mesa: reduce the size of gl_program
[mesa.git] / src / compiler / glsl / link_uniforms.cpp
index f2fc7161f103b8a6ee47cc3522fe673aabb6d489..a73dcd472754e97a1bac56c3e38dbe7192d02660 100644 (file)
@@ -27,7 +27,7 @@
 #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"
 
 /**
  */
 #define UNMAPPED_UNIFORM_LOC ~0u
 
-/**
- * Count the backing storage requirements for a type
- */
-static unsigned
-values_for_type(const glsl_type *type)
-{
-   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();
-   }
-}
-
 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()
           || 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);
@@ -73,15 +61,16 @@ 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)
 {
    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;
@@ -143,9 +132,6 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
          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);
 
@@ -226,11 +212,6 @@ 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 +249,14 @@ 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 +276,10 @@ 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);
    }
 
    /**
@@ -351,13 +335,17 @@ 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 +392,54 @@ 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 +460,18 @@ 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)
+   {
+   }
+
+   virtual ~parcel_out_uniform_storage()
    {
+      free(this->bindless_targets);
+      free(this->bindless_access);
    }
 
    void start_shader(gl_shader_stage shader_type)
@@ -445,6 +486,16 @@ 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;
    }
 
    void set_and_process(ir_variable *var)
@@ -452,6 +503,9 @@ 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()) {
@@ -489,7 +543,8 @@ 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 +555,7 @@ 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 +564,12 @@ 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 +577,152 @@ 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 :
+            (current_var->data.memory_read_only ? GL_READ_ONLY :
+             current_var->data.memory_write_only ? GL_WRITE_ONLY :
                 GL_READ_WRITE);
 
-         const unsigned first = this->next_image;
+         if (current_var->data.bindless) {
+            if (!set_opaque_indices(base_type, uniform, name,
+                                    this->next_bindless_image,
+                                    this->record_next_bindless_image))
+               return;
 
-         /* 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->num_bindless_images = this->next_bindless_image;
 
-         for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
-            prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
+            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;
+            }
+         }
       }
    }
 
@@ -703,9 +812,11 @@ private:
       this->uniforms[id].opaque[shader_type].index = ~0;
       this->uniforms[id].opaque[shader_type].active = false;
 
+      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
@@ -753,6 +864,7 @@ 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 +898,10 @@ 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 +918,7 @@ 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();
    }
 
    /**
@@ -825,9 +930,13 @@ 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 +961,21 @@ 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 +990,27 @@ 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;
+
 };
 
 static bool
@@ -1042,12 +1187,10 @@ find_empty_block(struct gl_shader_program *prog,
 
 static void
 link_setup_uniform_remap_tables(struct gl_context *ctx,
-                                struct gl_shader_program *prog,
-                                unsigned num_explicit_uniform_locs)
+                                struct gl_shader_program *prog)
 {
-   unsigned total_entries = num_explicit_uniform_locs;
-   unsigned empty_locs =
-      prog->NumUniformRemapTable - num_explicit_uniform_locs;
+   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 < prog->data->NumUniformStorage; i++) {
@@ -1206,8 +1349,7 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
 static void
 link_assign_uniform_storage(struct gl_context *ctx,
                             struct gl_shader_program *prog,
-                            const unsigned num_data_slots,
-                            unsigned num_explicit_uniform_locs)
+                            const unsigned num_data_slots)
 {
    /* On the outside chance that there were no uniforms, bail out.
     */
@@ -1216,25 +1358,37 @@ 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 &&
@@ -1244,13 +1398,35 @@ link_assign_uniform_storage(struct gl_context *ctx,
          parcel.set_and_process(var);
       }
 
-      prog->_LinkedShaders[i]->active_samplers = 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;
+
+      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]->SamplerTargets) ==
-                    sizeof(parcel.targets));
-      memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
-             sizeof(prog->_LinkedShaders[i]->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
@@ -1264,15 +1440,18 @@ link_assign_uniform_storage(struct gl_context *ctx,
    assert(parcel.values == data_end);
 #endif
 
-   link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
+   link_setup_uniform_remap_tables(ctx, prog);
+
+   /* 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,
-                              unsigned int num_explicit_uniform_locs)
+                              struct gl_context *ctx)
 {
    ralloc_free(prog->data->UniformStorage);
    prog->data->UniformStorage = NULL;
@@ -1292,7 +1471,8 @@ 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];
 
@@ -1316,7 +1496,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
       }
 
       sh->Program->info.num_textures = uniform_size.num_shader_samplers;
-      sh->NumImages = uniform_size.num_shader_images;
+      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;
 
@@ -1333,6 +1513,5 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
    hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
    delete hiddenUniforms;
 
-   link_assign_uniform_storage(ctx, prog, uniform_size.num_values,
-                               num_explicit_uniform_locs);
+   link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
 }