nir: Use a single list for all shader variables
[mesa.git] / src / compiler / glsl / link_uniforms.cpp
index 8930d26a5ca2812e588fd420d1c8357b9c746fe3..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.h"
-#include "util/string_to_uint_map.h"
+#include "string_to_uint_map.h"
 #include "ir_array_refcount.h"
 
+#include "main/mtypes.h"
+#include "util/strndup.h"
+
 /**
  * \file link_uniforms.cpp
  * Assign locations for GLSL uniforms.
  */
 #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);
-   enum glsl_interface_packing packing = type->get_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, NULL);
@@ -73,25 +276,34 @@ program_resource_visitor::process(const glsl_type *type, const char *name)
 }
 
 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 bool row_major =
       var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
 
-   const enum glsl_interface_packing packing = var->get_interface_type() ?
-      var->get_interface_type_packing() :
-      var->type->get_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->data.from_named_ifc_block ? var->get_interface_type() : var->type;
+   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.
     */
-   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,
@@ -132,20 +344,17 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
                                    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_record() || t->is_interface()) {
-      if (record_type == NULL && t->is_record())
+   } 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;
 
-         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);
 
@@ -183,14 +392,14 @@ 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;
@@ -226,11 +435,6 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
    }
 }
 
-void
-program_resource_visitor::visit_field(const glsl_struct_field *)
-{
-}
-
 void
 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
                                        const enum glsl_interface_packing)
@@ -268,12 +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_buffer_block(false), is_shader_storage(false), map(map),
-        hidden_map(hidden_map)
+        hidden_map(hidden_map), current_var(NULL),
+        use_std430_as_default(use_std430_as_default)
    {
       /* empty */
    }
@@ -293,9 +499,10 @@ public:
       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);
    }
 
    /**
@@ -342,7 +549,7 @@ private:
                             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()));
 
@@ -351,13 +558,17 @@ private:
        * 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
@@ -404,10 +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
  *
@@ -428,9 +683,19 @@ public:
    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)
-      : prog(prog), map(map), uniforms(uniforms), values(values)
+                              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)
@@ -445,6 +710,17 @@ 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(ir_variable *var)
@@ -452,6 +728,9 @@ public:
       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;
 
       buffer_block_index = -1;
       if (var->is_in_buffer_block()) {
@@ -459,8 +738,10 @@ public:
             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 (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 < num_blks; i++) {
@@ -480,6 +761,24 @@ public:
          }
          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
           * name used to reference the uniform block instead of being the name
@@ -489,7 +788,8 @@ 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 =
                &blks[buffer_block_index];
@@ -500,7 +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
@@ -509,9 +809,12 @@ 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 buffer_block_index;
@@ -519,101 +822,154 @@ public:
    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;
 
          /* Set image access qualifiers */
          const GLenum access =
-            (current_var->data.image_read_only ? GL_READ_ONLY :
-             current_var->data.image_write_only ? GL_WRITE_ONLY :
-                GL_READ_WRITE);
+            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;
 
-         const unsigned first = this->next_image;
+            this->num_bindless_images = this->next_bindless_image;
 
-         /* 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);
+            this->bindless_access = (GLenum *)
+               realloc(this->bindless_access,
+                       this->num_bindless_images * sizeof(GLenum));
 
-         for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
-            prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
+            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;
+            }
+         }
       }
    }
 
@@ -648,7 +1004,7 @@ private:
                              bool row_major,
                              const enum glsl_interface_packing packing)
    {
-      assert(type->is_record());
+      assert(type->is_struct());
       if (this->buffer_block_index == -1)
          return;
       if (packing == GLSL_INTERFACE_PACKING_STD430)
@@ -663,7 +1019,7 @@ private:
                              bool row_major,
                              const enum glsl_interface_packing packing)
    {
-      assert(type->is_record());
+      assert(type->is_struct());
       if (this->buffer_block_index == -1)
          return;
       if (packing == GLSL_INTERFACE_PACKING_STD430)
@@ -679,7 +1035,7 @@ private:
                             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()));
 
@@ -703,9 +1059,12 @@ private:
       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
@@ -728,7 +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 =
@@ -753,6 +1112,7 @@ private:
 
       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 &&
@@ -786,17 +1146,10 @@ private:
          }
 
          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;
-
-            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].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;
@@ -813,7 +1166,10 @@ private:
       if (!this->uniforms[id].builtin &&
           !this->uniforms[id].is_shader_storage &&
           this->buffer_block_index == -1)
-         this->values += values_for_type(type);
+         this->values += type->component_slots();
+
+      calculate_array_size_and_stride(prog, &this->uniforms[id],
+                                      use_std430_as_default);
    }
 
    /**
@@ -825,9 +1181,13 @@ private:
 
    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.
@@ -852,6 +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;
 
@@ -866,6 +1241,31 @@ public:
     * Mask of samplers used by the current shader stage for shadows.
     */
    unsigned shader_shadow_samplers;
+
+   /**
+    * Number of bindless samplers used by the current shader stage.
+    */
+   unsigned num_bindless_samplers;
+
+   /**
+    * Texture targets for bindless samplers used by the current stage.
+    */
+   gl_texture_index *bindless_targets;
+
+   /**
+    * Number of bindless images used by the current shader stage.
+    */
+   unsigned num_bindless_images;
+
+   /**
+    * Access types for bindless images used by the current stage.
+    */
+   GLenum *bindless_access;
+
+   /**
+    * Bitmask of shader storage blocks not declared as read-only.
+    */
+   unsigned shader_storage_blocks_write_access;
 };
 
 static bool
@@ -950,10 +1350,10 @@ link_update_uniform_buffer_variables(struct gl_linked_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 = '[';
       }
 
@@ -1008,38 +1408,6 @@ assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
    uniform_size->map->put(hidden_uniform_start + hidden_id, name);
 }
 
-/**
- * Search through the list of empty blocks to find one that fits the current
- * uniform.
- */
-static int
-find_empty_block(struct gl_shader_program *prog,
-                 struct gl_uniform_storage *uniform)
-{
-   const unsigned entries = MAX2(1, uniform->array_elements);
-
-   foreach_list_typed(struct empty_uniform_block, block, link,
-                      &prog->EmptyUniformLocations) {
-      /* Found a block with enough slots to fit the uniform */
-      if (block->slots == entries) {
-         unsigned start = block->start;
-         exec_node_remove(&block->link);
-         ralloc_free(block);
-
-         return start;
-      /* Found a block with more slots than needed. It can still be used. */
-      } else if (block->slots > entries) {
-         unsigned start = block->start;
-         block->start += entries;
-         block->slots -= entries;
-
-         return start;
-      }
-   }
-
-   return -1;
-}
-
 static void
 link_setup_uniform_remap_tables(struct gl_context *ctx,
                                 struct gl_shader_program *prog)
@@ -1094,10 +1462,14 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
       int chosen_location = -1;
 
       if (empty_locs)
-         chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
+         chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
 
-      /* Add new entries to the total amount of entries. */
-      total_entries += entries;
+      /* 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;
@@ -1213,25 +1585,37 @@ link_assign_uniform_storage(struct gl_context *ctx,
 
    unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
 
-   prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
-                                              prog->data->NumUniformStorage);
-   union gl_constant_value *data = rzalloc_array(prog->data->UniformStorage,
-                                                 union gl_constant_value,
-                                                 num_data_slots);
+   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);
+                                     prog->data->UniformStorage, data,
+                                     ctx->Const.UseSTD430AsDefaultPacking);
 
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
+      struct gl_linked_shader *shader = prog->_LinkedShaders[i];
+
+      if (!shader)
          continue;
 
       parcel.start_shader((gl_shader_stage)i);
 
-      foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+      foreach_in_list(ir_instruction, node, shader->ir) {
          ir_variable *const var = node->as_variable();
 
          if ((var == NULL) || (var->data.mode != ir_var_uniform &&
@@ -1241,15 +1625,37 @@ link_assign_uniform_storage(struct gl_context *ctx,
          parcel.set_and_process(var);
       }
 
-      prog->_LinkedShaders[i]->Program->SamplersUsed =
-         parcel.shader_samplers_used;
-      prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+      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(sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets) ==
-                    sizeof(parcel.targets));
-      memcpy(prog->_LinkedShaders[i]->Program->sh.SamplerTargets,
-             parcel.targets,
-             sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets));
+      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
@@ -1294,7 +1700,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
     * glGetUniformLocation.
     */
    struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
-   count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
+   count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms,
+                                   ctx->Const.UseSTD430AsDefaultPacking);
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       struct gl_linked_shader *sh = prog->_LinkedShaders[i];
 
@@ -1317,6 +1724,22 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
          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;
@@ -1328,6 +1751,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
       }
    }
 
+   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;