glsl: move uniform calculation to link_uniforms
[mesa.git] / src / glsl / link_uniforms.cpp
index 66f6d4db3a5e0bcc5da05994c0068d6627b210a6..76ee70dd400a59562116bcc7f2fff4b9d6b35dad 100644 (file)
@@ -28,6 +28,7 @@
 #include "glsl_symbol_table.h"
 #include "program/hash_table.h"
 #include "program.h"
+#include "util/hash_table.h"
 
 /**
  * \file link_uniforms.cpp
@@ -59,20 +60,30 @@ values_for_type(const glsl_type *type)
 void
 program_resource_visitor::process(const glsl_type *type, const char *name)
 {
-   assert(type->is_record()
-          || (type->is_array() && type->fields.array->is_record())
-          || type->is_interface()
-          || (type->is_array() && type->fields.array->is_interface()));
+   assert(type->without_array()->is_record()
+          || type->without_array()->is_interface());
 
+   unsigned record_array_count = 1;
    char *name_copy = ralloc_strdup(NULL, name);
-   recursion(type, &name_copy, strlen(name), false, NULL);
+   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
@@ -110,7 +121,8 @@ program_resource_visitor::process(ir_variable *var)
           * 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);
+         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) {
@@ -134,29 +146,33 @@ program_resource_visitor::process(ir_variable *var)
        * 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);
+      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count);
       ralloc_free(name);
-   } else if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
+   } 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), false, NULL);
+      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count);
       ralloc_free(name);
-   } else if (t->is_interface()) {
-      char *name = ralloc_strdup(NULL, var->type->name);
-      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, NULL);
+   } 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, false, NULL);
+      this->set_record_array_count(record_array_count);
+      this->visit_field(t, var->name, row_major, NULL, packing, false);
    }
 }
 
 void
 program_resource_visitor::recursion(const glsl_type *t, char **name,
                                     size_t name_length, bool row_major,
-                                    const glsl_type *record_type)
+                                    const glsl_type *record_type,
+                                    const unsigned packing,
+                                    bool last_field,
+                                    unsigned record_array_count)
 {
    /* Records need to have each field processed individually.
     *
@@ -168,6 +184,9 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
       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;
@@ -182,27 +201,61 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
             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,
-                   t->fields.structure[i].row_major, record_type);
+                   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;
       }
-   } else if (t->is_array() && (t->fields.array->is_record()
-                                || t->fields.array->is_interface())) {
+
+      if (t->is_record()) {
+         (*name)[name_length] = '\0';
+         this->leave_record(t, *name, row_major, packing);
+      }
+   } 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;
 
-      for (unsigned i = 0; i < t->length; i++) {
+      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 variable name */
         ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
 
          recursion(t->fields.array, name, new_length, row_major,
-                   record_type);
+                   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.
@@ -210,14 +263,17 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
          record_type = NULL;
       }
    } else {
-      this->visit_field(t, *name, row_major, record_type);
+      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 glsl_type *,
+                                      const unsigned,
+                                      bool /* last_field */)
 {
    visit_field(type, name, row_major);
 }
@@ -229,6 +285,23 @@ program_resource_visitor::visit_field(const glsl_struct_field *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 {
 
 /**
@@ -236,17 +309,20 @@ namespace {
  *
  * 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 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_images(0), num_shader_uniform_components(0),
-        is_ubo_var(false), 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 */
    }
@@ -256,11 +332,14 @@ public:
       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->is_ubo_var = var->is_in_uniform_block();
+      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);
@@ -273,6 +352,8 @@ public:
     */
    unsigned num_active_uniforms;
 
+   unsigned num_hidden_uniforms;
+
    /**
     * Number of data values required to back the storage for the active uniforms
     */
@@ -293,16 +374,23 @@ public:
     */
    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,
                             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()));
+      assert(!type->without_array()->is_record());
+      assert(!type->without_array()->is_interface());
+      assert(!(type->is_array() && type->fields.array->is_array()));
 
       (void) row_major;
 
@@ -312,7 +400,9 @@ private:
        * count it for each shader target.
        */
       const unsigned values = values_for_type(type);
-      if (type->contains_sampler()) {
+      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;
@@ -322,13 +412,14 @@ private:
           * 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;
+         if(!is_shader_storage)
+            this->num_shader_uniform_components += values;
       } else {
         /* Accumulate the total number of uniform slots used by this shader.
          * Note that samplers do not count against this limit because they
          * don't use any storage on current hardware.
          */
-        if (!is_ubo_var)
+        if (!is_ubo_var && !is_shader_storage)
            this->num_shader_uniform_components += values;
       }
 
@@ -338,7 +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.
@@ -347,7 +444,12 @@ 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 */
@@ -385,6 +487,8 @@ public:
       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));
    }
 
@@ -393,25 +497,26 @@ public:
    {
       current_var = var;
       field_counter = 0;
+      this->record_next_sampler = new string_to_uint_map;
 
       ubo_block_index = -1;
-      if (var->is_in_uniform_block()) {
+      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->NumUniformBlocks; i++) {
+            for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
                if (strncmp(var->get_interface_type()->name,
-                           prog->UniformBlocks[i].Name,
+                           prog->BufferInterfaceBlocks[i].Name,
                            l) == 0
-                   && prog->UniformBlocks[i].Name[l] == '[') {
+                   && prog->BufferInterfaceBlocks[i].Name[l] == '[') {
                   ubo_block_index = i;
                   break;
                }
             }
          } else {
-            for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+            for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
                if (strcmp(var->get_interface_type()->name,
-                          prog->UniformBlocks[i].Name) == 0) {
+                          prog->BufferInterfaceBlocks[i].Name) == 0) {
                   ubo_block_index = i;
                   break;
                }
@@ -427,60 +532,107 @@ public:
           */
          if (var->is_interface_instance()) {
             ubo_byte_offset = 0;
-            ubo_row_major = false;
+            process(var->get_interface_type(),
+                    var->get_interface_type()->name);
          } else {
             const struct gl_uniform_block *const block =
-               &prog->UniformBlocks[ubo_block_index];
+               &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_row_major = ubo_var->RowMajor;
             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;
 
-         if (var->is_interface_instance())
-            process(var->get_interface_type(),
-                    var->get_interface_type()->name);
-         else
-            process(var);
-      } else
          process(var);
+      }
+      delete this->record_next_sampler;
    }
 
    int ubo_block_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)
+                        struct gl_uniform_storage *uniform, const char *name)
    {
       if (base_type->is_sampler()) {
-         uniform->sampler[shader_type].index = this->next_sampler;
-         uniform->sampler[shader_type].active = true;
+         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));
+            }
 
-         /* 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);
+            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->sampler[shader_type].index;
+         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;
          }
-      } else {
-         uniform->sampler[shader_type].index = ~0;
-         uniform->sampler[shader_type].active = false;
       }
    }
 
@@ -488,20 +640,37 @@ private:
                       struct gl_uniform_storage *uniform)
    {
       if (base_type->is_image()) {
-         uniform->image[shader_type].index = this->next_image;
-         uniform->image[shader_type].active = true;
+         uniform->opaque[shader_type].index = this->next_image;
+         uniform->opaque[shader_type].active = true;
 
          /* Increment the image index by 1 for non-arrays and by the
           * number of array elements for arrays.
           */
          this->next_image += MAX2(1, uniform->array_elements);
 
-      } else {
-         uniform->image[shader_type].index = ~0;
-         uniform->image[shader_type].active = false;
       }
    }
 
+   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;
+
+         /* 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);
+
+      }
+   }
+
+   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)
    {
@@ -511,15 +680,40 @@ private:
       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)
+                            bool row_major, const glsl_type *record_type,
+                            const unsigned packing,
+                            bool /* last_field */)
    {
-      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;
+      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);
@@ -537,29 +731,43 @@ private:
         base_type = type;
       }
 
+      /* Initialise opaque data */
+      this->uniforms[id].opaque[shader_type].index = ~0;
+      this->uniforms[id].opaque[shader_type].active = false;
+
       /* This assigns uniform indices to sampler and image uniforms. */
-      handle_samplers(base_type, &this->uniforms[id]);
+      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, 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 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) {
+      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 (record_type != NULL) {
+         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 =
-               current_var->data.location + field_counter;
+               this->explicit_location + field_counter;
             field_counter += entries;
          } else {
-            this->uniforms[id].remap_location = current_var->data.location;
+            this->uniforms[id].remap_location = this->explicit_location;
          }
       } else {
          /* Initialize to to indicate that no location is set */
@@ -571,29 +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;
       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;
-
-        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_row_major);
-
-        if (type->is_array()) {
-           this->uniforms[id].array_stride =
-              glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
+         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_row_major;
+        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;
@@ -614,22 +849,36 @@ private:
    struct gl_uniform_storage *uniforms;
    unsigned next_sampler;
    unsigned next_image;
+   unsigned next_subroutine;
 
-public:
-   union gl_constant_value *values;
-
-   gl_texture_index targets[MAX_SAMPLERS];
+   /**
+    * 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;
 
-   /**
-    * Field counter is used to take care that uniform structures
-    * with explicit locations get sequential locations.
+   /* Used to store the explicit location from current_var so that we can
+    * reuse the location field for storing the uniform slot id.
     */
-   unsigned field_counter;
+   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;
+
+   gl_texture_index targets[MAX_SAMPLERS];
 
    /**
     * Mask of samplers used by the current shader stage.
@@ -702,13 +951,14 @@ link_cross_validate_uniform_block(void *mem_ctx,
 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->is_in_uniform_block())
+      if ((var == NULL) || !var->is_in_buffer_block())
         continue;
 
-      assert(var->data.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;
@@ -720,22 +970,22 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
 
       if (var->type->is_record()) {
          sentinel = '.';
-      } else if (var->type->is_array()
-                 && var->type->fields.array->is_record()) {
+      } 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->NumUniformBlocks; i++) {
-        for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
+      for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
+        for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
             if (sentinel) {
-               const char *begin = shader->UniformBlocks[i].Uniforms[j].Name;
+               const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name;
                const char *end = strchr(begin, sentinel);
 
                if (end == NULL)
                   continue;
 
-               if (l != (end - begin))
+               if ((ptrdiff_t) l != (end - begin))
                   continue;
 
                if (strncmp(var->name, begin, l) == 0) {
@@ -744,7 +994,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
                   break;
                }
             } else if (!strcmp(var->name,
-                               shader->UniformBlocks[i].Uniforms[j].Name)) {
+                               shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) {
               found = true;
               var->data.location = j;
               break;
@@ -757,81 +1007,94 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
    }
 }
 
-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 = glsl_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);
       }
-
-      /* From the GL_ARB_uniform_buffer_object spec:
-       *
-       *     "For uniform blocks laid out according to [std140] rules,
-       *      the minimum buffer object size returned by the
-       *      UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
-       *      offset of the last basic machine unit consumed by the
-       *      last uniform of the uniform block (including any
-       *      end-of-array or end-of-structure padding), adding one,
-       *      and rounding up to the next multiple of the base
-       *      alignment required for a vec4."
-       */
-      block->UniformBufferSize = glsl_align(offset, 16);
+   } 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;
    }
 }
 
 /**
- * Scan the program for image uniforms and store image unit access
- * information into the gl_shader data structure.
+ * 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
-link_set_image_access_qualifiers(struct gl_shader_program *prog)
+assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
+                              void *closure)
 {
-   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      gl_shader *sh = prog->_LinkedShaders[i];
-
-      if (sh == NULL)
-        continue;
+   count_uniform_size *uniform_size = (count_uniform_size *) closure;
+   unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
+      uniform_size->num_hidden_uniforms;
 
-      foreach_list(node, sh->ir) {
-        ir_variable *var = ((ir_instruction *) node)->as_variable();
+   uniform_size->map->put(hidden_uniform_start + hidden_id, name);
+}
 
-         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;
+/**
+ * Search UniformRemapTable for empty block big enough to hold given uniform.
+ * TODO Optimize this algorithm later if it turns out to be a major bottleneck.
+ */
+static int
+find_empty_block(struct gl_shader_program *prog,
+                 struct gl_uniform_storage *uniform)
+{
+   const unsigned entries = MAX2(1, uniform->array_elements);
+   for (unsigned i = 0, j; i < prog->NumUniformRemapTable; i++) {
+      /* We found empty space in UniformRemapTable. */
+      if (prog->UniformRemapTable[i] == NULL) {
+         for (j = i; j < entries && j < prog->NumUniformRemapTable; j++) {
+            if (prog->UniformRemapTable[j] != NULL) {
+               /* Entries do not fit in this space, continue searching
+                * after this location.
+                */
+               i = j + 1;
+               break;
+            }
+         }
+         /* Entries fit, we can return this location. */
+         if (i != j + 1) {
+            return i;
          }
       }
    }
+   return -1;
 }
 
 void
-link_assign_uniform_locations(struct gl_shader_program *prog)
+link_assign_uniform_locations(struct gl_shader_program *prog,
+                              unsigned int boolean_true,
+                              unsigned int max_locations)
 {
    ralloc_free(prog->UniformStorage);
    prog->UniformStorage = NULL;
-   prog->NumUserUniformStorage = 0;
+   prog->NumUniformStorage = 0;
 
    if (prog->UniformHash != NULL) {
       prog->UniformHash->clear();
@@ -846,7 +1109,8 @@ 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);
+   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];
 
@@ -871,19 +1135,12 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
        */
       uniform_size.start_shader();
 
-      foreach_list(node, sh->ir) {
-        ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
-        if ((var == NULL) || (var->data.mode != ir_var_uniform))
-           continue;
+      foreach_in_list(ir_instruction, node, sh->ir) {
+        ir_variable *const var = node->as_variable();
 
-        /* FINISHME: Update code to process built-in uniforms!
-         */
-        if (is_gl_identifier(var->name)) {
-           uniform_size.num_shader_uniform_components +=
-              var->type->component_slots();
+        if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                              var->data.mode != ir_var_shader_storage))
            continue;
-        }
 
         uniform_size.process(var);
       }
@@ -891,24 +1148,31 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       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;
+
+      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
@@ -917,21 +1181,31 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 
    parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
 
+   unsigned total_entries = 0;
+
+   /* Calculate amount of 'holes' left after explicit locations were
+    * reserved from UniformRemapTable.
+    */
+   unsigned empty_locs = 0;
+   for (unsigned i = 0; i < prog->NumUniformRemapTable; i++)
+      if (prog->UniformRemapTable[i] == NULL)
+         empty_locs++;
+
+   /* Add all the reserved explicit locations - empty locations in remap table. */
+   if (prog->NumUniformRemapTable)
+      total_entries = (prog->NumUniformRemapTable - 1) - empty_locs;
+
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] == NULL)
         continue;
 
       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->data.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 (is_gl_identifier(var->name))
+         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                               var->data.mode != ir_var_shader_storage))
            continue;
 
         parcel.set_and_process(prog, var);
@@ -940,13 +1214,18 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       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));
+      STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
+                    sizeof(parcel.targets));
       memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
              sizeof(prog->_LinkedShaders[i]->SamplerTargets));
    }
 
    /* Reserve all the explicit locations of the active uniforms. */
-   for (unsigned i = 0; i < num_user_uniforms; i++) {
+   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);
@@ -962,7 +1241,15 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
    }
 
    /* Reserve locations for rest of the uniforms. */
-   for (unsigned i = 0; i < num_user_uniforms; i++) {
+   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)
@@ -971,36 +1258,140 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       /* 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);
+      /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
+      int chosen_location = -1;
+
+      if (empty_locs)
+         chosen_location = find_empty_block(prog, &uniforms[i]);
+
+      if (chosen_location != -1) {
+         empty_locs -= entries;
+      } else {
+         chosen_location = prog->NumUniformRemapTable;
+
+         /* Add new entries to the total amount of entries. */
+         total_entries += entries;
+
+         /* resize remap table to fit new entries */
+         prog->UniformRemapTable =
+            reralloc(prog,
+                     prog->UniformRemapTable,
+                     gl_uniform_storage *,
+                     prog->NumUniformRemapTable + entries);
+         prog->NumUniformRemapTable += entries;
+      }
 
       /* set pointers for this uniform */
       for (unsigned j = 0; j < entries; j++)
-         prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
+         prog->UniformRemapTable[chosen_location + j] = &uniforms[i];
 
       /* set the base location in remap table for the uniform */
-      uniforms[i].remap_location = prog->NumUniformRemapTable;
+      uniforms[i].remap_location = chosen_location;
+   }
+
+    /* Verify that total amount of entries for explicit and implicit locations
+     * is less than MAX_UNIFORM_LOCATIONS.
+     */
+   if (total_entries >= max_locations) {
+      linker_error(prog, "count of uniform locations >= MAX_UNIFORM_LOCATIONS"
+                   "(%u >= %u)", total_entries, max_locations);
+   }
+
+   /* 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);
 
-      prog->NumUniformRemapTable += entries;
+      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_image_access_qualifiers(prog);
-   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;
 }