glsl: move uniform calculation to link_uniforms
[mesa.git] / src / glsl / link_uniforms.cpp
index c21ce22622e35b8df1f1532074b8526986647abe..76ee70dd400a59562116bcc7f2fff4b9d6b35dad 100644 (file)
@@ -65,7 +65,9 @@ program_resource_visitor::process(const glsl_type *type, const char *name)
 
    unsigned record_array_count = 1;
    char *name_copy = ralloc_strdup(NULL, name);
-   recursion(type, &name_copy, strlen(name), false, NULL, false,
+   unsigned packing = type->interface_packing;
+
+   recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
              record_array_count);
    ralloc_free(name_copy);
 }
@@ -75,9 +77,14 @@ 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.
@@ -114,8 +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, row_major, NULL, false,
-                   record_array_count);
+         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) {
@@ -139,26 +146,23 @@ 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), row_major, NULL, false,
-                record_array_count);
+      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count);
       ralloc_free(name);
-   } else if (t->without_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), row_major, NULL, 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), row_major, NULL, false,
-                record_array_count);
+      recursion(var->type, &name, strlen(name), row_major, NULL, packing,
+                false, record_array_count);
       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), row_major, NULL, false,
-                record_array_count);
+   } 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, row_major, NULL, false);
+      this->set_record_array_count(record_array_count);
+      this->visit_field(t, var->name, row_major, NULL, packing, false);
    }
 }
 
@@ -166,6 +170,7 @@ void
 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)
 {
@@ -180,7 +185,7 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
          record_type = t;
 
       if (t->is_record())
-         this->enter_record(t, *name, row_major);
+         this->enter_record(t, *name, row_major, packing);
 
       for (unsigned i = 0; i < t->length; i++) {
         const char *field = t->fields.structure[i].name;
@@ -214,6 +219,7 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
          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
@@ -224,16 +230,23 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
 
       if (t->is_record()) {
          (*name)[name_length] = '\0';
-         this->leave_record(t, *name, row_major);
+         this->leave_record(t, *name, row_major, packing);
       }
-   } else if (t->is_array() && (t->fields.array->is_record()
-                                || t->fields.array->is_interface())) {
+   } 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;
 
-      record_array_count *= t->length;
+      unsigned length = t->length;
+      /* Shader storage block unsized arrays: add subscript [0] to variable
+       * names */
+      if (t->is_unsized_array())
+         length = 1;
 
-      for (unsigned i = 0; i < t->length; i++) {
+      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 */
@@ -241,6 +254,7 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
 
          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
@@ -250,7 +264,7 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
       }
    } else {
       this->set_record_array_count(record_array_count);
-      this->visit_field(t, *name, row_major, record_type, last_field);
+      this->visit_field(t, *name, row_major, record_type, packing, last_field);
    }
 }
 
@@ -258,6 +272,7 @@ 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);
@@ -271,12 +286,14 @@ program_resource_visitor::visit_field(const glsl_struct_field *field)
 }
 
 void
-program_resource_visitor::enter_record(const glsl_type *, const char *, bool)
+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)
+program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
+                                       const unsigned)
 {
 }
 
@@ -299,11 +316,13 @@ namespace {
  */
 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),
-        num_shader_subroutines(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 */
    }
@@ -318,7 +337,9 @@ public:
 
    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);
@@ -331,6 +352,8 @@ public:
     */
    unsigned num_active_uniforms;
 
+   unsigned num_hidden_uniforms;
+
    /**
     * Number of data values required to back the storage for the active uniforms
     */
@@ -357,6 +380,9 @@ public:
    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,
@@ -364,6 +390,7 @@ private:
    {
       assert(!type->without_array()->is_record());
       assert(!type->without_array()->is_interface());
+      assert(!(type->is_array() && type->fields.array->is_array()));
 
       (void) row_major;
 
@@ -385,13 +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;
       }
 
@@ -401,7 +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.
@@ -410,7 +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 */
@@ -465,19 +504,19 @@ public:
          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;
                }
@@ -493,9 +532,11 @@ public:
           */
          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->UniformBlocks[ubo_block_index];
+               &prog->BufferInterfaceBlocks[ubo_block_index];
 
             assert(var->data.location != -1);
 
@@ -503,14 +544,15 @@ public:
                &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;
 
-         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;
@@ -525,7 +567,7 @@ private:
                         struct gl_uniform_storage *uniform, const char *name)
    {
       if (base_type->is_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) {
@@ -545,8 +587,8 @@ private:
                /* In this case, we've already seen this uniform so we just use
                 * the next sampler index recorded the last time we visited.
                 */
-               uniform->sampler[shader_type].index = index;
-               index = inner_array_size + uniform->sampler[shader_type].index;
+               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);
@@ -564,13 +606,13 @@ private:
                 * structs. This allows the offset to be easily calculated for
                 * indirect indexing.
                 */
-               uniform->sampler[shader_type].index = this->next_sampler;
+               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->sampler[shader_type].index + inner_array_size;
+               index = uniform->opaque[shader_type].index + inner_array_size;
                this->record_next_sampler->put(index, name_copy);
                ralloc_free(name_copy);
             }
@@ -578,22 +620,19 @@ private:
             /* Increment the sampler by 1 for non-arrays and by the number of
              * array elements for arrays.
              */
-            uniform->sampler[shader_type].index = this->next_sampler;
+            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;
       }
    }
 
@@ -601,17 +640,14 @@ 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;
       }
    }
 
@@ -619,17 +655,14 @@ private:
                            struct gl_uniform_storage *uniform)
    {
       if (base_type->is_subroutine()) {
-         uniform->subroutine[shader_type].index = this->next_subroutine;
-         uniform->subroutine[shader_type].active = true;
+         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);
 
-      } else {
-         uniform->subroutine[shader_type].index = ~0;
-         uniform->subroutine[shader_type].active = false;
       }
    }
 
@@ -648,29 +681,39 @@ private:
    }
 
    virtual void enter_record(const glsl_type *type, const char *,
-                             bool row_major) {
+                             bool row_major, const unsigned packing) {
       assert(type->is_record());
       if (this->ubo_block_index == -1)
          return;
-      this->ubo_byte_offset = glsl_align(
+      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) {
+                             bool row_major, const unsigned packing) {
       assert(type->is_record());
       if (this->ubo_block_index == -1)
          return;
-      this->ubo_byte_offset = glsl_align(
+      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);
@@ -688,11 +731,22 @@ 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], 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
@@ -706,13 +760,14 @@ private:
       /* 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 */
@@ -733,17 +788,30 @@ private:
       if (!this->uniforms[id].builtin)
          this->uniforms[id].storage = this->values;
 
-      if (this->ubo_block_index != -1) {
-        this->uniforms[id].block_index = this->ubo_block_index;
-
-        const unsigned alignment = type->std140_base_alignment(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(row_major);
+      this->uniforms[id].is_shader_storage =
+         current_var->is_in_shader_storage_block();
 
-        if (type->is_array()) {
-           this->uniforms[id].array_stride =
-              glsl_align(type->fields.array->std140_size(row_major), 16);
+      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;
         }
@@ -751,10 +819,15 @@ private:
         if (type->without_array()->is_matrix()) {
             const glsl_type *matrix = type->without_array();
             const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
-            const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
+            const unsigned items =
+               row_major ? matrix->matrix_columns : matrix->vector_elements;
 
             assert(items <= 4);
-            this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
+            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;
@@ -778,6 +851,22 @@ private:
    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;
 
@@ -791,17 +880,6 @@ public:
 
    gl_texture_index targets[MAX_SAMPLERS];
 
-   /**
-    * Current variable being processed.
-    */
-   ir_variable *current_var;
-
-   /**
-    * Field counter is used to take care that uniform structures
-    * with explicit locations get sequential locations.
-    */
-   unsigned field_counter;
-
    /**
     * Mask of samplers used by the current shader stage.
     */
@@ -892,16 +970,16 @@ 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)
@@ -916,7 +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;
@@ -929,88 +1007,90 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
    }
 }
 
-/**
- * Scan the program for image uniforms and store image unit access
- * information into the gl_shader data structure.
- */
 static void
-link_set_image_access_qualifiers(struct gl_shader_program *prog)
+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 i = 0; i < MESA_SHADER_STAGES; i++) {
-      gl_shader *sh = prog->_LinkedShaders[i];
-
-      if (sh == NULL)
-        continue;
+   /* 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;
 
-      foreach_in_list(ir_instruction, node, sh->ir) {
-        ir_variable *var = node->as_variable();
+        /* Append the subscript to the current variable name */
+        ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
 
-         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;
-         }
+         link_set_image_access_qualifiers(prog, sh, shader_stage, var,
+                                          type->fields.array, name,
+                                          new_length);
       }
+   } 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;
    }
 }
 
 /**
- * Sort the array of uniform storage so that the non-hidden uniforms are first
- *
- * This function sorts the list "in place."  This is important because some of
- * the storage accessible from \c uniforms has \c uniforms as its \c ralloc
- * context.  If \c uniforms is freed, some other storage will also be freed.
+ * 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 unsigned
-move_hidden_uniforms_to_end(struct gl_shader_program *prog,
-                            struct gl_uniform_storage *uniforms,
-                            unsigned num_elements)
+static void
+assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
+                              void *closure)
 {
-   struct gl_uniform_storage *sorted_uniforms =
-      ralloc_array(prog, struct gl_uniform_storage, num_elements);
-   unsigned hidden_uniforms = 0;
-   unsigned j = 0;
-
-   /* Add the non-hidden uniforms. */
-   for (unsigned i = 0; i < num_elements; i++) {
-      if (!uniforms[i].hidden)
-         sorted_uniforms[j++] = uniforms[i];
-   }
+   count_uniform_size *uniform_size = (count_uniform_size *) closure;
+   unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
+      uniform_size->num_hidden_uniforms;
 
-   /* Add and count the hidden uniforms. */
-   for (unsigned i = 0; i < num_elements; i++) {
-      if (uniforms[i].hidden) {
-         sorted_uniforms[j++] = uniforms[i];
-         hidden_uniforms++;
-      }
-   }
+   uniform_size->map->put(hidden_uniform_start + hidden_id, name);
+}
 
-   assert(prog->UniformHash != NULL);
-   prog->UniformHash->clear();
-   for (unsigned i = 0; i < num_elements; i++) {
-      if (sorted_uniforms[i].name != NULL)
-         prog->UniformHash->put(i, sorted_uniforms[i].name);
+/**
+ * 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;
+         }
+      }
    }
-
-   memcpy(uniforms, sorted_uniforms, sizeof(uniforms[0]) * num_elements);
-   ralloc_free(sorted_uniforms);
-
-   return hidden_uniforms;
+   return -1;
 }
 
 void
 link_assign_uniform_locations(struct gl_shader_program *prog,
-                              unsigned int boolean_true)
+                              unsigned int boolean_true,
+                              unsigned int max_locations)
 {
    ralloc_free(prog->UniformStorage);
    prog->UniformStorage = NULL;
@@ -1029,7 +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];
 
@@ -1069,14 +1150,21 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
       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_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.
     */
@@ -1093,6 +1181,20 @@ 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;
@@ -1102,7 +1204,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
       foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
         ir_variable *const var = node->as_variable();
 
-        if ((var == NULL) || (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
+         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                               var->data.mode != ir_var_shader_storage))
            continue;
 
         parcel.set_and_process(prog, var);
@@ -1111,17 +1214,16 @@ 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));
    }
 
-   const unsigned hidden_uniforms =
-      move_hidden_uniforms_to_end(prog, uniforms, num_uniforms);
-
    /* Reserve all the explicit locations of the active uniforms. */
    for (unsigned i = 0; i < num_uniforms; i++) {
-      if (uniforms[i].type->is_subroutine())
+      if (uniforms[i].type->is_subroutine() ||
+          uniforms[i].is_shader_storage)
          continue;
 
       if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
@@ -1141,8 +1243,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
    /* Reserve locations for rest of the uniforms. */
    for (unsigned i = 0; i < num_uniforms; i++) {
 
-      if (uniforms[i].type->is_subroutine())
+      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;
@@ -1154,21 +1258,43 @@ 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;
+   }
 
-      prog->NumUniformRemapTable += entries;
+    /* 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. */
@@ -1184,7 +1310,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
          if (!sh)
             continue;
 
-         if (!uniforms[i].subroutine[j].active)
+         if (!uniforms[i].opaque[j].active)
             continue;
 
          /* How many new entries for this uniform? */
@@ -1214,7 +1340,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
          if (!sh)
             continue;
 
-         if (!uniforms[i].subroutine[j].active)
+         if (!uniforms[i].opaque[j].active)
             continue;
 
          sh->SubroutineUniformRemapTable =
@@ -1242,7 +1368,29 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
    prog->NumHiddenUniforms = hidden_uniforms;
    prog->UniformStorage = uniforms;
 
-   link_set_image_access_qualifiers(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;