nir/builder: Use nir_after_instr to advance the cursor
[mesa.git] / src / glsl / link_uniforms.cpp
index 8014a3d9a99ea533a4e9318a1851b1eb9a039908..a0cb618292517b4b63a0896f2c3e55f1c62afc6b 100644 (file)
@@ -71,6 +71,8 @@ void
 program_resource_visitor::process(ir_variable *var)
 {
    const glsl_type *t = var->type;
+   const bool row_major =
+      var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
 
    /* false is always passed for the row_major parameter to the other
     * processing functions because no information is available to do
@@ -108,7 +110,7 @@ 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, false);
+         recursion(var->type, &name, new_length, row_major, NULL, false);
       }
       ralloc_free(name);
    } else if (var->data.from_named_ifc_block_nonarray) {
@@ -132,22 +134,22 @@ 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, false);
+      recursion(var->type, &name, strlen(name), row_major, NULL, false);
       ralloc_free(name);
    } else if (t->without_array()->is_record()) {
       char *name = ralloc_strdup(NULL, var->name);
-      recursion(var->type, &name, strlen(name), false, NULL, false);
+      recursion(var->type, &name, strlen(name), row_major, NULL, false);
       ralloc_free(name);
    } else if (t->is_interface()) {
       char *name = ralloc_strdup(NULL, var->type->name);
-      recursion(var->type, &name, strlen(name), false, NULL, false);
+      recursion(var->type, &name, strlen(name), row_major, NULL, false);
       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, false);
+      recursion(var->type, &name, strlen(name), row_major, NULL, false);
       ralloc_free(name);
    } else {
-      this->visit_field(t, var->name, false, NULL, false);
+      this->visit_field(t, var->name, row_major, NULL, false);
    }
 }
 
@@ -167,6 +169,9 @@ 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);
+
       for (unsigned i = 0; i < t->length; i++) {
         const char *field = t->fields.structure[i].name;
         size_t new_length = name_length;
@@ -181,8 +186,24 @@ 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,
                    (i + 1) == t->length);
 
          /* Only the first leaf-field of the record gets called with the
@@ -190,6 +211,11 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
           */
          record_type = NULL;
       }
+
+      if (t->is_record()) {
+         (*name)[name_length] = '\0';
+         this->leave_record(t, *name, row_major);
+      }
    } else if (t->is_array() && (t->fields.array->is_record()
                                 || t->fields.array->is_interface())) {
       if (record_type == NULL && t->fields.array->is_record())
@@ -231,6 +257,16 @@ program_resource_visitor::visit_field(const glsl_struct_field *field)
    /* empty */
 }
 
+void
+program_resource_visitor::enter_record(const glsl_type *, const char *, bool)
+{
+}
+
+void
+program_resource_visitor::leave_record(const glsl_type *, const char *, bool)
+{
+}
+
 namespace {
 
 /**
@@ -238,7 +274,7 @@ 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.
@@ -248,6 +284,7 @@ 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)
    {
       /* empty */
@@ -258,11 +295,12 @@ 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->is_ubo_var = var->is_in_buffer_block();
       if (var->is_interface_instance())
          program_resource_visitor::process(var->get_interface_type(),
                                            var->get_interface_type()->name);
@@ -295,6 +333,11 @@ public:
     */
    unsigned num_shader_uniform_components;
 
+   /**
+    * Number of subroutine uniforms used
+    */
+   unsigned num_shader_subroutines;
+
    bool is_ubo_var;
 
 private:
@@ -312,7 +355,9 @@ 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;
@@ -385,6 +430,7 @@ public:
       this->shader_shadow_samplers = 0;
       this->next_sampler = 0;
       this->next_image = 0;
+      this->next_subroutine = 0;
       memset(this->targets, 0, sizeof(this->targets));
    }
 
@@ -395,7 +441,7 @@ public:
       field_counter = 0;
 
       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);
 
@@ -427,7 +473,6 @@ public:
           */
          if (var->is_interface_instance()) {
             ubo_byte_offset = 0;
-            ubo_row_major = false;
          } else {
             const struct gl_uniform_block *const block =
                &prog->UniformBlocks[ubo_block_index];
@@ -437,7 +482,6 @@ public:
             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;
          }
 
@@ -452,7 +496,6 @@ public:
 
    int ubo_block_index;
    int ubo_byte_offset;
-   bool ubo_row_major;
    gl_shader_stage shader_type;
 
 private:
@@ -502,6 +545,24 @@ private:
       }
    }
 
+   void handle_subroutines(const glsl_type *base_type,
+                           struct gl_uniform_storage *uniform)
+   {
+      if (base_type->is_subroutine()) {
+         uniform->subroutine[shader_type].index = this->next_subroutine;
+         uniform->subroutine[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;
+      }
+   }
+
    virtual void visit_field(const glsl_type *type, const char *name,
                             bool row_major)
    {
@@ -511,6 +572,24 @@ private:
       assert(!"Should not get here.");
    }
 
+   virtual void enter_record(const glsl_type *type, const char *,
+                             bool row_major) {
+      assert(type->is_record());
+      if (this->ubo_block_index == -1)
+         return;
+      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) {
+      assert(type->is_record());
+      if (this->ubo_block_index == -1)
+         return;
+      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 /* last_field */)
@@ -518,8 +597,6 @@ private:
       assert(!type->without_array()->is_record());
       assert(!type->without_array()->is_interface());
 
-      (void) row_major;
-
       unsigned id;
       bool found = this->map->get(id, name);
       assert(found);
@@ -539,13 +616,15 @@ private:
       /* This assigns uniform indices to sampler and image uniforms. */
       handle_samplers(base_type, &this->uniforms[id]);
       handle_images(base_type, &this->uniforms[id]);
+      handle_subroutines(base_type, &this->uniforms[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;
       }
 
@@ -570,28 +649,38 @@ 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;
+
       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);
+        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(ubo_row_major);
+        this->ubo_byte_offset += type->std140_size(row_major);
 
         if (type->is_array()) {
            this->uniforms[id].array_stride =
-              glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
+              glsl_align(type->fields.array->std140_size(row_major), 16);
         } else {
            this->uniforms[id].array_stride = 0;
         }
 
         if (type->without_array()->is_matrix()) {
-           this->uniforms[id].matrix_stride = 16;
-           this->uniforms[id].row_major = ubo_row_major;
+            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);
+            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;
@@ -612,6 +701,7 @@ private:
    struct gl_uniform_storage *uniforms;
    unsigned next_sampler;
    unsigned next_image;
+   unsigned next_subroutine;
 
 public:
    union gl_constant_value *values;
@@ -703,10 +793,11 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
    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;
@@ -733,7 +824,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
                if (end == NULL)
                   continue;
 
-               if (l != (end - begin))
+               if ((ptrdiff_t) l != (end - begin))
                   continue;
 
                if (strncmp(var->name, begin, l) == 0) {
@@ -755,40 +846,6 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
    }
 }
 
-void
-link_assign_uniform_block_offsets(struct gl_shader *shader)
-{
-   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;
-
-        unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
-        unsigned size = type->std140_size(ubo_var->RowMajor);
-
-        offset = glsl_align(offset, alignment);
-        ubo_var->Offset = offset;
-        offset += size;
-      }
-
-      /* 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);
-   }
-}
-
 /**
  * Scan the program for image uniforms and store image unit access
  * information into the gl_shader data structure.
@@ -813,8 +870,8 @@ link_set_image_access_qualifiers(struct gl_shader_program *prog)
             (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 :
+            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)
@@ -824,12 +881,57 @@ link_set_image_access_qualifiers(struct gl_shader_program *prog)
    }
 }
 
+/**
+ * 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.
+ */
+static unsigned
+move_hidden_uniforms_to_end(struct gl_shader_program *prog,
+                            struct gl_uniform_storage *uniforms,
+                            unsigned num_elements)
+{
+   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];
+   }
+
+   /* 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++;
+      }
+   }
+
+   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);
+   }
+
+   memcpy(uniforms, sorted_uniforms, sizeof(uniforms[0]) * num_elements);
+   ralloc_free(sorted_uniforms);
+
+   return hidden_uniforms;
+}
+
 void
-link_assign_uniform_locations(struct gl_shader_program *prog)
+link_assign_uniform_locations(struct gl_shader_program *prog,
+                              unsigned int boolean_true)
 {
    ralloc_free(prog->UniformStorage);
    prog->UniformStorage = NULL;
-   prog->NumUserUniformStorage = 0;
+   prog->NumUniformStorage = 0;
 
    if (prog->UniformHash != NULL) {
       prog->UniformHash->clear();
@@ -872,41 +974,34 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       foreach_in_list(ir_instruction, node, sh->ir) {
         ir_variable *const var = node->as_variable();
 
-        if ((var == NULL) || (var->data.mode != ir_var_uniform))
+        if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+                              var->data.mode != ir_var_shader_storage))
            continue;
 
-        /* FINISHME: Update code to process built-in uniforms!
-         */
-        if (is_gl_identifier(var->name)) {
-           uniform_size.num_shader_uniform_components +=
-              var->type->component_slots();
-           continue;
-        }
-
         uniform_size.process(var);
       }
 
       sh->num_samplers = uniform_size.num_shader_samplers;
       sh->NumImages = uniform_size.num_shader_images;
       sh->num_uniform_components = uniform_size.num_shader_uniform_components;
-
       sh->num_combined_uniform_components = sh->num_uniform_components;
+
       for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
         sh->num_combined_uniform_components +=
            sh->UniformBlocks[i].UniformBufferSize / 4;
       }
    }
 
-   const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
+   const unsigned num_uniforms = uniform_size.num_active_uniforms;
    const unsigned num_data_slots = uniform_size.num_values;
 
    /* 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
@@ -924,12 +1019,7 @@ 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))
-           continue;
-
-        /* 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);
@@ -943,8 +1033,14 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
              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_user_uniforms; i++) {
+   for (unsigned i = 0; i < num_uniforms; i++) {
+      if (uniforms[i].type->is_subroutine())
+         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);
@@ -960,7 +1056,13 @@ 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())
+         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)
@@ -986,19 +1088,79 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       prog->NumUniformRemapTable += entries;
    }
 
+   /* Reserve all the explicit locations of the active subroutine uniforms. */
+   for (unsigned i = 0; i < num_uniforms; i++) {
+      if (!uniforms[i].type->is_subroutine())
+         continue;
+
+      if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
+         continue;
+
+      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+         struct gl_shader *sh = prog->_LinkedShaders[j];
+         if (!sh)
+            continue;
+
+         if (!uniforms[i].subroutine[j].active)
+            continue;
+
+         /* How many new entries for this uniform? */
+         const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+         /* Set remap table entries point to correct gl_uniform_storage. */
+         for (unsigned k = 0; k < entries; k++) {
+            unsigned element_loc = uniforms[i].remap_location + k;
+            assert(sh->SubroutineUniformRemapTable[element_loc] ==
+                   INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+            sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
+         }
+      }
+   }
+
+   /* reserve subroutine locations */
+   for (unsigned i = 0; i < num_uniforms; i++) {
+
+      if (!uniforms[i].type->is_subroutine())
+         continue;
+      const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+      if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+         continue;
+      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+         struct gl_shader *sh = prog->_LinkedShaders[j];
+         if (!sh)
+            continue;
+
+         if (!uniforms[i].subroutine[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);
+   link_set_uniform_initializers(prog, boolean_true);
 
    return;
 }