Revert "glsl: move uniform calculation to link_uniforms"
[mesa.git] / src / glsl / link_uniforms.cpp
index 4f21a416c15bdabdc8e95af7b8a7800ff8d07c92..33b2d4c8646bd417a8fdd7524208b7b99f6e20ca 100644 (file)
 #include "glsl_symbol_table.h"
 #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;
-}
+#include "util/hash_table.h"
 
 /**
  * \file link_uniforms.cpp
@@ -42,6 +37,11 @@ align(unsigned int a, unsigned int align)
  * \author Ian Romanick <ian.d.romanick@intel.com>
  */
 
+/**
+ * Used by linker to indicate uniforms that have no location set.
+ */
+#define UNMAPPED_UNIFORM_LOC ~0u
+
 /**
  * Count the backing storage requirements for a type
  */
@@ -58,23 +58,121 @@ values_for_type(const glsl_type *type)
 }
 
 void
-uniform_field_visitor::process(ir_variable *var)
+program_resource_visitor::process(const glsl_type *type, const char *name)
+{
+   assert(type->without_array()->is_record()
+          || type->without_array()->is_interface());
+
+   unsigned record_array_count = 1;
+   char *name_copy = ralloc_strdup(NULL, name);
+   unsigned packing = type->interface_packing;
+
+   recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
+             record_array_count);
+   ralloc_free(name_copy);
+}
+
+void
+program_resource_visitor::process(ir_variable *var)
 {
+   unsigned record_array_count = 1;
    const glsl_type *t = var->type;
+   const glsl_type *t_without_array = var->type->without_array();
+   const bool row_major =
+      var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+
+   const unsigned packing = var->get_interface_type() ?
+      var->get_interface_type()->interface_packing :
+      var->type->interface_packing;
+
+   /* false is always passed for the row_major parameter to the other
+    * processing functions because no information is available to do
+    * otherwise.  See the warning in linker.h.
+    */
 
    /* Only strdup the name if we actually will need to modify it. */
-   if (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, row_major, NULL, packing,
+                   false, record_array_count);
+      }
+      ralloc_free(name);
+   } else if (var->data.from_named_ifc_block_nonarray) {
+      /* lower_named_interface_blocks created this variable by lowering a
+       * named interface block (non-array) to an ordinary variable.  For
+       * example if the original source code was:
+       *
+       *     out Blk { vec4 bar } foo;
+       *
+       * Then the variable is now:
+       *
+       *     out vec4 bar;
+       *
+       * We need to visit this variable using the name:
+       *
+       *     Blk.bar
+       */
+      const glsl_type *ifc_type = var->get_interface_type();
+      char *name = ralloc_asprintf(NULL, "%s.%s", ifc_type->name, var->name);
+      /* Note: row_major is only meaningful for uniform blocks, and lowering
+       * is only applied to non-uniform interface blocks, so we can safely
+       * pass false for row_major.
+       */
+      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count);
+      ralloc_free(name);
+   } else if (t_without_array->is_record() ||
+              (t->is_array() && t->fields.array->is_array())) {
       char *name = ralloc_strdup(NULL, var->name);
-      recursion(var->type, &name, strlen(name));
+      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count);
+      ralloc_free(name);
+   } else if (t_without_array->is_interface()) {
+      char *name = ralloc_strdup(NULL, t_without_array->name);
+      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count);
       ralloc_free(name);
    } else {
-      this->visit_field(t, var->name);
+      this->set_record_array_count(record_array_count);
+      this->visit_field(t, var->name, row_major, NULL, packing, false);
    }
 }
 
 void
-uniform_field_visitor::recursion(const glsl_type *t, char **name,
-                                size_t name_length)
+program_resource_visitor::recursion(const glsl_type *t, char **name,
+                                    size_t name_length, bool row_major,
+                                    const glsl_type *record_type,
+                                    const unsigned packing,
+                                    bool last_field,
+                                    unsigned record_array_count)
 {
    /* Records need to have each field processed individually.
     *
@@ -82,45 +180,149 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
     * individually, then each field of the resulting array elements processed
     * individually.
     */
-   if (t->is_record()) {
+   if (t->is_record() || t->is_interface()) {
+      if (record_type == NULL && t->is_record())
+         record_type = t;
+
+      if (t->is_record())
+         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;
 
-        /* Append '.field' to the current uniform name. */
-        ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
+         if (t->fields.structure[i].type->is_record())
+            this->visit_field(&t->fields.structure[i]);
+
+         /* Append '.field' to the current variable name. */
+         if (name_length == 0) {
+            ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
+         } else {
+            ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
+         }
+
+         /* The layout of structures at the top level of the block is set
+          * during parsing.  For matrices contained in multiple levels of
+          * structures in the block, the inner structures have no layout.
+          * These cases must potentially inherit the layout from the outer
+          * levels.
+          */
+         bool field_row_major = row_major;
+         const enum glsl_matrix_layout matrix_layout =
+            glsl_matrix_layout(t->fields.structure[i].matrix_layout);
+         if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+            field_row_major = true;
+         } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+            field_row_major = false;
+         }
+
+         recursion(t->fields.structure[i].type, name, new_length,
+                   field_row_major,
+                   record_type,
+                   packing,
+                   (i + 1) == t->length, record_array_count);
+
+         /* Only the first leaf-field of the record gets called with the
+          * record type pointer.
+          */
+         record_type = NULL;
+      }
 
-        recursion(t->fields.structure[i].type, name, new_length);
+      if (t->is_record()) {
+         (*name)[name_length] = '\0';
+         this->leave_record(t, *name, row_major, packing);
       }
-   } else if (t->is_array() && t->fields.array->is_record()) {
-      for (unsigned i = 0; i < t->length; i++) {
+   } else if (t->without_array()->is_record() ||
+              t->without_array()->is_interface() ||
+              (t->is_array() && t->fields.array->is_array())) {
+      if (record_type == NULL && t->fields.array->is_record())
+         record_type = t->fields.array;
+
+      unsigned length = t->length;
+      /* Shader storage block unsized arrays: add subscript [0] to variable
+       * names */
+      if (t->is_unsized_array())
+         length = 1;
+
+      record_array_count *= length;
+
+      for (unsigned i = 0; i < length; i++) {
         size_t new_length = name_length;
 
-        /* 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);
+         recursion(t->fields.array, name, new_length, row_major,
+                   record_type,
+                   packing,
+                   (i + 1) == t->length, record_array_count);
+
+         /* Only the first leaf-field of the record gets called with the
+          * record type pointer.
+          */
+         record_type = NULL;
       }
    } else {
-      this->visit_field(t, *name);
+      this->set_record_array_count(record_array_count);
+      this->visit_field(t, *name, row_major, record_type, packing, last_field);
    }
 }
 
+void
+program_resource_visitor::visit_field(const glsl_type *type, const char *name,
+                                      bool row_major,
+                                      const glsl_type *,
+                                      const unsigned,
+                                      bool /* last_field */)
+{
+   visit_field(type, name, row_major);
+}
+
+void
+program_resource_visitor::visit_field(const glsl_struct_field *field)
+{
+   (void) field;
+   /* empty */
+}
+
+void
+program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
+                                       const unsigned)
+{
+}
+
+void
+program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
+                                       const unsigned)
+{
+}
+
+void
+program_resource_visitor::set_record_array_count(unsigned)
+{
+}
+
+namespace {
+
 /**
  * Class to help calculate the storage requirements for a set of uniforms
  *
  * As uniforms are added to the active set the number of active uniforms and
  * the storage requirements for those uniforms are accumulated.  The active
- * uniforms are added the the hash table supplied to the constructor.
+ * uniforms are added to the hash table supplied to the constructor.
  *
  * 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)
+   count_uniform_size(struct string_to_uint_map *map,
+                      struct string_to_uint_map *hidden_map)
+      : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
+        num_shader_samplers(0), num_shader_images(0),
+        num_shader_uniform_components(0), num_shader_subroutines(0),
+        is_ubo_var(false), is_shader_storage(false), map(map),
+        hidden_map(hidden_map)
    {
       /* empty */
    }
@@ -128,7 +330,21 @@ public:
    void start_shader()
    {
       this->num_shader_samplers = 0;
+      this->num_shader_images = 0;
       this->num_shader_uniform_components = 0;
+      this->num_shader_subroutines = 0;
+   }
+
+   void process(ir_variable *var)
+   {
+      this->current_var = var;
+      this->is_ubo_var = var->is_in_buffer_block();
+      this->is_shader_storage = var->is_in_shader_storage_block();
+      if (var->is_interface_instance())
+         program_resource_visitor::process(var->get_interface_type(),
+                                           var->get_interface_type()->name);
+      else
+         program_resource_visitor::process(var);
    }
 
    /**
@@ -136,6 +352,8 @@ public:
     */
    unsigned num_active_uniforms;
 
+   unsigned num_hidden_uniforms;
+
    /**
     * Number of data values required to back the storage for the active uniforms
     */
@@ -146,16 +364,35 @@ 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;
 
+   /**
+    * Number of subroutine uniforms used
+    */
+   unsigned num_shader_subroutines;
+
+   bool is_ubo_var;
+   bool is_shader_storage;
+
+   struct string_to_uint_map *map;
+
 private:
-   virtual void visit_field(const glsl_type *type, const char *name)
+   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->without_array()->is_record());
+      assert(!type->without_array()->is_interface());
+      assert(!(type->is_array() && type->fields.array->is_array()));
+
+      (void) row_major;
 
       /* Count the number of samplers regardless of whether the uniform is
        * already in the hash table.  The hash table prevents adding the same
@@ -163,15 +400,27 @@ private:
        * count it for each shader target.
        */
       const unsigned values = values_for_type(type);
-      if (type->contains_sampler()) {
-        this->num_shader_samplers +=
-           type->is_array() ? type->array_size() : 1;
+      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;
+
+         /* As drivers are likely to represent image uniforms as
+          * scalar indices, count them against the limit of uniform
+          * components in the default block.  The spec allows image
+          * uniforms to use up no more than one scalar slot.
+          */
+         if(!is_shader_storage)
+            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 && !is_shader_storage)
+           this->num_shader_uniform_components += values;
       }
 
       /* If the uniform is already in the map, there's nothing more to do.
@@ -180,7 +429,13 @@ private:
       if (this->map->get(id, name))
         return;
 
-      this->map->put(this->num_active_uniforms, name);
+      if (this->current_var->data.how_declared == ir_var_hidden) {
+         this->hidden_map->put(this->num_hidden_uniforms, name);
+         this->num_hidden_uniforms++;
+      } else {
+         this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
+                        name);
+      }
 
       /* Each leaf uniform occupies one entry in the list of active
        * uniforms.
@@ -189,9 +444,16 @@ private:
       this->num_values += values;
    }
 
-   struct string_to_uint_map *map;
+   struct string_to_uint_map *hidden_map;
+
+   /**
+    * Current variable being processed.
+    */
+   ir_variable *current_var;
 };
 
+} /* anonymous namespace */
+
 /**
  * Class to help parcel out pieces of backing storage to uniforms
  *
@@ -207,91 +469,258 @@ 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;
+      this->next_subroutine = 0;
+      this->record_array_count = 1;
+      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;
-      if (var->uniform_block != -1) {
-        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;
+      current_var = var;
+      field_counter = 0;
+      this->record_next_sampler = new string_to_uint_map;
+
+      ubo_block_index = -1;
+      if (var->is_in_buffer_block()) {
+         if (var->is_interface_instance() && var->type->is_array()) {
+            unsigned l = strlen(var->get_interface_type()->name);
+
+            for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
+               if (strncmp(var->get_interface_type()->name,
+                           prog->BufferInterfaceBlocks[i].Name,
+                           l) == 0
+                   && prog->BufferInterfaceBlocks[i].Name[l] == '[') {
+                  ubo_block_index = i;
+                  break;
+               }
+            }
+         } else {
+            for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
+               if (strcmp(var->get_interface_type()->name,
+                          prog->BufferInterfaceBlocks[i].Name) == 0) {
+                  ubo_block_index = i;
+                  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;
+            process(var->get_interface_type(),
+                    var->get_interface_type()->name);
+         } else {
+            const struct gl_uniform_block *const block =
+               &prog->BufferInterfaceBlocks[ubo_block_index];
+
+            assert(var->data.location != -1);
+
+            const struct gl_uniform_buffer_variable *const ubo_var =
+               &block->Uniforms[var->data.location];
+
+            ubo_byte_offset = ubo_var->Offset;
+            process(var);
+         }
+      } else {
+         /* Store any explicit location and reset data location so we can
+          * reuse this variable for storing the uniform slot number.
+          */
+         this->explicit_location = current_var->data.location;
+         current_var->data.location = -1;
 
-      process(var);
+         process(var);
+      }
+      delete this->record_next_sampler;
    }
 
-   struct gl_uniform_buffer_variable *ubo_var;
    int ubo_block_index;
-   int ubo_var_index;
    int ubo_byte_offset;
+   gl_shader_stage shader_type;
 
 private:
-   virtual void visit_field(const glsl_type *type, const char *name)
+   void handle_samplers(const glsl_type *base_type,
+                        struct gl_uniform_storage *uniform, const char *name)
    {
-      assert(!type->is_record());
-      assert(!(type->is_array() && type->fields.array->is_record()));
+      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);
+
+               ralloc_free(name_copy);
+               /* Return as everything else has already been initialised in a
+                * previous pass.
+                */
+               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);
+            }
+         } 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);
+         }
+
+         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;
+         }
+      }
+   }
 
-      unsigned id;
-      bool found = this->map->get(id, name);
-      assert(found);
+   void handle_images(const glsl_type *base_type,
+                      struct gl_uniform_storage *uniform)
+   {
+      if (base_type->is_image()) {
+         uniform->opaque[shader_type].index = this->next_image;
+         uniform->opaque[shader_type].active = true;
 
-      if (!found)
-        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);
 
-      /* 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;
+   void handle_subroutines(const glsl_type *base_type,
+                           struct gl_uniform_storage *uniform)
+   {
+      if (base_type->is_subroutine()) {
+         uniform->opaque[shader_type].index = this->next_subroutine;
+         uniform->opaque[shader_type].active = true;
 
-              this->shader_samplers_used |= 1U << s;
-              this->shader_shadow_samplers |= shadow << s;
-           }
-        }
+         /* Increment the subroutine index by 1 for non-arrays and by the
+          * number of array elements for arrays.
+          */
+         this->next_subroutine += MAX2(1, uniform->array_elements);
 
-        return;
       }
+   }
+
+   virtual void set_record_array_count(unsigned record_array_count)
+   {
+      this->record_array_count = record_array_count;
+   }
+
+   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 enter_record(const glsl_type *type, const char *,
+                             bool row_major, const unsigned packing) {
+      assert(type->is_record());
+      if (this->ubo_block_index == -1)
+         return;
+      if (packing == GLSL_INTERFACE_PACKING_STD430)
+         this->ubo_byte_offset = glsl_align(
+            this->ubo_byte_offset, type->std430_base_alignment(row_major));
+      else
+         this->ubo_byte_offset = glsl_align(
+            this->ubo_byte_offset, type->std140_base_alignment(row_major));
+   }
+
+   virtual void leave_record(const glsl_type *type, const char *,
+                             bool row_major, const unsigned packing) {
+      assert(type->is_record());
+      if (this->ubo_block_index == -1)
+         return;
+      if (packing == GLSL_INTERFACE_PACKING_STD430)
+         this->ubo_byte_offset = glsl_align(
+            this->ubo_byte_offset, type->std430_base_alignment(row_major));
+      else
+         this->ubo_byte_offset = glsl_align(
+            this->ubo_byte_offset, type->std140_base_alignment(row_major));
+   }
+
+   virtual void visit_field(const glsl_type *type, const char *name,
+                            bool row_major, const glsl_type *record_type,
+                            const unsigned packing,
+                            bool /* last_field */)
+   {
+      assert(!type->without_array()->is_record());
+      assert(!type->without_array()->is_interface());
+      assert(!(type->is_array() && type->fields.array->is_array()));
+
+      unsigned id;
+      bool found = this->map->get(id, name);
+      assert(found);
+
+      if (!found)
+        return;
 
       const glsl_type *base_type;
       if (type->is_array()) {
@@ -302,26 +731,47 @@ private:
         base_type = type;
       }
 
-      if (base_type->is_sampler()) {
-        this->uniforms[id].sampler = this->next_sampler;
+      /* Initialise opaque data */
+      this->uniforms[id].opaque[shader_type].index = ~0;
+      this->uniforms[id].opaque[shader_type].active = false;
 
-        /* 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 < this->next_sampler
-                ; i++) {
-           this->targets[i] = target;
-           this->shader_samplers_used |= 1U << i;
-           this->shader_shadow_samplers |= shadow << i;
-        }
+      /* 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_subroutines(base_type, &this->uniforms[id]);
+
+      /* For array of arrays or struct arrays the base location may have
+       * already been set so don't set it again.
+       */
+      if (ubo_block_index == -1 && current_var->data.location == -1) {
+         current_var->data.location = id;
+      }
+
+      /* If there is already storage associated with this uniform or if the
+       * uniform is set as builtin, 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 || this->uniforms[id].builtin) {
+         return;
+      }
 
+      /* Assign explicit locations. */
+      if (current_var->data.explicit_location) {
+         /* Set sequential locations for struct fields. */
+         if (current_var->type->without_array()->is_record() ||
+             current_var->type->is_array_of_arrays()) {
+            const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
+            this->uniforms[id].remap_location =
+               this->explicit_location + field_counter;
+            field_counter += entries;
+         } else {
+            this->uniforms[id].remap_location = this->explicit_location;
+         }
       } else {
-        this->uniforms[id].sampler = ~0;
+         /* Initialize to to indicate that no location is set */
+         this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
       }
 
       this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
@@ -329,26 +779,56 @@ private:
       this->uniforms[id].initialized = 0;
       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].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);
-        this->uniforms[id].offset = this->ubo_byte_offset;
-        this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
-
-        if (type->is_array()) {
-           this->uniforms[id].array_stride =
-              align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
+      this->uniforms[id].atomic_buffer_index = -1;
+      this->uniforms[id].hidden =
+         current_var->data.how_declared == ir_var_hidden;
+      this->uniforms[id].builtin = is_gl_identifier(name);
+
+      /* Do not assign storage if the uniform is builtin */
+      if (!this->uniforms[id].builtin)
+         this->uniforms[id].storage = this->values;
+
+      this->uniforms[id].is_shader_storage =
+         current_var->is_in_shader_storage_block();
+
+      if (this->ubo_block_index != -1) {
+         this->uniforms[id].block_index = this->ubo_block_index;
+
+         unsigned alignment = type->std140_base_alignment(row_major);
+         if (packing == GLSL_INTERFACE_PACKING_STD430)
+            alignment = type->std430_base_alignment(row_major);
+         this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
+         this->uniforms[id].offset = this->ubo_byte_offset;
+         if (packing == GLSL_INTERFACE_PACKING_STD430)
+            this->ubo_byte_offset += type->std430_size(row_major);
+         else
+            this->ubo_byte_offset += type->std140_size(row_major);
+
+         if (type->is_array()) {
+            if (packing == GLSL_INTERFACE_PACKING_STD430)
+               this->uniforms[id].array_stride =
+                  type->without_array()->std430_array_stride(row_major);
+            else
+               this->uniforms[id].array_stride =
+                  glsl_align(type->without_array()->std140_size(row_major),
+                             16);
         } else {
            this->uniforms[id].array_stride = 0;
         }
 
-        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;
+        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].row_major = row_major;
         } else {
            this->uniforms[id].matrix_stride = 0;
            this->uniforms[id].row_major = false;
@@ -368,6 +848,32 @@ private:
 
    struct gl_uniform_storage *uniforms;
    unsigned next_sampler;
+   unsigned next_image;
+   unsigned next_subroutine;
+
+   /**
+    * Field counter is used to take care that uniform structures
+    * with explicit locations get sequential locations.
+    */
+   unsigned field_counter;
+
+   /**
+    * Current variable being processed.
+    */
+   ir_variable *current_var;
+
+   /* Used to store the explicit location from current_var so that we can
+    * reuse the location field for storing the uniform slot id.
+    */
+   int explicit_location;
+
+   /* Stores total struct array elements including nested structs */
+   unsigned record_array_count;
+
+   /* Map for temporarily storing next sampler index when handling samplers in
+    * struct arrays.
+    */
+   struct string_to_uint_map *record_next_sampler;
 
 public:
    union gl_constant_value *values;
@@ -399,26 +905,10 @@ link_cross_validate_uniform_block(void *mem_ctx,
 {
    for (unsigned int i = 0; i < *num_linked_blocks; i++) {
       struct gl_uniform_block *old_block = &(*linked_blocks)[i];
-      if (strcmp(old_block->Name, new_block->Name) == 0) {
-        if (old_block->NumUniforms != new_block->NumUniforms) {
-           return -1;
-        }
 
-        for (unsigned j = 0; j < old_block->NumUniforms; j++) {
-           if (strcmp(old_block->Uniforms[j].Name,
-                      new_block->Uniforms[j].Name) != 0)
-              return -1;
-
-           if (old_block->Uniforms[j].Offset !=
-               new_block->Uniforms[j].Offset)
-              return -1;
-
-           if (old_block->Uniforms[j].RowMajor !=
-               new_block->Uniforms[j].RowMajor)
-              return -1;
-        }
-        return i;
-      }
+      if (strcmp(old_block->Name, new_block->Name) == 0)
+        return link_uniform_blocks_are_compatible(old_block, new_block)
+           ? i : -1;
    }
 
    *linked_blocks = reralloc(mem_ctx, *linked_blocks,
@@ -440,7 +930,13 @@ 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;
@@ -452,24 +948,55 @@ link_cross_validate_uniform_block(void *mem_ctx,
  * would point at the uniform block list in one of the pre-linked
  * shaders).
  */
-static bool
+static void
 link_update_uniform_buffer_variables(struct gl_shader *shader)
 {
-   foreach_list(node, shader->ir) {
-      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+   foreach_in_list(ir_instruction, node, shader->ir) {
+      ir_variable *const var = node->as_variable();
 
-      if ((var == NULL) || (var->uniform_block == -1))
+      if ((var == NULL) || !var->is_in_buffer_block())
         continue;
 
-      assert(var->mode == ir_var_uniform);
+      assert(var->data.mode == ir_var_uniform ||
+             var->data.mode == ir_var_shader_storage);
+
+      if (var->is_interface_instance()) {
+         var->data.location = 0;
+         continue;
+      }
 
       bool found = false;
-      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)) {
+      char sentinel = '\0';
+
+      if (var->type->is_record()) {
+         sentinel = '.';
+      } else if (var->type->is_array() && (var->type->fields.array->is_array()
+                 || var->type->without_array()->is_record())) {
+         sentinel = '[';
+      }
+
+      const unsigned l = strlen(var->name);
+      for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
+        for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
+            if (sentinel) {
+               const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name;
+               const char *end = strchr(begin, sentinel);
+
+               if (end == NULL)
+                  continue;
+
+               if ((ptrdiff_t) l != (end - begin))
+                  continue;
+
+               if (strncmp(var->name, begin, l) == 0) {
+                  found = true;
+                  var->data.location = j;
+                  break;
+               }
+            } else if (!strcmp(var->name,
+                               shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) {
               found = true;
-              var->uniform_block = i;
-              var->location = j;
+              var->data.location = j;
               break;
            }
         }
@@ -478,38 +1005,65 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
       }
       assert(found);
    }
-
-   return true;
 }
 
-void
-link_assign_uniform_block_offsets(struct gl_shader *shader)
+static void
+link_set_image_access_qualifiers(struct gl_shader_program *prog,
+                                 gl_shader *sh, unsigned shader_stage,
+                                 ir_variable *var, const glsl_type *type,
+                                 char **name, size_t name_length)
 {
-   for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
-      struct gl_uniform_block *block = &shader->UniformBlocks[b];
-
-      unsigned offset = 0;
-      for (unsigned int i = 0; i < block->NumUniforms; i++) {
-        struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
-        const struct glsl_type *type = ubo_var->Type;
+   /* Handle arrays of arrays */
+   if (type->is_array() && type->fields.array->is_array()) {
+      for (unsigned i = 0; i < type->length; i++) {
+        size_t new_length = name_length;
 
-        unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
-        unsigned size = type->std140_size(ubo_var->RowMajor);
+        /* Append the subscript to the current variable name */
+        ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
 
-        offset = align(offset, alignment);
-        ubo_var->Offset = offset;
-        offset += size;
+         link_set_image_access_qualifiers(prog, sh, shader_stage, var,
+                                          type->fields.array, name,
+                                          new_length);
       }
-      block->UniformBufferSize = offset;
+   } else {
+      unsigned id = 0;
+      bool found = prog->UniformHash->get(id, *name);
+      assert(found);
+      (void) found;
+      const gl_uniform_storage *storage = &prog->UniformStorage[id];
+      const unsigned index = storage->opaque[shader_stage].index;
+      const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
+                             var->data.image_write_only ? GL_WRITE_ONLY :
+                             GL_READ_WRITE);
+
+      for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
+         sh->ImageAccess[index + j] = access;
    }
 }
 
+/**
+ * Combine the hidden uniform hash map with the uniform hash map so that the
+ * hidden uniforms will be given indicies at the end of the uniform storage
+ * array.
+ */
+static void
+assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
+                              void *closure)
+{
+   count_uniform_size *uniform_size = (count_uniform_size *) closure;
+   unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
+      uniform_size->num_hidden_uniforms;
+
+   uniform_size->map->put(hidden_uniform_start + hidden_id, name);
+}
+
 void
-link_assign_uniform_locations(struct gl_shader_program *prog)
+link_assign_uniform_locations(struct gl_shader_program *prog,
+                              unsigned int boolean_true)
 {
    ralloc_free(prog->UniformStorage);
    prog->UniformStorage = NULL;
-   prog->NumUserUniformStorage = 0;
+   prog->NumUniformStorage = 0;
 
    if (prog->UniformHash != NULL) {
       prog->UniformHash->clear();
@@ -517,25 +1071,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       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;
-
-      if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
-        return;
-   }
-
    /* 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.
@@ -543,44 +1078,70 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
     * Note: this is *NOT* the index that is returned to the application by
     * glGetUniformLocation.
     */
-   count_uniform_size uniform_size(prog->UniformHash);
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
+   struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
+   count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (sh == NULL)
         continue;
 
+      /* Uniforms that lack an initializer in the shader code have an initial
+       * value of zero.  This includes sampler uniforms.
+       *
+       * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
+       *
+       *     "The link time initial value is either the value of the variable's
+       *     initializer, if present, or 0 if no initializer is present. Sampler
+       *     types cannot have initializers."
+       */
+      memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
+      memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
+
+      link_update_uniform_buffer_variables(sh);
+
       /* Reset various per-shader target counts.
        */
       uniform_size.start_shader();
 
-      foreach_list(node, prog->_LinkedShaders[i]->ir) {
-        ir_variable *const var = ((ir_instruction *) node)->as_variable();
+      foreach_in_list(ir_instruction, node, sh->ir) {
+        ir_variable *const var = node->as_variable();
 
-        if ((var == NULL) || (var->mode != ir_var_uniform))
-           continue;
-
-        /* FINISHME: Update code to process built-in uniforms!
-         */
-        if (strncmp("gl_", var->name, 3) == 0)
+        if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                              var->data.mode != ir_var_shader_storage))
            continue;
 
         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->NumBufferInterfaceBlocks; i++) {
+         if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) {
+           sh->num_combined_uniform_components +=
+              sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
+         }
+      }
    }
 
-   const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
+   const unsigned num_uniforms = uniform_size.num_active_uniforms;
    const unsigned num_data_slots = uniform_size.num_values;
+   const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms;
+
+   /* assign hidden uniforms a slot id */
+   hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
+   delete hiddenUniforms;
 
    /* On the outside chance that there were no uniforms, bail out.
     */
-   if (num_user_uniforms == 0)
+   if (num_uniforms == 0)
       return;
 
    struct gl_uniform_storage *uniforms =
-      rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
+      rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
    union gl_constant_value *data =
       rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
 #ifndef NDEBUG
@@ -589,47 +1150,181 @@ 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();
-
-      foreach_list(node, prog->_LinkedShaders[i]->ir) {
-        ir_variable *const var = ((ir_instruction *) node)->as_variable();
+      parcel.start_shader((gl_shader_stage)i);
 
-        if ((var == NULL) || (var->mode != ir_var_uniform))
-           continue;
+      foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+        ir_variable *const var = node->as_variable();
 
-        /* FINISHME: Update code to process built-in uniforms!
-         */
-        if (strncmp("gl_", var->name, 3) == 0)
+         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                               var->data.mode != ir_var_shader_storage))
            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));
+   /* Reserve all the explicit locations of the active uniforms. */
+   for (unsigned i = 0; i < num_uniforms; i++) {
+      if (uniforms[i].type->is_subroutine() ||
+          uniforms[i].is_shader_storage)
+         continue;
+
+      if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
+         /* How many new entries for this uniform? */
+         const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+         /* Set remap table entries point to correct gl_uniform_storage. */
+         for (unsigned j = 0; j < entries; j++) {
+            unsigned element_loc = uniforms[i].remap_location + j;
+            assert(prog->UniformRemapTable[element_loc] ==
+                   INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+            prog->UniformRemapTable[element_loc] = &uniforms[i];
+         }
+      }
+   }
+
+   /* Reserve locations for rest of the uniforms. */
+   for (unsigned i = 0; i < num_uniforms; i++) {
+
+      if (uniforms[i].type->is_subroutine() ||
+          uniforms[i].is_shader_storage)
+         continue;
+
+      /* Built-in uniforms should not get any location. */
+      if (uniforms[i].builtin)
+         continue;
+
+      /* Explicit ones have been set already. */
+      if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+         continue;
+
+      /* 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;
+   }
+
+   /* Reserve all the explicit locations of the active subroutine uniforms. */
+   for (unsigned i = 0; i < num_uniforms; i++) {
+      if (!uniforms[i].type->is_subroutine())
+         continue;
+
+      if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
+         continue;
+
+      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+         struct gl_shader *sh = prog->_LinkedShaders[j];
+         if (!sh)
+            continue;
+
+         if (!uniforms[i].opaque[j].active)
+            continue;
+
+         /* How many new entries for this uniform? */
+         const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+         /* Set remap table entries point to correct gl_uniform_storage. */
+         for (unsigned k = 0; k < entries; k++) {
+            unsigned element_loc = uniforms[i].remap_location + k;
+            assert(sh->SubroutineUniformRemapTable[element_loc] ==
+                   INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+            sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
+         }
+      }
+   }
+
+   /* reserve subroutine locations */
+   for (unsigned i = 0; i < num_uniforms; i++) {
+
+      if (!uniforms[i].type->is_subroutine())
+         continue;
+      const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+      if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+         continue;
+      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+         struct gl_shader *sh = prog->_LinkedShaders[j];
+         if (!sh)
+            continue;
+
+         if (!uniforms[i].opaque[j].active)
+            continue;
+
+         sh->SubroutineUniformRemapTable =
+            reralloc(sh,
+                     sh->SubroutineUniformRemapTable,
+                     gl_uniform_storage *,
+                     sh->NumSubroutineUniformRemapTable + entries);
+
+         for (unsigned k = 0; k < entries; k++)
+            sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i];
+         uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable;
+         sh->NumSubroutineUniformRemapTable += entries;
+      }
+   }
 
 #ifndef NDEBUG
-   for (unsigned i = 0; i < num_user_uniforms; i++) {
-      assert(uniforms[i].storage != NULL);
+   for (unsigned i = 0; i < num_uniforms; i++) {
+      assert(uniforms[i].storage != NULL || uniforms[i].builtin);
    }
 
    assert(parcel.values == data_end);
 #endif
 
-   prog->NumUserUniformStorage = num_user_uniforms;
+   prog->NumUniformStorage = num_uniforms;
+   prog->NumHiddenUniforms = hidden_uniforms;
    prog->UniformStorage = uniforms;
 
-   link_set_uniform_initializers(prog);
+   /**
+    * Scan the program for image uniforms and store image unit access
+    * information into the gl_shader data structure.
+    */
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (sh == NULL)
+        continue;
+
+      foreach_in_list(ir_instruction, node, sh->ir) {
+        ir_variable *var = node->as_variable();
+
+         if (var && var->data.mode == ir_var_uniform &&
+             var->type->contains_image()) {
+            char *name_copy = ralloc_strdup(NULL, var->name);
+            link_set_image_access_qualifiers(prog, sh, i, var, var->type,
+                                             &name_copy, strlen(var->name));
+            ralloc_free(name_copy);
+         }
+      }
+   }
+
+   link_set_uniform_initializers(prog, boolean_true);
 
    return;
 }