shader->info.last_msaa_image = -1;
 
    nir_foreach_variable(var, &shader->uniforms) {
-      /* Bindless textures and images don't use non-bindless slots. */
-      if (var->data.bindless)
+      /* Bindless textures and images don't use non-bindless slots.
+       * Interface blocks imply inputs, outputs, UBO, or SSBO, which can only
+       * mean bindless.
+       */
+      if (var->data.bindless || var->interface_type)
          continue;
 
       shader->info.num_textures += glsl_type_get_sampler_count(var->type);
 
               glsl_type_get_sampler_count(glsl_without_array(type)));
    }
 
-   if (glsl_type_is_struct_or_ifc(type)) {
+   /* Ignore interface blocks - they can only contain bindless samplers,
+    * which we shouldn't count.
+    */
+   if (glsl_type_is_struct(type)) {
       unsigned count = 0;
       for (unsigned i = 0; i < glsl_get_length(type); i++)
          count += glsl_type_get_sampler_count(glsl_get_struct_field(type, i));
               glsl_type_get_image_count(glsl_without_array(type)));
    }
 
-   if (glsl_type_is_struct_or_ifc(type)) {
+   /* Ignore interface blocks - they can only contain bindless images,
+    * which we shouldn't count.
+    */
+   if (glsl_type_is_struct(type)) {
       unsigned count = 0;
       for (unsigned i = 0; i < glsl_get_length(type); i++)
          count += glsl_type_get_image_count(glsl_get_struct_field(type, i));