meta: Refactor configuration of renderbuffer sampling
[mesa.git] / src / glsl / link_uniforms.cpp
index 737e2ad48a6e7db971fd49daad98aad6428b7c50..29dc0b1966c28d4257bcc02572b822c11ed01c6c 100644 (file)
 #include "program/hash_table.h"
 #include "program.h"
 
-static inline unsigned int
-align(unsigned int a, unsigned int align)
-{
-   return (a + align - 1) / align * align;
-}
-
 /**
  * \file link_uniforms.cpp
  * Assign locations for GLSL uniforms.
@@ -58,7 +52,7 @@ values_for_type(const glsl_type *type)
 }
 
 void
-uniform_field_visitor::process(const glsl_type *type, const char *name)
+program_resource_visitor::process(const glsl_type *type, const char *name)
 {
    assert(type->is_record()
           || (type->is_array() && type->fields.array->is_record())
@@ -66,12 +60,12 @@ uniform_field_visitor::process(const glsl_type *type, const char *name)
           || (type->is_array() && type->fields.array->is_interface()));
 
    char *name_copy = ralloc_strdup(NULL, name);
-   recursion(type, &name_copy, strlen(name), false);
+   recursion(type, &name_copy, strlen(name), false, NULL);
    ralloc_free(name_copy);
 }
 
 void
-uniform_field_visitor::process(ir_variable *var)
+program_resource_visitor::process(ir_variable *var)
 {
    const glsl_type *t = var->type;
 
@@ -81,26 +75,83 @@ uniform_field_visitor::process(ir_variable *var)
     */
 
    /* Only strdup the name if we actually will need to modify it. */
-   if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
+   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, false, NULL);
+      }
+      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), false, NULL);
+      ralloc_free(name);
+   } else if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
       char *name = ralloc_strdup(NULL, var->name);
-      recursion(var->type, &name, strlen(name), false);
+      recursion(var->type, &name, strlen(name), false, NULL);
       ralloc_free(name);
    } else if (t->is_interface()) {
       char *name = ralloc_strdup(NULL, var->type->name);
-      recursion(var->type, &name, strlen(name), false);
+      recursion(var->type, &name, strlen(name), false, NULL);
       ralloc_free(name);
    } else if (t->is_array() && t->fields.array->is_interface()) {
       char *name = ralloc_strdup(NULL, var->type->fields.array->name);
-      recursion(var->type, &name, strlen(name), false);
+      recursion(var->type, &name, strlen(name), false, NULL);
       ralloc_free(name);
    } else {
-      this->visit_field(t, var->name, false);
+      this->visit_field(t, var->name, false, NULL);
    }
 }
 
 void
-uniform_field_visitor::recursion(const glsl_type *t, char **name,
-                                 size_t name_length, bool row_major)
+program_resource_visitor::recursion(const glsl_type *t, char **name,
+                                    size_t name_length, bool row_major,
+                                    const glsl_type *record_type)
 {
    /* Records need to have each field processed individually.
     *
@@ -109,6 +160,9 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
     * individually.
     */
    if (t->is_record() || t->is_interface()) {
+      if (record_type == NULL && t->is_record())
+         record_type = t;
+
       for (unsigned i = 0; i < t->length; i++) {
         const char *field = t->fields.structure[i].name;
         size_t new_length = name_length;
@@ -116,7 +170,7 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
          if (t->fields.structure[i].type->is_record())
             this->visit_field(&t->fields.structure[i]);
 
-         /* Append '.field' to the current uniform name. */
+         /* Append '.field' to the current variable name. */
          if (name_length == 0) {
             ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
          } else {
@@ -124,31 +178,54 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
          }
 
          recursion(t->fields.structure[i].type, name, new_length,
-                   t->fields.structure[i].row_major);
+                   t->fields.structure[i].row_major, record_type);
+
+         /* Only the first leaf-field of the record gets called with the
+          * record type pointer.
+          */
+         record_type = NULL;
       }
    } else if (t->is_array() && (t->fields.array->is_record()
                                 || t->fields.array->is_interface())) {
+      if (record_type == NULL && t->fields.array->is_record())
+         record_type = t->fields.array;
+
       for (unsigned i = 0; i < t->length; i++) {
         size_t new_length = name_length;
 
-        /* Append the subscript to the current uniform name */
+        /* Append the subscript to the current variable name */
         ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
 
-         recursion(t->fields.array, name, new_length,
-                   t->fields.structure[i].row_major);
+         recursion(t->fields.array, name, new_length, row_major,
+                   record_type);
+
+         /* Only the first leaf-field of the record gets called with the
+          * record type pointer.
+          */
+         record_type = NULL;
       }
    } else {
-      this->visit_field(t, *name, row_major);
+      this->visit_field(t, *name, row_major, record_type);
    }
 }
 
 void
-uniform_field_visitor::visit_field(const glsl_struct_field *field)
+program_resource_visitor::visit_field(const glsl_type *type, const char *name,
+                                      bool row_major,
+                                      const glsl_type *)
+{
+   visit_field(type, name, row_major);
+}
+
+void
+program_resource_visitor::visit_field(const glsl_struct_field *field)
 {
    (void) field;
    /* empty */
 }
 
+namespace {
+
 /**
  * Class to help calculate the storage requirements for a set of uniforms
  *
@@ -159,11 +236,12 @@ uniform_field_visitor::visit_field(const glsl_struct_field *field)
  * If the same uniform is added multiple times (i.e., once for each shader
  * target), it will only be accounted once.
  */
-class count_uniform_size : public uniform_field_visitor {
+class count_uniform_size : public program_resource_visitor {
 public:
    count_uniform_size(struct string_to_uint_map *map)
       : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
-       num_shader_uniform_components(0), map(map)
+        num_shader_images(0), num_shader_uniform_components(0),
+        is_ubo_var(false), map(map)
    {
       /* empty */
    }
@@ -171,16 +249,18 @@ public:
    void start_shader()
    {
       this->num_shader_samplers = 0;
+      this->num_shader_images = 0;
       this->num_shader_uniform_components = 0;
    }
 
    void process(ir_variable *var)
    {
+      this->is_ubo_var = var->is_in_uniform_block();
       if (var->is_interface_instance())
-         uniform_field_visitor::process(var->interface_type,
-                                        var->interface_type->name);
+         program_resource_visitor::process(var->get_interface_type(),
+                                           var->get_interface_type()->name);
       else
-         uniform_field_visitor::process(var);
+         program_resource_visitor::process(var);
    }
 
    /**
@@ -198,17 +278,26 @@ public:
     */
    unsigned num_shader_samplers;
 
+   /**
+    * Number of images used
+    */
+   unsigned num_shader_images;
+
    /**
     * Number of uniforms used in the current shader
     */
    unsigned num_shader_uniform_components;
 
+   bool is_ubo_var;
+
 private:
    virtual void visit_field(const glsl_type *type, const char *name,
                             bool row_major)
    {
       assert(!type->is_record());
       assert(!(type->is_array() && type->fields.array->is_record()));
+      assert(!type->is_interface());
+      assert(!(type->is_array() && type->fields.array->is_interface()));
 
       (void) row_major;
 
@@ -221,12 +310,22 @@ private:
       if (type->contains_sampler()) {
         this->num_shader_samplers +=
            type->is_array() ? type->array_size() : 1;
+      } else if (type->contains_image()) {
+         this->num_shader_images += values;
+
+         /* 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.
+          */
+         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.
          */
-        this->num_shader_uniform_components += values;
+        if (!is_ubo_var)
+           this->num_shader_uniform_components += values;
       }
 
       /* If the uniform is already in the map, there's nothing more to do.
@@ -247,6 +346,8 @@ private:
    struct string_to_uint_map *map;
 };
 
+} /* anonymous namespace */
+
 /**
  * Class to help parcel out pieces of backing storage to uniforms
  *
@@ -262,60 +363,154 @@ private:
  * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
  * enough."
  */
-class parcel_out_uniform_storage : public uniform_field_visitor {
+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), next_sampler(0), values(values)
+      : map(map), uniforms(uniforms), values(values)
    {
-      memset(this->targets, 0, sizeof(this->targets));
    }
 
-   void start_shader()
+   void start_shader(gl_shader_stage shader_type)
    {
+      assert(shader_type < MESA_SHADER_STAGES);
+      this->shader_type = shader_type;
+
       this->shader_samplers_used = 0;
       this->shader_shadow_samplers = 0;
+      this->next_sampler = 0;
+      this->next_image = 0;
+      memset(this->targets, 0, sizeof(this->targets));
    }
 
    void set_and_process(struct gl_shader_program *prog,
-                       struct gl_shader *shader,
                        ir_variable *var)
    {
-      ubo_var = NULL;
+      ubo_block_index = -1;
       if (var->is_in_uniform_block()) {
-        struct gl_uniform_block *block =
-           &shader->UniformBlocks[var->uniform_block];
-
-        ubo_block_index = -1;
-        for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
-           if (!strcmp(prog->UniformBlocks[i].Name,
-                       shader->UniformBlocks[var->uniform_block].Name)) {
-              ubo_block_index = i;
-              break;
+         if (var->is_interface_instance() && var->type->is_array()) {
+            unsigned l = strlen(var->get_interface_type()->name);
+
+            for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+               if (strncmp(var->get_interface_type()->name,
+                           prog->UniformBlocks[i].Name,
+                           l) == 0
+                   && prog->UniformBlocks[i].Name[l] == '[') {
+                  ubo_block_index = i;
+                  break;
+               }
+            }
+         } else {
+            for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+               if (strcmp(var->get_interface_type()->name,
+                          prog->UniformBlocks[i].Name) == 0) {
+                  ubo_block_index = i;
+                  break;
+               }
            }
         }
         assert(ubo_block_index != -1);
 
-        ubo_var_index = var->location;
-        ubo_var = &block->Uniforms[var->location];
-        ubo_byte_offset = ubo_var->Offset;
-      }
+         /* 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
+          * of a variable within the block.  Therefore, searching for the name
+          * within the block will fail.
+          */
+         if (var->is_interface_instance()) {
+            ubo_byte_offset = 0;
+            ubo_row_major = false;
+         } else {
+            const struct gl_uniform_block *const block =
+               &prog->UniformBlocks[ubo_block_index];
+
+            assert(var->data.location != -1);
+
+            const struct gl_uniform_buffer_variable *const ubo_var =
+               &block->Uniforms[var->data.location];
+
+            ubo_row_major = ubo_var->RowMajor;
+            ubo_byte_offset = ubo_var->Offset;
+         }
 
-      process(var);
+         if (var->is_interface_instance())
+            process(var->get_interface_type(),
+                    var->get_interface_type()->name);
+         else
+            process(var);
+      } else
+         process(var);
    }
 
-   struct gl_uniform_buffer_variable *ubo_var;
    int ubo_block_index;
-   int ubo_var_index;
    int ubo_byte_offset;
+   bool ubo_row_major;
+   gl_shader_stage shader_type;
 
 private:
+   void handle_samplers(const glsl_type *base_type,
+                        struct gl_uniform_storage *uniform)
+   {
+      if (base_type->is_sampler()) {
+         uniform->sampler[shader_type].index = this->next_sampler;
+         uniform->sampler[shader_type].active = true;
+
+         /* Increment the sampler by 1 for non-arrays and by the number of
+          * array elements for arrays.
+          */
+         this->next_sampler +=
+               MAX2(1, uniform->array_elements);
+
+         const gl_texture_index target = base_type->sampler_index();
+         const unsigned shadow = base_type->sampler_shadow;
+         for (unsigned i = uniform->sampler[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;
+         }
+      } else {
+         uniform->sampler[shader_type].index = ~0;
+         uniform->sampler[shader_type].active = false;
+      }
+   }
+
+   void handle_images(const glsl_type *base_type,
+                      struct gl_uniform_storage *uniform)
+   {
+      if (base_type->is_image()) {
+         uniform->image[shader_type].index = this->next_image;
+         uniform->image[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);
+
+      } else {
+         uniform->image[shader_type].index = ~0;
+         uniform->image[shader_type].active = false;
+      }
+   }
+
    virtual void visit_field(const glsl_type *type, const char *name,
                             bool row_major)
+   {
+      (void) type;
+      (void) name;
+      (void) row_major;
+      assert(!"Should not get here.");
+   }
+
+   virtual void visit_field(const glsl_type *type, const char *name,
+                            bool row_major, const glsl_type *record_type)
    {
       assert(!type->is_record());
       assert(!(type->is_array() && type->fields.array->is_record()));
+      assert(!type->is_interface());
+      assert(!(type->is_array() && type->fields.array->is_interface()));
 
       (void) row_major;
 
@@ -326,31 +521,6 @@ private:
       if (!found)
         return;
 
-      /* If there is already storage associated with this uniform, it means
-       * that it was set while processing an earlier shader stage.  For
-       * example, we may be processing the uniform in the fragment shader, but
-       * the uniform was already processed in the vertex shader.
-       */
-      if (this->uniforms[id].storage != NULL) {
-        /* If the uniform already has storage set from another shader stage,
-         * mark the samplers used for this shader stage.
-         */
-        if (type->contains_sampler()) {
-           const unsigned count = MAX2(1, this->uniforms[id].array_elements);
-           const unsigned shadow = (type->is_array())
-              ? type->fields.array->sampler_shadow : type->sampler_shadow;
-
-           for (unsigned i = 0; i < count; i++) {
-              const unsigned s = this->uniforms[id].sampler + i;
-
-              this->shader_samplers_used |= 1U << s;
-              this->shader_shadow_samplers |= shadow << s;
-           }
-        }
-
-        return;
-      }
-
       const glsl_type *base_type;
       if (type->is_array()) {
         this->uniforms[id].array_elements = type->length;
@@ -360,26 +530,17 @@ private:
         base_type = type;
       }
 
-      if (base_type->is_sampler()) {
-        this->uniforms[id].sampler = this->next_sampler;
+      /* This assigns uniform indices to sampler and image uniforms. */
+      handle_samplers(base_type, &this->uniforms[id]);
+      handle_images(base_type, &this->uniforms[id]);
 
-        /* Increment the sampler by 1 for non-arrays and by the number of
-         * array elements for arrays.
-         */
-        this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
-
-        const gl_texture_index target = base_type->sampler_index();
-        const unsigned shadow = base_type->sampler_shadow;
-        for (unsigned i = this->uniforms[id].sampler
-                ; i < MIN2(this->next_sampler, MAX_SAMPLERS)
-                ; i++) {
-           this->targets[i] = target;
-           this->shader_samplers_used |= 1U << i;
-           this->shader_shadow_samplers |= shadow << i;
-        }
-
-      } else {
-        this->uniforms[id].sampler = ~0;
+      /* If there is already storage associated with this uniform, it means
+       * that it was set while processing an earlier shader stage.  For
+       * example, we may be processing the uniform in the fragment shader, but
+       * the uniform was already processed in the vertex shader.
+       */
+      if (this->uniforms[id].storage != NULL) {
+         return;
       }
 
       this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
@@ -388,17 +549,20 @@ private:
       this->uniforms[id].num_driver_storage = 0;
       this->uniforms[id].driver_storage = NULL;
       this->uniforms[id].storage = this->values;
-      if (this->ubo_var) {
+      this->uniforms[id].atomic_buffer_index = -1;
+      if (this->ubo_block_index != -1) {
         this->uniforms[id].block_index = this->ubo_block_index;
 
-        unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
-        this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
+        const unsigned alignment = record_type
+           ? record_type->std140_base_alignment(ubo_row_major)
+           : type->std140_base_alignment(ubo_row_major);
+        this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
         this->uniforms[id].offset = this->ubo_byte_offset;
-        this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
+        this->ubo_byte_offset += type->std140_size(ubo_row_major);
 
         if (type->is_array()) {
            this->uniforms[id].array_stride =
-              align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
+              glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
         } else {
            this->uniforms[id].array_stride = 0;
         }
@@ -406,7 +570,7 @@ private:
         if (type->is_matrix() ||
             (type->is_array() && type->fields.array->is_matrix())) {
            this->uniforms[id].matrix_stride = 16;
-           this->uniforms[id].row_major = ubo_var->RowMajor;
+           this->uniforms[id].row_major = ubo_row_major;
         } else {
            this->uniforms[id].matrix_stride = 0;
            this->uniforms[id].row_major = false;
@@ -426,6 +590,7 @@ private:
 
    struct gl_uniform_storage *uniforms;
    unsigned next_sampler;
+   unsigned next_image;
 
 public:
    union gl_constant_value *values;
@@ -482,7 +647,13 @@ link_cross_validate_uniform_block(void *mem_ctx,
       struct gl_uniform_buffer_variable *ubo_var =
         &linked_block->Uniforms[i];
 
-      ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
+      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 linked_block_index;
@@ -503,15 +674,45 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
       if ((var == NULL) || !var->is_in_uniform_block())
         continue;
 
-      assert(var->mode == ir_var_uniform);
+      assert(var->data.mode == ir_var_uniform);
+
+      if (var->is_interface_instance()) {
+         var->data.location = 0;
+         continue;
+      }
 
       bool found = false;
+      char sentinel = '\0';
+
+      if (var->type->is_record()) {
+         sentinel = '.';
+      } else if (var->type->is_array()
+                 && var->type->fields.array->is_record()) {
+         sentinel = '[';
+      }
+
+      const unsigned l = strlen(var->name);
       for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
         for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
-           if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
+            if (sentinel) {
+               const char *begin = shader->UniformBlocks[i].Uniforms[j].Name;
+               const char *end = strchr(begin, sentinel);
+
+               if (end == NULL)
+                  continue;
+
+               if (l != (end - begin))
+                  continue;
+
+               if (strncmp(var->name, begin, l) == 0) {
+                  found = true;
+                  var->data.location = j;
+                  break;
+               }
+            } else if (!strcmp(var->name,
+                               shader->UniformBlocks[i].Uniforms[j].Name)) {
               found = true;
-              var->uniform_block = i;
-              var->location = j;
+              var->data.location = j;
               break;
            }
         }
@@ -536,7 +737,7 @@ link_assign_uniform_block_offsets(struct gl_shader *shader)
         unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
         unsigned size = type->std140_size(ubo_var->RowMajor);
 
-        offset = align(offset, alignment);
+        offset = glsl_align(offset, alignment);
         ubo_var->Offset = offset;
         offset += size;
       }
@@ -552,7 +753,42 @@ link_assign_uniform_block_offsets(struct gl_shader *shader)
        *      and rounding up to the next multiple of the base
        *      alignment required for a vec4."
        */
-      block->UniformBufferSize = align(offset, 16);
+      block->UniformBufferSize = glsl_align(offset, 16);
+   }
+}
+
+/**
+ * Scan the program for image uniforms and store image unit access
+ * information into the gl_shader data structure.
+ */
+static void
+link_set_image_access_qualifiers(struct gl_shader_program *prog)
+{
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (sh == NULL)
+        continue;
+
+      foreach_list(node, sh->ir) {
+        ir_variable *var = ((ir_instruction *) node)->as_variable();
+
+         if (var && var->data.mode == ir_var_uniform &&
+             var->type->contains_image()) {
+            unsigned id = 0;
+            bool found = prog->UniformHash->get(id, var->name);
+            assert(found);
+            (void) found;
+            const gl_uniform_storage *storage = &prog->UniformStorage[id];
+            const unsigned index = storage->image[i].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;
+         }
+      }
    }
 }
 
@@ -563,30 +799,16 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
    prog->UniformStorage = NULL;
    prog->NumUserUniformStorage = 0;
 
+   ralloc_free(prog->UniformRemapTable);
+   prog->UniformRemapTable = NULL;
+   prog->NumUniformRemapTable = 0;
+
    if (prog->UniformHash != NULL) {
       prog->UniformHash->clear();
    } else {
       prog->UniformHash = new string_to_uint_map;
    }
 
-   /* 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(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
-
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
-        continue;
-
-      link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
-   }
-
    /* 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.
@@ -595,18 +817,34 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
     * glGetUniformLocation.
     */
    count_uniform_size uniform_size(prog->UniformHash);
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
+   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_list(node, prog->_LinkedShaders[i]->ir) {
+      foreach_list(node, sh->ir) {
         ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
-        if ((var == NULL) || (var->mode != ir_var_uniform))
+        if ((var == NULL) || (var->data.mode != ir_var_uniform))
            continue;
 
         /* FINISHME: Update code to process built-in uniforms!
@@ -620,9 +858,15 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
         uniform_size.process(var);
       }
 
-      prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
-      prog->_LinkedShaders[i]->num_uniform_components =
-        uniform_size.num_shader_uniform_components;
+      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->NumUniformBlocks; i++) {
+        sh->num_combined_uniform_components +=
+           sh->UniformBlocks[i].UniformBufferSize / 4;
+      }
    }
 
    const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
@@ -643,18 +887,16 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 
    parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
 
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] == NULL)
         continue;
 
-      /* Reset various per-shader target counts.
-       */
-      parcel.start_shader();
+      parcel.start_shader((gl_shader_stage)i);
 
       foreach_list(node, prog->_LinkedShaders[i]->ir) {
         ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
-        if ((var == NULL) || (var->mode != ir_var_uniform))
+        if ((var == NULL) || (var->data.mode != ir_var_uniform))
            continue;
 
         /* FINISHME: Update code to process built-in uniforms!
@@ -662,15 +904,39 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
         if (strncmp("gl_", var->name, 3) == 0)
            continue;
 
-        parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
+        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));
    }
 
-   assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
-   memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
+   /* Build the uniform remap table that is used to set/get uniform locations */
+   for (unsigned i = 0; i < num_user_uniforms; i++) {
+
+      /* how many new entries for this uniform? */
+      const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+      /* resize remap table to fit new entries */
+      prog->UniformRemapTable =
+         reralloc(prog,
+                  prog->UniformRemapTable,
+                  gl_uniform_storage *,
+                  prog->NumUniformRemapTable + entries);
+
+      /* set pointers for this uniform */
+      for (unsigned j = 0; j < entries; j++)
+         prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
+
+      /* set the base location in remap table for the uniform */
+      uniforms[i].remap_location = prog->NumUniformRemapTable;
+
+      prog->NumUniformRemapTable += entries;
+   }
 
 #ifndef NDEBUG
    for (unsigned i = 0; i < num_user_uniforms; i++) {
@@ -683,6 +949,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
    prog->NumUserUniformStorage = num_user_uniforms;
    prog->UniformStorage = uniforms;
 
+   link_set_image_access_qualifiers(prog);
    link_set_uniform_initializers(prog);
 
    return;