride = get_array_stride(uni, iface, field, interface_name,
+                                            var_name, use_std430_as_default);
+            array_size = get_array_size(uni, field, interface_name, var_name);
+            goto write_top_level_array_size_and_stride;
+         }
+      }
    }
+write_top_level_array_size_and_stride:
+   free(interface_name);
+   free(var_name);
+   uni->top_level_array_stride = array_stride;
+   uni->top_level_array_size = array_size;
 }
 
 void
-program_resource_visitor::process(const glsl_type *type, const char *name)
+program_resource_visitor::process(const glsl_type *type, const char *name,
+                                  bool use_std430_as_default)
 {
-   assert(type->without_array()->is_record()
+   assert(type->without_array()->is_struct()
           || type->without_array()->is_interface());
 
    unsigned record_array_count = 1;
    char *name_copy = ralloc_strdup(NULL, name);
-   unsigned packing = type->interface_packing;
+
+   enum glsl_interface_packing packing =
+      type->get_internal_ifc_packing(use_std430_as_default);
 
    recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
-             record_array_count);
+             record_array_count, NULL);
    ralloc_free(name_copy);
 }
 
 void
-program_resource_visitor::process(ir_variable *var)
+program_resource_visitor::process(ir_variable *var, bool use_std430_as_default)
+{
+   const glsl_type *t =
+      var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
+   process(var, t, use_std430_as_default);
+}
+
+void
+program_resource_visitor::process(ir_variable *var, const glsl_type *var_type,
+                                  bool use_std430_as_default)
 {
    unsigned record_array_count = 1;
-   const glsl_type *t = var->type;
-   const glsl_type *t_without_array = var->type->without_array();
    const bool row_major =
       var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
 
-   const unsigned packing = var->get_interface_type() ?
-      var->get_interface_type()->interface_packing :
-      var->type->interface_packing;
+   enum glsl_interface_packing packing = var->get_interface_type() ?
+      var->get_interface_type()->
+         get_internal_ifc_packing(use_std430_as_default) :
+      var->type->get_internal_ifc_packing(use_std430_as_default);
+
+   const glsl_type *t = var_type;
+   const glsl_type *t_without_array = t->without_array();
 
    /* false is always passed for the row_major parameter to the other
     * processing functions because no information is available to do
     * otherwise.  See the warning in linker.h.
     */
-
-   /* Only strdup the name if we actually will need to modify it. */
-   if (var->data.from_named_ifc_block_array) {
-      /* lower_named_interface_blocks created this variable by lowering an
-       * interface block array to an array variable.  For example if the
-       * original source code was:
-       *
-       *     out Blk { vec4 bar } foo[3];
-       *
-       * Then the variable is now:
-       *
-       *     out vec4 bar[3];
-       *
-       * We need to visit each array element using the names constructed like
-       * so:
-       *
-       *     Blk[0].bar
-       *     Blk[1].bar
-       *     Blk[2].bar
-       */
-      assert(t->is_array());
-      const glsl_type *ifc_type = var->get_interface_type();
-      char *name = ralloc_strdup(NULL, ifc_type->name);
-      size_t name_length = strlen(name);
-      for (unsigned i = 0; i < t->length; i++) {
-         size_t new_length = name_length;
-         ralloc_asprintf_rewrite_tail(&name, &new_length, "[%u].%s", i,
-                                      var->name);
-         /* Note: row_major is only meaningful for uniform blocks, and
-          * lowering is only applied to non-uniform interface blocks, so we
-          * can safely pass false for row_major.
-          */
-         recursion(var->type, &name, new_length, row_major, NULL, packing,
-                   false, record_array_count);
-      }
-      ralloc_free(name);
-   } else if (var->data.from_named_ifc_block_nonarray) {
-      /* lower_named_interface_blocks created this variable by lowering a
-       * named interface block (non-array) to an ordinary variable.  For
-       * example if the original source code was:
-       *
-       *     out Blk { vec4 bar } foo;
-       *
-       * Then the variable is now:
-       *
-       *     out vec4 bar;
-       *
-       * We need to visit this variable using the name:
-       *
-       *     Blk.bar
-       */
-      const glsl_type *ifc_type = var->get_interface_type();
-      char *name = ralloc_asprintf(NULL, "%s.%s", ifc_type->name, var->name);
-      /* Note: row_major is only meaningful for uniform blocks, and lowering
-       * is only applied to non-uniform interface blocks, so we can safely
-       * pass false for row_major.
-       */
-      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
-                false, record_array_count);
-      ralloc_free(name);
-   } else if (t_without_array->is_record() ||
+   if (t_without_array->is_struct() ||
               (t->is_array() && t->fields.array->is_array())) {
       char *name = ralloc_strdup(NULL, var->name);
       recursion(var->type, &name, strlen(name), row_major, NULL, packing,
-                false, record_array_count);
+                false, record_array_count, NULL);
       ralloc_free(name);
    } else if (t_without_array->is_interface()) {
       char *name = ralloc_strdup(NULL, t_without_array->name);
-      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
-                false, record_array_count);
+      const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
+         &t_without_array->
+            fields.structure[t_without_array->field_index(var->name)] : NULL;
+
+      recursion(t, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count, ifc_member);
       ralloc_free(name);
    } else {
       this->set_record_array_count(record_array_count);
@@ -170,9 +328,10 @@ void
 program_resource_visitor::recursion(const glsl_type *t, char **name,
                                     size_t name_length, bool row_major,
                                     const glsl_type *record_type,
-                                    const unsigned packing,
+                                    const enum glsl_interface_packing packing,
                                     bool last_field,
-                                    unsigned record_array_count)
+                                    unsigned record_array_count,
+                                    const glsl_struct_field *named_ifc_member)
 {
    /* Records need to have each field processed individually.
     *
@@ -180,19 +339,24 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
     * individually, then each field of the resulting array elements processed
     * individually.
     */
-   if (t->is_record() || t->is_interface()) {
-      if (record_type == NULL && t->is_record())
+   if (t->is_interface() && named_ifc_member) {
+      ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
+                                   named_ifc_member->name);
+      recursion(named_ifc_member->type, name, name_length, row_major, NULL,
+                packing, false, record_array_count, NULL);
+   } else if (t->is_struct() || t->is_interface()) {
+      if (record_type == NULL && t->is_struct())
          record_type = t;
 
-      if (t->is_record())
+      if (t->is_struct())
          this->enter_record(t, *name, row_major, packing);
 
       for (unsigned i = 0; i < t->length; i++) {
-        const char *field = t->fields.structure[i].name;
-        size_t new_length = name_length;
+         const char *field = t->fields.structure[i].name;
+         size_t new_length = name_length;
 
-         if (t->fields.structure[i].type->is_record())
-            this->visit_field(&t->fields.structure[i]);
+         if (t->is_interface() && t->fields.structure[i].offset != -1)
+            this->set_buffer_offset(t->fields.structure[i].offset);
 
          /* Append '.field' to the current variable name. */
          if (name_length == 0) {
@@ -220,7 +384,7 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
                    field_row_major,
                    record_type,
                    packing,
-                   (i + 1) == t->length, record_array_count);
+                   (i + 1) == t->length, record_array_count, NULL);
 
          /* Only the first leaf-field of the record gets called with the
           * record type pointer.
@@ -228,34 +392,37 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
          record_type = NULL;
       }
 
-      if (t->is_record()) {
+      if (t->is_struct()) {
          (*name)[name_length] = '\0';
          this->leave_record(t, *name, row_major, packing);
       }
-   } else if (t->without_array()->is_record() ||
+   } else if (t->without_array()->is_struct() ||
               t->without_array()->is_interface() ||
               (t->is_array() && t->fields.array->is_array())) {
-      if (record_type == NULL && t->fields.array->is_record())
+      if (record_type == NULL && t->fields.array->is_struct())
          record_type = t->fields.array;
 
       unsigned length = t->length;
+
       /* Shader storage block unsized arrays: add subscript [0] to variable
-       * names */
+       * names.
+       */
       if (t->is_unsized_array())
          length = 1;
 
       record_array_count *= length;
 
       for (unsigned i = 0; i < length; i++) {
-        size_t new_length = name_length;
+         size_t new_length = name_length;
 
-        /* Append the subscript to the current variable name */
-        ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
+         /* Append the subscript to the current variable name */
+         ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
 
          recursion(t->fields.array, name, new_length, row_major,
                    record_type,
                    packing,
-                   (i + 1) == t->length, record_array_count);
+                   (i + 1) == t->length, record_array_count,
+                   named_ifc_member);
 
          /* Only the first leaf-field of the record gets called with the
           * record type pointer.
@@ -269,31 +436,19 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
 }
 
 void
-program_resource_visitor::visit_field(const glsl_type *type, const char *name,
-                                      bool row_major,
-                                      const glsl_type *,
-                                      const unsigned,
-                                      bool /* last_field */)
-{
-   visit_field(type, name, row_major);
-}
-
-void
-program_resource_visitor::visit_field(const glsl_struct_field *field)
+program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
+                                       const enum glsl_interface_packing)
 {
-   (void) field;
-   /* empty */
 }
 
 void
-program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
-                                       const unsigned)
+program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
+                                       const enum glsl_interface_packing)
 {
 }
 
 void
-program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
-                                       const unsigned)
+program_resource_visitor::set_buffer_offset(unsigned)
 {
 }
 
@@ -317,12 +472,14 @@ namespace {
 class count_uniform_size : public program_resource_visitor {
 public:
    count_uniform_size(struct string_to_uint_map *map,
-                      struct string_to_uint_map *hidden_map)
+                      struct string_to_uint_map *hidden_map,
+                      bool use_std430_as_default)
       : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
         num_shader_samplers(0), num_shader_images(0),
         num_shader_uniform_components(0), num_shader_subroutines(0),
-        is_ubo_var(false), is_shader_storage(false), map(map),
-        hidden_map(hidden_map)
+        is_buffer_block(false), is_shader_storage(false), map(map),
+        hidden_map(hidden_map), current_var(NULL),
+        use_std430_as_default(use_std430_as_default)
    {
       /* empty */
    }
@@ -338,13 +495,14 @@ public:
    void process(ir_variable *var)
    {
       this->current_var = var;
-      this->is_ubo_var = var->is_in_buffer_block();
+      this->is_buffer_block = var->is_in_buffer_block();
       this->is_shader_storage = var->is_in_shader_storage_block();
       if (var->is_interface_instance())
          program_resource_visitor::process(var->get_interface_type(),
-                                           var->get_interface_type()->name);
+                                           var->get_interface_type()->name,
+                                           use_std430_as_default);
       else
-         program_resource_visitor::process(var);
+         program_resource_visitor::process(var, use_std430_as_default);
    }
 
    /**
@@ -379,55 +537,60 @@ public:
     */
    unsigned num_shader_subroutines;
 
-   bool is_ubo_var;
+   bool is_buffer_block;
    bool is_shader_storage;
 
    struct string_to_uint_map *map;
 
 private:
    virtual void visit_field(const glsl_type *type, const char *name,
-                            bool row_major)
+                            bool /* row_major */,
+                            const glsl_type * /* record_type */,
+                            const enum glsl_interface_packing,
+                            bool /* last_field */)
    {
-      assert(!type->without_array()->is_record());
+      assert(!type->without_array()->is_struct());
       assert(!type->without_array()->is_interface());
       assert(!(type->is_array() && type->fields.array->is_array()));
 
-      (void) row_major;
-
       /* Count the number of samplers regardless of whether the uniform is
        * already in the hash table.  The hash table prevents adding the same
        * uniform for multiple shader targets, but in this case we want to
        * count it for each shader target.
        */
-      const unsigned values = values_for_type(type);
+      const unsigned values = type->component_slots();
       if (type->contains_subroutine()) {
          this->num_shader_subroutines += values;
-      } else if (type->contains_sampler()) {
-         this->num_shader_samplers += values;
-      } else if (type->contains_image()) {
-         this->num_shader_images += values;
+      } else if (type->contains_sampler() && !current_var->data.bindless) {
+         /* Samplers (bound or bindless) are counted as two components as
+          * specified by ARB_bindless_texture. */
+         this->num_shader_samplers += values / 2;
+      } else if (type->contains_image() && !current_var->data.bindless) {
+         /* Images (bound or bindless) are counted as two components as
+          * specified by ARB_bindless_texture. */
+         this->num_shader_images += values / 2;
 
          /* As drivers are likely to represent image uniforms as
           * scalar indices, count them against the limit of uniform
           * components in the default block.  The spec allows image
           * uniforms to use up no more than one scalar slot.
           */
-         if(!is_shader_storage)
+         if (!is_shader_storage)
             this->num_shader_uniform_components += values;
       } else {
-        /* Accumulate the total number of uniform slots used by this shader.
-         * Note that samplers do not count against this limit because they
-         * don't use any storage on current hardware.
-         */
-        if (!is_ubo_var && !is_shader_storage)
-           this->num_shader_uniform_components += values;
+         /* Accumulate the total number of uniform slots used by this shader.
+          * Note that samplers do not count against this limit because they
+          * don't use any storage on current hardware.
+          */
+         if (!is_buffer_block)
+            this->num_shader_uniform_components += values;
       }
 
       /* If the uniform is already in the map, there's nothing more to do.
        */
       unsigned id;
       if (this->map->get(id, name))
-        return;
+         return;
 
       if (this->current_var->data.how_declared == ir_var_hidden) {
          this->hidden_map->put(this->num_hidden_uniforms, name);
@@ -441,7 +604,9 @@ private:
        * uniforms.
        */
       this->num_active_uniforms++;
-      this->num_values += values;
+
+      if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
+         this->num_values += values;
    }
 
    struct string_to_uint_map *hidden_map;
@@ -450,10 +615,54 @@ private:
     * Current variable being processed.
     */
    ir_variable *current_var;
+
+   bool use_std430_as_default;
 };
 
 } /* anonymous namespace */
 
+unsigned
+link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
+                             enum glsl_interface_packing packing)
+{
+   const unsigned N = matrix->is_double() ? 8 : 4;
+   const unsigned items =
+      row_major ? matrix->matrix_columns : matrix->vector_elements;
+
+   assert(items <= 4);
+
+   /* Matrix stride for std430 mat2xY matrices are not rounded up to
+    * vec4 size.
+    *
+    * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
+    * says:
+    *
+    *    2. If the member is a two- or four-component vector with components
+    *       consuming N basic machine units, the base alignment is 2N or 4N,
+    *       respectively.
+    *    ...
+    *    4. If the member is an array of scalars or vectors, the base
+    *       alignment and array stride are set to match the base alignment of
+    *       a single array element, according to rules (1), (2), and (3), and
+    *       rounded up to the base alignment of a vec4.
+    *    ...
+    *    7. If the member is a row-major matrix with C columns and R rows, the
+    *       matrix is stored identically to an array of R row vectors with C
+    *       components each, according to rule (4).
+    *    ...
+    *
+    *    When using the std430 storage layout, shader storage blocks will be
+    *    laid out in buffer storage identically to uniform and shader storage
+    *    blocks using the std140 layout, except that the base alignment and
+    *    stride of arrays of scalars and vectors in rule 4 and of structures
+    *    in rule 9 are not rounded up a multiple of the base alignment of a
+    *    vec4.
+    */
+   return packing == GLSL_INTERFACE_PACKING_STD430
+      ? (items < 3 ? items * N : glsl_align(items * N, 16))
+      : glsl_align(items * N, 16);
+}
+
 /**
  * Class to help parcel out pieces of backing storage to uniforms
  *
@@ -471,13 +680,24 @@ private:
  */
 class parcel_out_uniform_storage : public program_resource_visitor {
 public:
-   parcel_out_uniform_storage(struct string_to_uint_map *map,
-                             struct gl_uniform_storage *uniforms,
-                             union gl_constant_value *values)
-      : map(map), uniforms(uniforms), values(values)
+   parcel_out_uniform_storage(struct gl_shader_program *prog,
+                              struct string_to_uint_map *map,
+                              struct gl_uniform_storage *uniforms,
+                              union gl_constant_value *values,
+                              bool use_std430_as_default)
+      : prog(prog), map(map), uniforms(uniforms),
+        use_std430_as_default(use_std430_as_default), values(values),
+        bindless_targets(NULL), bindless_access(NULL),
+        shader_storage_blocks_write_access(0)
    {
    }
 
+   virtual ~parcel_out_uniform_storage()
+   {
+      free(this->bindless_targets);
+      free(this->bindless_access);
+   }
+
    void start_shader(gl_shader_stage shader_type)
    {
       assert(shader_type < MESA_SHADER_STAGES);
@@ -490,39 +710,74 @@ public:
       this->next_subroutine = 0;
       this->record_array_count = 1;
       memset(this->targets, 0, sizeof(this->targets));
+
+      this->num_bindless_samplers = 0;
+      this->next_bindless_sampler = 0;
+      free(this->bindless_targets);
+      this->bindless_targets = NULL;
+
+      this->num_bindless_images = 0;
+      this->next_bindless_image = 0;
+      free(this->bindless_access);
+      this->bindless_access = NULL;
+      this->shader_storage_blocks_write_access = 0;
    }
 
-   void set_and_process(struct gl_shader_program *prog,
-                       ir_variable *var)
+   void set_and_process(ir_variable *var)
    {
       current_var = var;
       field_counter = 0;
       this->record_next_sampler = new string_to_uint_map;
+      this->record_next_bindless_sampler = new string_to_uint_map;
+      this->record_next_image = new string_to_uint_map;
+      this->record_next_bindless_image = new string_to_uint_map;
 
-      ubo_block_index = -1;
+      buffer_block_index = -1;
       if (var->is_in_buffer_block()) {
-         if (var->is_interface_instance() && var->type->is_array()) {
+         struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
+            prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
+         unsigned num_blks = var->is_in_shader_storage_block() ?
+            prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
+         bool is_interface_array =
+            var->is_interface_instance() && var->type->is_array();
+
+         if (is_interface_array) {
             unsigned l = strlen(var->get_interface_type()->name);
 
-            for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
-               if (strncmp(var->get_interface_type()->name,
-                           prog->BufferInterfaceBlocks[i].Name,
-                           l) == 0
-                   && prog->BufferInterfaceBlocks[i].Name[l] == '[') {
-                  ubo_block_index = i;
+            for (unsigned i = 0; i < num_blks; i++) {
+               if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
+                   == 0 && blks[i].Name[l] == '[') {
+                  buffer_block_index = i;
                   break;
                }
             }
          } else {
-            for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
-               if (strcmp(var->get_interface_type()->name,
-                          prog->BufferInterfaceBlocks[i].Name) == 0) {
-                  ubo_block_index = i;
+            for (unsigned i = 0; i < num_blks; i++) {
+               if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
+                  buffer_block_index = i;
                   break;
                }
-           }
-        }
-        assert(ubo_block_index != -1);
+            }
+         }
+         assert(buffer_block_index != -1);
+
+         if (var->is_in_shader_storage_block() &&
+             !var->data.memory_read_only) {
+            unsigned array_size = is_interface_array ?
+                                     var->type->array_size() : 1;
+
+            STATIC_ASSERT(MAX_SHADER_STORAGE_BUFFERS <= 32);
+
+            /* Shaders that use too many SSBOs will fail to compile, which
+             * we don't care about.
+             *
+             * This is true for shaders that do not use too many SSBOs:
+             */
+            if (buffer_block_index + array_size <= 32) {
+               shader_storage_blocks_write_access |=
+                  u_bit_consecutive(buffer_block_index, array_size);
+            }
+         }
 
          /* Uniform blocks that were specified with an instance name must be
           * handled a little bit differently.  The name of the variable is the
@@ -533,10 +788,11 @@ public:
          if (var->is_interface_instance()) {
             ubo_byte_offset = 0;
             process(var->get_interface_type(),
-                    var->get_interface_type()->name);
+                    var->get_interface_type()->name,
+                    use_std430_as_default);
          } else {
             const struct gl_uniform_block *const block =
-               &prog->BufferInterfaceBlocks[ubo_block_index];
+               &blks[buffer_block_index];
 
             assert(var->data.location != -1);
 
@@ -544,7 +800,7 @@ public:
                &block->Uniforms[var->data.location];
 
             ubo_byte_offset = ubo_var->Offset;
-            process(var);
+            process(var, use_std430_as_default);
          }
       } else {
          /* Store any explicit location and reset data location so we can
@@ -553,101 +809,167 @@ public:
          this->explicit_location = current_var->data.location;
          current_var->data.location = -1;
 
-         process(var);
+         process(var, use_std430_as_default);
       }
       delete this->record_next_sampler;
+      delete this->record_next_bindless_sampler;
+      delete this->record_next_image;
+      delete this->record_next_bindless_image;
    }
 
-   int ubo_block_index;
+   int buffer_block_index;
    int ubo_byte_offset;
    gl_shader_stage shader_type;
 
 private:
+   bool set_opaque_indices(const glsl_type *base_type,
+                           struct gl_uniform_storage *uniform,
+                           const char *name, unsigned &next_index,
+                           struct string_to_uint_map *record_next_index)
+   {
+      assert(base_type->is_sampler() || base_type->is_image());
+
+      if (this->record_array_count > 1) {
+         unsigned inner_array_size = MAX2(1, uniform->array_elements);
+         char *name_copy = ralloc_strdup(NULL, name);
+
+         /* Remove all array subscripts from the sampler/image name */
+         char *str_start;
+         const char *str_end;
+         while((str_start = strchr(name_copy, '[')) &&
+               (str_end = strchr(name_copy, ']'))) {
+            memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
+         }
+
+         unsigned index = 0;
+         if (record_next_index->get(index, name_copy)) {
+            /* In this case, we've already seen this uniform so we just use the
+             * next sampler/image index recorded the last time we visited.
+             */
+            uniform->opaque[shader_type].index = index;
+            index = inner_array_size + uniform->opaque[shader_type].index;
+            record_next_index->put(index, name_copy);
+
+            ralloc_free(name_copy);
+            /* Return as everything else has already been initialised in a
+             * previous pass.
+             */
+            return false;
+         } else {
+            /* We've never seen this uniform before so we need to allocate
+             * enough indices to store it.
+             *
+             * Nested struct arrays behave like arrays of arrays so we need to
+             * increase the index by the total number of elements of the
+             * sampler/image in case there is more than one sampler/image
+             * inside the structs. This allows the offset to be easily
+             * calculated for indirect indexing.
+             */
+            uniform->opaque[shader_type].index = next_index;
+            next_index += inner_array_size * this->record_array_count;
+
+            /* Store the next index for future passes over the struct array
+             */
+            index = uniform->opaque[shader_type].index + inner_array_size;
+            record_next_index->put(index, name_copy);
+            ralloc_free(name_copy);
+         }
+      } else {
+         /* Increment the sampler/image by 1 for non-arrays and by the number
+          * of array elements for arrays.
+          */
+         uniform->opaque[shader_type].index = next_index;
+         next_index += MAX2(1, uniform->array_elements);
+      }
+      return true;
+   }
+
    void handle_samplers(const glsl_type *base_type,
                         struct gl_uniform_storage *uniform, const char *name)
    {
       if (base_type->is_sampler()) {
          uniform->opaque[shader_type].active = true;
 
-         /* Handle multiple samplers inside struct arrays */
-         if (this->record_array_count > 1) {
-            unsigned inner_array_size = MAX2(1, uniform->array_elements);
-            char *name_copy = ralloc_strdup(NULL, name);
-
-            /* Remove all array subscripts from the sampler name */
-            char *str_start;
-            const char *str_end;
-            while((str_start = strchr(name_copy, '[')) &&
-                  (str_end = strchr(name_copy, ']'))) {
-               memmove(str_start, str_end + 1, 1 + strlen(str_end));
-            }
-
-            unsigned index = 0;
-            if (this->record_next_sampler->get(index, name_copy)) {
-               /* In this case, we've already seen this uniform so we just use
-                * the next sampler index recorded the last time we visited.
-                */
-               uniform->opaque[shader_type].index = index;
-               index = inner_array_size + uniform->opaque[shader_type].index;
-               this->record_next_sampler->put(index, name_copy);
+         const gl_texture_index target = base_type->sampler_index();
+         const unsigned shadow = base_type->sampler_shadow;
 
-               ralloc_free(name_copy);
-               /* Return as everything else has already been initialised in a
-                * previous pass.
-                */
+         if (current_var->data.bindless) {
+            if (!set_opaque_indices(base_type, uniform, name,
+                                    this->next_bindless_sampler,
+                                    this->record_next_bindless_sampler))
                return;
-            } else {
-               /* We've never seen this uniform before so we need to allocate
-                * enough indices to store it.
-                *
-                * Nested struct arrays behave like arrays of arrays so we need
-                * to increase the index by the total number of elements of the
-                * sampler in case there is more than one sampler inside the
-                * structs. This allows the offset to be easily calculated for
-                * indirect indexing.
-                */
-               uniform->opaque[shader_type].index = this->next_sampler;
-               this->next_sampler +=
-                  inner_array_size * this->record_array_count;
 
-               /* Store the next index for future passes over the struct array
-                */
-               index = uniform->opaque[shader_type].index + inner_array_size;
-               this->record_next_sampler->put(index, name_copy);
-               ralloc_free(name_copy);
+            this->num_bindless_samplers = this->next_bindless_sampler;
+
+            this->bindless_targets = (gl_texture_index *)
+               realloc(this->bindless_targets,
+                       this->num_bindless_samplers * sizeof(gl_texture_index));
+
+            for (unsigned i = uniform->opaque[shader_type].index;
+                 i < this->num_bindless_samplers;
+                 i++) {
+               this->bindless_targets[i] = target;
             }
          } else {
-            /* Increment the sampler by 1 for non-arrays and by the number of
-             * array elements for arrays.
-             */
-            uniform->opaque[shader_type].index = this->next_sampler;
-            this->next_sampler += MAX2(1, uniform->array_elements);
-         }
+            if (!set_opaque_indices(base_type, uniform, name,
+                                    this->next_sampler,
+                                    this->record_next_sampler))
+               return;
 
-         const gl_texture_index target = base_type->sampler_index();
-         const unsigned shadow = base_type->sampler_shadow;
-         for (unsigned i = uniform->opaque[shader_type].index;
-              i < MIN2(this->next_sampler, MAX_SAMPLERS);
-              i++) {
-            this->targets[i] = target;
-            this->shader_samplers_used |= 1U << i;
-            this->shader_shadow_samplers |= shadow << i;
+            for (unsigned i = uniform->opaque[shader_type].index;
+                 i < MIN2(this->next_sampler, MAX_SAMPLERS);
+                 i++) {
+               this->targets[i] = target;
+               this->shader_samplers_used |= 1U << i;
+               this->shader_shadow_samplers |= shadow << i;
+            }
          }
       }
    }
 
    void handle_images(const glsl_type *base_type,
-                      struct gl_uniform_storage *uniform)
+                      struct gl_uniform_storage *uniform, const char *name)
    {
       if (base_type->is_image()) {
-         uniform->opaque[shader_type].index = this->next_image;
          uniform->opaque[shader_type].active = true;
 
-         /* Increment the image index by 1 for non-arrays and by the
-          * number of array elements for arrays.
-          */
-         this->next_image += MAX2(1, uniform->array_elements);
+         /* Set image access qualifiers */
+         const GLenum access =
+            current_var->data.memory_read_only ?
+            (current_var->data.memory_write_only ? GL_NONE :
+                                                   GL_READ_ONLY) :
+            (current_var->data.memory_write_only ? GL_WRITE_ONLY :
+                                                   GL_READ_WRITE);
+
+         if (current_var->data.bindless) {
+            if (!set_opaque_indices(base_type, uniform, name,
+                                    this->next_bindless_image,
+                                    this->record_next_bindless_image))
+               return;
+
+            this->num_bindless_images = this->next_bindless_image;
 
+            this->bindless_access = (GLenum *)
+               realloc(this->bindless_access,
+                       this->num_bindless_images * sizeof(GLenum));
+
+            for (unsigned i = uniform->opaque[shader_type].index;
+                 i < this->num_bindless_images;
+                 i++) {
+               this->bindless_access[i] = access;
+            }
+         } else {
+            if (!set_opaque_indices(base_type, uniform, name,
+                                    this->next_image,
+                                    this->record_next_image))
+               return;
+
+            for (unsigned i = uniform->opaque[shader_type].index;
+                 i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
+                 i++) {
+               prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
+            }
+         }
       }
    }
 
@@ -658,6 +980,8 @@ private:
          uniform->opaque[shader_type].index = this->next_subroutine;
          uniform->opaque[shader_type].active = true;
 
+         prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++;
+
          /* Increment the subroutine index by 1 for non-arrays and by the
           * number of array elements for arrays.
           */
@@ -666,24 +990,22 @@ private:
       }
    }
 
-   virtual void set_record_array_count(unsigned record_array_count)
+   virtual void set_buffer_offset(unsigned offset)
    {
-      this->record_array_count = record_array_count;
+      this->ubo_byte_offset = offset;
    }
 
-   virtual void visit_field(const glsl_type *type, const char *name,
-                            bool row_major)
+   virtual void set_record_array_count(unsigned record_array_count)
    {
-      (void) type;
-      (void) name;
-      (void) row_major;
-      assert(!"Should not get here.");
+      this->record_array_count = record_array_count;
    }
 
    virtual void enter_record(const glsl_type *type, const char *,
-                             bool row_major, const unsigned packing) {
-      assert(type->is_record());
-      if (this->ubo_block_index == -1)
+                             bool row_major,
+                             const enum glsl_interface_packing packing)
+   {
+      assert(type->is_struct());
+      if (this->buffer_block_index == -1)
          return;
       if (packing == GLSL_INTERFACE_PACKING_STD430)
          this->ubo_byte_offset = glsl_align(
@@ -694,9 +1016,11 @@ private:
    }
 
    virtual void leave_record(const glsl_type *type, const char *,
-                             bool row_major, const unsigned packing) {
-      assert(type->is_record());
-      if (this->ubo_block_index == -1)
+                             bool row_major,
+                             const enum glsl_interface_packing packing)
+   {
+      assert(type->is_struct());
+      if (this->buffer_block_index == -1)
          return;
       if (packing == GLSL_INTERFACE_PACKING_STD430)
          this->ubo_byte_offset = glsl_align(
@@ -707,11 +1031,11 @@ private:
    }
 
    virtual void visit_field(const glsl_type *type, const char *name,
-                            bool row_major, const glsl_type *record_type,
-                            const unsigned packing,
+                            bool row_major, const glsl_type * /* record_type */,
+                            const enum glsl_interface_packing packing,
                             bool /* last_field */)
    {
-      assert(!type->without_array()->is_record());
+      assert(!type->without_array()->is_struct());
       assert(!type->without_array()->is_interface());
       assert(!(type->is_array() && type->fields.array->is_array()));
 
@@ -720,30 +1044,33 @@ private:
       assert(found);
 
       if (!found)
-        return;
+         return;
 
       const glsl_type *base_type;
       if (type->is_array()) {
-        this->uniforms[id].array_elements = type->length;
-        base_type = type->fields.array;
+         this->uniforms[id].array_elements = type->length;
+         base_type = type->fields.array;
       } else {
-        this->uniforms[id].array_elements = 0;
-        base_type = type;
+         this->uniforms[id].array_elements = 0;
+         base_type = type;
       }
 
       /* Initialise opaque data */
       this->uniforms[id].opaque[shader_type].index = ~0;
       this->uniforms[id].opaque[shader_type].active = false;
 
+      if (current_var->data.used || base_type->is_subroutine())
+         this->uniforms[id].active_shader_mask |= 1 << shader_type;
+
       /* This assigns uniform indices to sampler and image uniforms. */
       handle_samplers(base_type, &this->uniforms[id], name);
-      handle_images(base_type, &this->uniforms[id]);
+      handle_images(base_type, &this->uniforms[id], name);
       handle_subroutines(base_type, &this->uniforms[id]);
 
       /* For array of arrays or struct arrays the base location may have
        * already been set so don't set it again.
        */
-      if (ubo_block_index == -1 && current_var->data.location == -1) {
+      if (buffer_block_index == -1 && current_var->data.location == -1) {
          current_var->data.location = id;
       }
 
@@ -760,7 +1087,7 @@ private:
       /* Assign explicit locations. */
       if (current_var->data.explicit_location) {
          /* Set sequential locations for struct fields. */
-         if (current_var->type->without_array()->is_record() ||
+         if (current_var->type->without_array()->is_struct() ||
              current_var->type->is_array_of_arrays()) {
             const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
             this->uniforms[id].remap_location =
@@ -776,7 +1103,6 @@ private:
 
       this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
       this->uniforms[id].type = base_type;
-      this->uniforms[id].initialized = 0;
       this->uniforms[id].num_driver_storage = 0;
       this->uniforms[id].driver_storage = NULL;
       this->uniforms[id].atomic_buffer_index = -1;
@@ -784,15 +1110,18 @@ private:
          current_var->data.how_declared == ir_var_hidden;
       this->uniforms[id].builtin = is_gl_identifier(name);
 
-      /* Do not assign storage if the uniform is builtin */
-      if (!this->uniforms[id].builtin)
-         this->uniforms[id].storage = this->values;
-
       this->uniforms[id].is_shader_storage =
          current_var->is_in_shader_storage_block();
+      this->uniforms[id].is_bindless = current_var->data.bindless;
+
+      /* Do not assign storage if the uniform is a builtin or buffer object */
+      if (!this->uniforms[id].builtin &&
+          !this->uniforms[id].is_shader_storage &&
+          this->buffer_block_index == -1)
+         this->uniforms[id].storage = this->values;
 
-      if (this->ubo_block_index != -1) {
-         this->uniforms[id].block_index = this->ubo_block_index;
+      if (this->buffer_block_index != -1) {
+         this->uniforms[id].block_index = this->buffer_block_index;
 
          unsigned alignment = type->std140_base_alignment(row_major);
          if (packing == GLSL_INTERFACE_PACKING_STD430)
@@ -812,45 +1141,53 @@ private:
                this->uniforms[id].array_stride =
                   glsl_align(type->without_array()->std140_size(row_major),
                              16);
-        } else {
-           this->uniforms[id].array_stride = 0;
-        }
-
-        if (type->without_array()->is_matrix()) {
-            const glsl_type *matrix = type->without_array();
-            const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
-            const unsigned items =
-               row_major ? matrix->matrix_columns : matrix->vector_elements;
+         } else {
+            this->uniforms[id].array_stride = 0;
+         }
 
-            assert(items <= 4);
-            if (packing == GLSL_INTERFACE_PACKING_STD430)
-               this->uniforms[id].matrix_stride = items < 3 ? items * N :
-                                                    glsl_align(items * N, 16);
-            else
-               this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
-           this->uniforms[id].row_major = row_major;
-        } else {
-           this->uniforms[id].matrix_stride = 0;
-           this->uniforms[id].row_major = false;
-        }
+         if (type->without_array()->is_matrix()) {
+            this->uniforms[id].matrix_stride =
+               link_calculate_matrix_stride(type->without_array(),
+                                            row_major,
+                                            packing);
+            this->uniforms[id].row_major = row_major;
+         } else {
+            this->uniforms[id].matrix_stride = 0;
+            this->uniforms[id].row_major = false;
+         }
       } else {
-        this->uniforms[id].block_index = -1;
-        this->uniforms[id].offset = -1;
-        this->uniforms[id].array_stride = -1;
-        this->uniforms[id].matrix_stride = -1;
-        this->uniforms[id].row_major = false;
+         this->uniforms[id].block_index = -1;
+         this->uniforms[id].offset = -1;
+         this->uniforms[id].array_stride = -1;
+         this->uniforms[id].matrix_stride = -1;
+         this->uniforms[id].row_major = false;
       }
 
-      this->values += values_for_type(type);
+      if (!this->uniforms[id].builtin &&
+          !this->uniforms[id].is_shader_storage &&
+          this->buffer_block_index == -1)
+         this->values += type->component_slots();
+
+      calculate_array_size_and_stride(prog, &this->uniforms[id],
+                                      use_std430_as_default);
    }
 
+   /**
+    * Current program being processed.
+    */
+   struct gl_shader_program *prog;
+
    struct string_to_uint_map *map;
 
    struct gl_uniform_storage *uniforms;
    unsigned next_sampler;
+   unsigned next_bindless_sampler;
    unsigned next_image;
+   unsigned next_bindless_image;
    unsigned next_subroutine;
 
+   bool use_std430_as_default;
+
    /**
     * Field counter is used to take care that uniform structures
     * with explicit locations get sequential locations.
@@ -875,6 +1212,21 @@ private:
     */
    struct string_to_uint_map *record_next_sampler;
 
+   /* Map for temporarily storing next imager index when handling images in
+    * struct arrays.
+    */
+   struct string_to_uint_map *record_next_image;
+
+   /* Map for temporarily storing next bindless sampler index when handling
+    * bindless samplers in struct arrays.
+    */
+   struct string_to_uint_map *record_next_bindless_sampler;
+
+   /* Map for temporarily storing next bindless image index when handling
+    * bindless images in struct arrays.
+    */
+   struct string_to_uint_map *record_next_bindless_image;
+
 public:
    union gl_constant_value *values;
 
@@ -889,57 +1241,40 @@ public:
     * Mask of samplers used by the current shader stage for shadows.
     */
    unsigned shader_shadow_samplers;
-};
 
-/**
- * Merges a uniform block into an array of uniform blocks that may or
- * may not already contain a copy of it.
- *
- * Returns the index of the new block in the array.
- */
-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)
-{
-   for (unsigned int i = 0; i < *num_linked_blocks; i++) {
-      struct gl_uniform_block *old_block = &(*linked_blocks)[i];
+   /**
+    * Number of bindless samplers used by the current shader stage.
+    */
+   unsigned num_bindless_samplers;
 
-      if (strcmp(old_block->Name, new_block->Name) == 0)
-        return link_uniform_blocks_are_compatible(old_block, new_block)
-           ? i : -1;
-   }
+   /**
+    * Texture targets for bindless samplers used by the current stage.
+    */
+   gl_texture_index *bindless_targets;
 
-   *linked_blocks = reralloc(mem_ctx, *linked_blocks,
-                            struct gl_uniform_block,
-                            *num_linked_blocks + 1);
-   int linked_block_index = (*num_linked_blocks)++;
-   struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
+   /**
+    * Number of bindless images used by the current shader stage.
+    */
+   unsigned num_bindless_images;
 
-   memcpy(linked_block, new_block, sizeof(*new_block));
-   linked_block->Uniforms = ralloc_array(*linked_blocks,
-                                        struct gl_uniform_buffer_variable,
-                                        linked_block->NumUniforms);
+   /**
+    * Access types for bindless images used by the current stage.
+    */
+   GLenum *bindless_access;
 
-   memcpy(linked_block->Uniforms,
-         new_block->Uniforms,
-         sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
+   /**
+    * Bitmask of shader storage blocks not declared as read-only.
+    */
+   unsigned shader_storage_blocks_write_access;
+};
 
-   for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
-      struct gl_uniform_buffer_variable *ubo_var =
-        &linked_block->Uniforms[i];
+static bool
+variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var)
+{
+   ir_array_refcount_entry *const entry = v.get_variable_entry(var);
 
-      if (ubo_var->Name == ubo_var->IndexName) {
-         ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
-         ubo_var->IndexName = ubo_var->Name;
-      } else {
-         ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
-         ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
-      }
-   }
+   return entry->is_referenced;
 
-   return linked_block_index;
 }
 
 /**
@@ -949,18 +1284,65 @@ link_cross_validate_uniform_block(void *mem_ctx,
  * shaders).
  */
 static void
-link_update_uniform_buffer_variables(struct gl_shader *shader)
+link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
+                                     unsigned stage)
 {
+   ir_array_refcount_visitor v;
+
+   v.run(shader->ir);
+
    foreach_in_list(ir_instruction, node, shader->ir) {
       ir_variable *const var = node->as_variable();
 
-      if ((var == NULL) || !var->is_in_buffer_block())
-        continue;
+      if (var == NULL || !var->is_in_buffer_block())
+         continue;
 
       assert(var->data.mode == ir_var_uniform ||
              var->data.mode == ir_var_shader_storage);
 
+      unsigned num_blocks = var->data.mode == ir_var_uniform ?
+         shader->Program->info.num_ubos : shader->Program->info.num_ssbos;
+      struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
+         shader->Program->sh.UniformBlocks :
+         shader->Program->sh.ShaderStorageBlocks;
+
       if (var->is_interface_instance()) {
+         const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
+
+         if (entry->is_referenced) {
+            /* Since this is an interface instance, the instance type will be
+             * same as the array-stripped variable type.  If the variable type
+             * is an array, then the block names will be suffixed with [0]
+             * through [n-1].  Unlike for non-interface instances, there will
+             * not be structure types here, so the only name sentinel that we
+             * have to worry about is [.
+             */
+            assert(var->type->without_array() == var->get_interface_type());
+            const char sentinel = var->type->is_array() ? '[' : '\0';
+
+            const ptrdiff_t len = strlen(var->get_interface_type()->name);
+            for (unsigned i = 0; i < num_blocks; i++) {
+               const char *const begin = blks[i]->Name;
+               const char *const end = strchr(begin, sentinel);
+
+               if (end == NULL)
+                  continue;
+
+               if (len != (end - begin))
+                  continue;
+
+               /* Even when a match is found, do not "break" here.  This could
+                * be an array of instances, and all elements of the array need
+                * to be marked as referenced.
+                */
+               if (strncmp(begin, var->get_interface_type()->name, len) == 0 &&
+                   (!var->type->is_array() ||
+                    entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) {
+                  blks[i]->stageref |= 1U << stage;
+               }
+            }
+         }
+
          var->data.location = 0;
          continue;
       }
@@ -968,18 +1350,18 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
       bool found = false;
       char sentinel = '\0';
 
-      if (var->type->is_record()) {
+      if (var->type->is_struct()) {
          sentinel = '.';
       } else if (var->type->is_array() && (var->type->fields.array->is_array()
-                 || var->type->without_array()->is_record())) {
+                 || var->type->without_array()->is_struct())) {
          sentinel = '[';
       }
 
       const unsigned l = strlen(var->name);
-      for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
-        for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
+      for (unsigned i = 0; i < num_blocks; i++) {
+         for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
             if (sentinel) {
-               const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name;
+               const char *begin = blks[i]->Uniforms[j].Name;
                const char *end = strchr(begin, sentinel);
 
                if (end == NULL)
@@ -988,56 +1370,25 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
                if ((ptrdiff_t) l != (end - begin))
                   continue;
 
-               if (strncmp(var->name, begin, l) == 0) {
-                  found = true;
-                  var->data.location = j;
-                  break;
-               }
-            } else if (!strcmp(var->name,
-                               shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) {
-              found = true;
-              var->data.location = j;
-              break;
-           }
-        }
-        if (found)
-           break;
-      }
-      assert(found);
-   }
-}
+               found = strncmp(var->name, begin, l) == 0;
+            } else {
+               found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
+            }
 
-static void
-link_set_image_access_qualifiers(struct gl_shader_program *prog,
-                                 gl_shader *sh, unsigned shader_stage,
-                                 ir_variable *var, const glsl_type *type,
-                                 char **name, size_t name_length)
-{
-   /* Handle arrays of arrays */
-   if (type->is_array() && type->fields.array->is_array()) {
-      for (unsigned i = 0; i < type->length; i++) {
-        size_t new_length = name_length;
+            if (found) {
+               var->data.location = j;
+
+               if (variable_is_referenced(v, var))
+                  blks[i]->stageref |= 1U << stage;
 
-        /* Append the subscript to the current variable name */
-        ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
+               break;
+            }
+         }
 
-         link_set_image_access_qualifiers(prog, sh, shader_stage, var,
-                                          type->fields.array, name,
-                                          new_length);
+         if (found)
+            break;
       }
-   } else {
-      unsigned id = 0;
-      bool found = prog->UniformHash->get(id, *name);
       assert(found);
-      (void) found;
-      const gl_uniform_storage *storage = &prog->UniformStorage[id];
-      const unsigned index = storage->opaque[shader_stage].index;
-      const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
-                             var->data.image_write_only ? GL_WRITE_ONLY :
-                             GL_READ_WRITE);
-
-      for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
-         sh->ImageAccess[index + j] = access;
    }
 }
 
@@ -1057,274 +1408,360 @@ assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
    uniform_size->map->put(hidden_uniform_start + hidden_id, name);
 }
 
-void
-link_assign_uniform_locations(struct gl_shader_program *prog,
-                              unsigned int boolean_true)
+static void
+link_setup_uniform_remap_tables(struct gl_context *ctx,
+                                struct gl_shader_program *prog)
 {
-   ralloc_free(prog->UniformStorage);
-   prog->UniformStorage = NULL;
-   prog->NumUniformStorage = 0;
-
-   if (prog->UniformHash != NULL) {
-      prog->UniformHash->clear();
-   } else {
-      prog->UniformHash = new string_to_uint_map;
-   }
-
-   /* First pass: Count the uniform resources used by the user-defined
-    * uniforms.  While this happens, each active uniform will have an index
-    * assigned to it.
-    *
-    * Note: this is *NOT* the index that is returned to the application by
-    * glGetUniformLocation.
-    */
-   struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
-   count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
-   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      struct gl_shader *sh = prog->_LinkedShaders[i];
-
-      if (sh == NULL)
-        continue;
-
-      /* Uniforms that lack an initializer in the shader code have an initial
-       * value of zero.  This includes sampler uniforms.
-       *
-       * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
-       *
-       *     "The link time initial value is either the value of the variable's
-       *     initializer, if present, or 0 if no initializer is present. Sampler
-       *     types cannot have initializers."
-       */
-      memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
-      memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
-
-      link_update_uniform_buffer_variables(sh);
-
-      /* Reset various per-shader target counts.
-       */
-      uniform_size.start_shader();
-
-      foreach_in_list(ir_instruction, node, sh->ir) {
-        ir_variable *const var = node->as_variable();
-
-        if ((var == NULL) || (var->data.mode != ir_var_uniform &&
-                              var->data.mode != ir_var_shader_storage))
-           continue;
-
-        uniform_size.process(var);
-      }
-
-      sh->num_samplers = uniform_size.num_shader_samplers;
-      sh->NumImages = uniform_size.num_shader_images;
-      sh->num_uniform_components = uniform_size.num_shader_uniform_components;
-      sh->num_combined_uniform_components = sh->num_uniform_components;
-
-      for (unsigned i = 0; i < sh->NumBufferInterfaceBlocks; i++) {
-         if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) {
-           sh->num_combined_uniform_components +=
-              sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
-         }
-      }
-   }
-
-   const unsigned num_uniforms = uniform_size.num_active_uniforms;
-   const unsigned num_data_slots = uniform_size.num_values;
-   const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms;
-
-   /* assign hidden uniforms a slot id */
-   hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
-   delete hiddenUniforms;
-
-   /* On the outside chance that there were no uniforms, bail out.
-    */
-   if (num_uniforms == 0)
-      return;
-
-   struct gl_uniform_storage *uniforms =
-      rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
-   union gl_constant_value *data =
-      rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
-#ifndef NDEBUG
-   union gl_constant_value *data_end = &data[num_data_slots];
-#endif
-
-   parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
-
-   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
-        continue;
-
-      parcel.start_shader((gl_shader_stage)i);
-
-      foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
-        ir_variable *const var = node->as_variable();
-
-         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
-                               var->data.mode != ir_var_shader_storage))
-           continue;
-
-        parcel.set_and_process(prog, var);
-      }
-
-      prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
-      prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
-
-      STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
-                    sizeof(parcel.targets));
-      memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
-             sizeof(prog->_LinkedShaders[i]->SamplerTargets));
-   }
+   unsigned total_entries = prog->NumExplicitUniformLocations;
+   unsigned empty_locs = prog->NumUniformRemapTable - total_entries;
 
    /* Reserve all the explicit locations of the active uniforms. */
-   for (unsigned i = 0; i < num_uniforms; i++) {
-      if (uniforms[i].type->is_subroutine() ||
-          uniforms[i].is_shader_storage)
+   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+      if (prog->data->UniformStorage[i].type->is_subroutine() ||
+          prog->data->UniformStorage[i].is_shader_storage)
          continue;
 
-      if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
+      if (prog->data->UniformStorage[i].remap_location !=
+          UNMAPPED_UNIFORM_LOC) {
          /* How many new entries for this uniform? */
-         const unsigned entries = MAX2(1, uniforms[i].array_elements);
+         const unsigned entries =
+            MAX2(1, prog->data->UniformStorage[i].array_elements);
 
          /* Set remap table entries point to correct gl_uniform_storage. */
          for (unsigned j = 0; j < entries; j++) {
-            unsigned element_loc = uniforms[i].remap_location + j;
+            unsigned element_loc =
+               prog->data->UniformStorage[i].remap_location + j;
             assert(prog->UniformRemapTable[element_loc] ==
                    INACTIVE_UNIFORM_EXPLICIT_LOCATION);
-            prog->UniformRemapTable[element_loc] = &uniforms[i];
+            prog->UniformRemapTable[element_loc] =
+               &prog->data->UniformStorage[i];
          }
       }
    }
 
    /* Reserve locations for rest of the uniforms. */
-   for (unsigned i = 0; i < num_uniforms; i++) {
+   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
 
-      if (uniforms[i].type->is_subroutine() ||
-          uniforms[i].is_shader_storage)
+      if (prog->data->UniformStorage[i].type->is_subroutine() ||
+          prog->data->UniformStorage[i].is_shader_storage)
          continue;
 
       /* Built-in uniforms should not get any location. */
-      if (uniforms[i].builtin)
+      if (prog->data->UniformStorage[i].builtin)
          continue;
 
       /* Explicit ones have been set already. */
-      if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+      if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
          continue;
 
       /* how many new entries for this uniform? */
-      const unsigned entries = MAX2(1, uniforms[i].array_elements);
+      const unsigned entries =
+         MAX2(1, prog->data->UniformStorage[i].array_elements);
 
-      /* resize remap table to fit new entries */
-      prog->UniformRemapTable =
-         reralloc(prog,
-                  prog->UniformRemapTable,
-                  gl_uniform_storage *,
-                  prog->NumUniformRemapTable + entries);
+      /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
+      int chosen_location = -1;
+
+      if (empty_locs)
+         chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
+
+      /* Add new entries to the total amount for checking against MAX_UNIFORM-
+       * _LOCATIONS. This only applies to the default uniform block (-1),
+       * because locations of uniform block entries are not assignable.
+       */
+      if (prog->data->UniformStorage[i].block_index == -1)
+         total_entries += entries;
+
+      if (chosen_location != -1) {
+         empty_locs -= entries;
+      } else {
+         chosen_location = prog->NumUniformRemapTable;
+
+         /* resize remap table to fit new entries */
+         prog->UniformRemapTable =
+            reralloc(prog,
+                     prog->UniformRemapTable,
+                     gl_uniform_storage *,
+                     prog->NumUniformRemapTable + entries);
+         prog->NumUniformRemapTable += entries;
+      }
 
       /* set pointers for this uniform */
       for (unsigned j = 0; j < entries; j++)
-         prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
+         prog->UniformRemapTable[chosen_location + j] =
+            &prog->data->UniformStorage[i];
 
       /* set the base location in remap table for the uniform */
-      uniforms[i].remap_location = prog->NumUniformRemapTable;
+      prog->data->UniformStorage[i].remap_location = chosen_location;
+   }
+
+   /* Verify that total amount of entries for explicit and implicit locations
+    * is less than MAX_UNIFORM_LOCATIONS.
+    */
 
-      prog->NumUniformRemapTable += entries;
+   if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
+      linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
+                   "(%u > %u)", total_entries,
+                   ctx->Const.MaxUserAssignableUniformLocations);
    }
 
    /* Reserve all the explicit locations of the active subroutine uniforms. */
-   for (unsigned i = 0; i < num_uniforms; i++) {
-      if (!uniforms[i].type->is_subroutine())
+   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+      if (!prog->data->UniformStorage[i].type->is_subroutine())
          continue;
 
-      if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
+      if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
          continue;
 
-      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
-         struct gl_shader *sh = prog->_LinkedShaders[j];
-         if (!sh)
-            continue;
+      /* How many new entries for this uniform? */
+      const unsigned entries =
+         MAX2(1, prog->data->UniformStorage[i].array_elements);
 
-         if (!uniforms[i].opaque[j].active)
-            continue;
+      unsigned mask = prog->data->linked_stages;
+      while (mask) {
+         const int j = u_bit_scan(&mask);
+         struct gl_program *p = prog->_LinkedShaders[j]->Program;
 
-         /* How many new entries for this uniform? */
-         const unsigned entries = MAX2(1, uniforms[i].array_elements);
+         if (!prog->data->UniformStorage[i].opaque[j].active)
+            continue;
 
          /* Set remap table entries point to correct gl_uniform_storage. */
          for (unsigned k = 0; k < entries; k++) {
-            unsigned element_loc = uniforms[i].remap_location + k;
-            assert(sh->SubroutineUniformRemapTable[element_loc] ==
+            unsigned element_loc =
+               prog->data->UniformStorage[i].remap_location + k;
+            assert(p->sh.SubroutineUniformRemapTable[element_loc] ==
                    INACTIVE_UNIFORM_EXPLICIT_LOCATION);
-            sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
+            p->sh.SubroutineUniformRemapTable[element_loc] =
+               &prog->data->UniformStorage[i];
          }
       }
    }
 
    /* reserve subroutine locations */
-   for (unsigned i = 0; i < num_uniforms; i++) {
-
-      if (!uniforms[i].type->is_subroutine())
+   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+      if (!prog->data->UniformStorage[i].type->is_subroutine())
          continue;
-      const unsigned entries = MAX2(1, uniforms[i].array_elements);
 
-      if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+      if (prog->data->UniformStorage[i].remap_location !=
+          UNMAPPED_UNIFORM_LOC)
          continue;
-      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
-         struct gl_shader *sh = prog->_LinkedShaders[j];
-         if (!sh)
-            continue;
 
-         if (!uniforms[i].opaque[j].active)
+      const unsigned entries =
+         MAX2(1, prog->data->UniformStorage[i].array_elements);
+
+      unsigned mask = prog->data->linked_stages;
+      while (mask) {
+         const int j = u_bit_scan(&mask);
+         struct gl_program *p = prog->_LinkedShaders[j]->Program;
+
+         if (!prog->data->UniformStorage[i].opaque[j].active)
             continue;
 
-         sh->SubroutineUniformRemapTable =
-            reralloc(sh,
-                     sh->SubroutineUniformRemapTable,
+         p->sh.SubroutineUniformRemapTable =
+            reralloc(p,
+                     p->sh.SubroutineUniformRemapTable,
                      gl_uniform_storage *,
-                     sh->NumSubroutineUniformRemapTable + entries);
+                     p->sh.NumSubroutineUniformRemapTable + entries);
+
+         for (unsigned k = 0; k < entries; k++) {
+            p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
+               &prog->data->UniformStorage[i];
+         }
+         prog->data->UniformStorage[i].remap_location =
+            p->sh.NumSubroutineUniformRemapTable;
+         p->sh.NumSubroutineUniformRemapTable += entries;
+      }
+   }
+}
+
+static void
+link_assign_uniform_storage(struct gl_context *ctx,
+                            struct gl_shader_program *prog,
+                            const unsigned num_data_slots)
+{
+   /* On the outside chance that there were no uniforms, bail out.
+    */
+   if (prog->data->NumUniformStorage == 0)
+      return;
+
+   unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
+
+   union gl_constant_value *data;
+   if (prog->data->UniformStorage == NULL) {
+      prog->data->UniformStorage = rzalloc_array(prog->data,
+                                                 struct gl_uniform_storage,
+                                                 prog->data->NumUniformStorage);
+      data = rzalloc_array(prog->data->UniformStorage,
+                           union gl_constant_value, num_data_slots);
+      prog->data->UniformDataDefaults =
+         rzalloc_array(prog->data->UniformStorage,
+                       union gl_constant_value, num_data_slots);
+   } else {
+      data = prog->data->UniformDataSlots;
+   }
+
+#ifndef NDEBUG
+   union gl_constant_value *data_end = &data[num_data_slots];
+#endif
+
+   parcel_out_uniform_storage parcel(prog, prog->UniformHash,
+                                     prog->data->UniformStorage, data,
+                                     ctx->Const.UseSTD430AsDefaultPacking);
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *shader = prog->_LinkedShaders[i];
 
-         for (unsigned k = 0; k < entries; k++)
-            sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i];
-         uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable;
-         sh->NumSubroutineUniformRemapTable += entries;
+      if (!shader)
+         continue;
+
+      parcel.start_shader((gl_shader_stage)i);
+
+      foreach_in_list(ir_instruction, node, shader->ir) {
+         ir_variable *const var = node->as_variable();
+
+         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                               var->data.mode != ir_var_shader_storage))
+            continue;
+
+         parcel.set_and_process(var);
       }
+
+      shader->Program->SamplersUsed = parcel.shader_samplers_used;
+      shader->shadow_samplers = parcel.shader_shadow_samplers;
+      shader->Program->sh.ShaderStorageBlocksWriteAccess =
+         parcel.shader_storage_blocks_write_access;
+
+      if (parcel.num_bindless_samplers > 0) {
+         shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;
+         shader->Program->sh.BindlessSamplers =
+            rzalloc_array(shader->Program, gl_bindless_sampler,
+                          parcel.num_bindless_samplers);
+         for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) {
+            shader->Program->sh.BindlessSamplers[j].target =
+               parcel.bindless_targets[j];
+         }
+      }
+
+      if (parcel.num_bindless_images > 0) {
+         shader->Program->sh.NumBindlessImages = parcel.num_bindless_images;
+         shader->Program->sh.BindlessImages =
+            rzalloc_array(shader->Program, gl_bindless_image,
+                          parcel.num_bindless_images);
+         for (unsigned j = 0; j < parcel.num_bindless_images; j++) {
+            shader->Program->sh.BindlessImages[j].access =
+               parcel.bindless_access[j];
+         }
+      }
+
+      STATIC_ASSERT(ARRAY_SIZE(shader->Program->sh.SamplerTargets) ==
+                    ARRAY_SIZE(parcel.targets));
+      for (unsigned j = 0; j < ARRAY_SIZE(parcel.targets); j++)
+         shader->Program->sh.SamplerTargets[j] = parcel.targets[j];
    }
 
 #ifndef NDEBUG
-   for (unsigned i = 0; i < num_uniforms; i++) {
-      assert(uniforms[i].storage != NULL || uniforms[i].builtin);
+   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+      assert(prog->data->UniformStorage[i].storage != NULL ||
+             prog->data->UniformStorage[i].builtin ||
+             prog->data->UniformStorage[i].is_shader_storage ||
+             prog->data->UniformStorage[i].block_index != -1);
    }
 
    assert(parcel.values == data_end);
 #endif
 
-   prog->NumUniformStorage = num_uniforms;
-   prog->NumHiddenUniforms = hidden_uniforms;
-   prog->UniformStorage = uniforms;
+   link_setup_uniform_remap_tables(ctx, prog);
 
-   /**
-    * Scan the program for image uniforms and store image unit access
-    * information into the gl_shader data structure.
+   /* Set shader cache fields */
+   prog->data->NumUniformDataSlots = num_data_slots;
+   prog->data->UniformDataSlots = data;
+
+   link_set_uniform_initializers(prog, boolean_true);
+}
+
+void
+link_assign_uniform_locations(struct gl_shader_program *prog,
+                              struct gl_context *ctx)
+{
+   ralloc_free(prog->data->UniformStorage);
+   prog->data->UniformStorage = NULL;
+   prog->data->NumUniformStorage = 0;
+
+   if (prog->UniformHash != NULL) {
+      prog->UniformHash->clear();
+   } else {
+      prog->UniformHash = new string_to_uint_map;
+   }
+
+   /* First pass: Count the uniform resources used by the user-defined
+    * uniforms.  While this happens, each active uniform will have an index
+    * assigned to it.
+    *
+    * Note: this is *NOT* the index that is returned to the application by
+    * glGetUniformLocation.
     */
+   struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
+   count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms,
+                                   ctx->Const.UseSTD430AsDefaultPacking);
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      gl_shader *sh = prog->_LinkedShaders[i];
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
 
       if (sh == NULL)
-        continue;
+         continue;
+
+      link_update_uniform_buffer_variables(sh, i);
+
+      /* Reset various per-shader target counts.
+       */
+      uniform_size.start_shader();
 
       foreach_in_list(ir_instruction, node, sh->ir) {
-        ir_variable *var = node->as_variable();
+         ir_variable *const var = node->as_variable();
 
-         if (var && var->data.mode == ir_var_uniform &&
-             var->type->contains_image()) {
-            char *name_copy = ralloc_strdup(NULL, var->name);
-            link_set_image_access_qualifiers(prog, sh, i, var, var->type,
-                                             &name_copy, strlen(var->name));
-            ralloc_free(name_copy);
-         }
+         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                               var->data.mode != ir_var_shader_storage))
+            continue;
+
+         uniform_size.process(var);
+      }
+
+      if (uniform_size.num_shader_samplers >
+          ctx->Const.Program[i].MaxTextureImageUnits) {
+         linker_error(prog, "Too many %s shader texture samplers\n",
+                      _mesa_shader_stage_to_string(i));
+         continue;
+      }
+
+      if (uniform_size.num_shader_images >
+          ctx->Const.Program[i].MaxImageUniforms) {
+         linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
+                      _mesa_shader_stage_to_string(i),
+                      sh->Program->info.num_images,
+                      ctx->Const.Program[i].MaxImageUniforms);
+         continue;
+      }
+
+      sh->Program->info.num_textures = uniform_size.num_shader_samplers;
+      sh->Program->info.num_images = uniform_size.num_shader_images;
+      sh->num_uniform_components = uniform_size.num_shader_uniform_components;
+      sh->num_combined_uniform_components = sh->num_uniform_components;
+
+      for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
+         sh->num_combined_uniform_components +=
+            sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
       }
    }
 
-   link_set_uniform_initializers(prog, boolean_true);
+   if (prog->data->LinkStatus == LINKING_FAILURE) {
+      delete hiddenUniforms;
+      return;
+   }
+
+   prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
+   prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
+
+   /* assign hidden uniforms a slot id */
+   hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
+   delete hiddenUniforms;
 
-   return;
+   link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
 }