summaryrefslogtreecommitdiffstats
path: root/src/compiler/glsl/link_uniforms.cpp
blob: b3c3c5a279defb0c68fdfa093c6f2421b3c2d8b3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
/*
 * Copyright © 2011 Intel Corporation
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
 * DEALINGS IN THE SOFTWARE.
 */

#include "main/core.h"
#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program.h"
#include "util/string_to_uint_map.h"

/**
 * \file link_uniforms.cpp
 * Assign locations for GLSL uniforms.
 *
 * \author Ian Romanick <ian.d.romanick@intel.com>
 */

/**
 * Used by linker to indicate uniforms that have no location set.
 */
#define UNMAPPED_UNIFORM_LOC ~0u

/**
 * Count the backing storage requirements for a type
 */
static unsigned
values_for_type(const glsl_type *type)
{
   if (type->is_sampler()) {
      return 1;
   } else if (type->is_array() && type->fields.array->is_sampler()) {
      return type->array_size();
   } else {
      return type->component_slots();
   }
}

void
program_resource_visitor::process(const glsl_type *type, const char *name)
{
   assert(type->without_array()->is_record()
          || type->without_array()->is_interface());

   unsigned record_array_count = 1;
   char *name_copy = ralloc_strdup(NULL, name);
   enum glsl_interface_packing packing = type->get_interface_packing();

   recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
             record_array_count, NULL);
   ralloc_free(name_copy);
}

void
program_resource_visitor::process(ir_variable *var)
{
   unsigned record_array_count = 1;
   const bool row_major =
      var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;

   const enum glsl_interface_packing packing = var->get_interface_type() ?
      var->get_interface_type_packing() :
      var->type->get_interface_packing();

   const glsl_type *t =
      var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
   const glsl_type *t_without_array = t->without_array();

   /* 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.
    */
   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, packing,
                false, record_array_count, NULL);
      ralloc_free(name);
   } else if (t_without_array->is_interface()) {
      char *name = ralloc_strdup(NULL, t_without_array->name);
      const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
         &t_without_array->
            fields.structure[t_without_array->field_index(var->name)] : NULL;

      recursion(t, &name, strlen(name), row_major, NULL, packing,
                false, record_array_count, ifc_member);
      ralloc_free(name);
   } else {
      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 enum glsl_interface_packing packing,
                                    bool last_field,
                                    unsigned record_array_count,
                                    const glsl_struct_field *named_ifc_member)
{
   /* Records need to have each field processed individually.
    *
    * Arrays of records need to have each array element processed
    * individually, then each field of the resulting array elements processed
    * individually.
    */
   if (t->is_interface() && named_ifc_member) {
      ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
                                   named_ifc_member->name);
      recursion(named_ifc_member->type, name, name_length, row_major, NULL,
                packing, false, record_array_count, NULL);
   } else if (t->is_record() || t->is_interface()) {
      if (record_type == NULL && t->is_record())
         record_type = t;

      if (t->is_record())
         this->enter_record(t, *name, row_major, packing);

      for (unsigned i = 0; i < t->length; i++) {
         const char *field = t->fields.structure[i].name;
         size_t new_length = name_length;

         if (t->fields.structure[i].type->is_record())
            this->visit_field(&t->fields.structure[i]);

         if (t->is_interface() && t->fields.structure[i].offset != -1)
            this->set_buffer_offset(t->fields.structure[i].offset);

         /* Append '.field' to the current variable name. */
         if (name_length == 0) {
            ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
         } else {
            ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
         }

         /* The layout of structures at the top level of the block is set
          * during parsing.  For matrices contained in multiple levels of
          * structures in the block, the inner structures have no layout.
          * These cases must potentially inherit the layout from the outer
          * levels.
          */
         bool field_row_major = row_major;
         const enum glsl_matrix_layout matrix_layout =
            glsl_matrix_layout(t->fields.structure[i].matrix_layout);
         if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
            field_row_major = true;
         } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
            field_row_major = false;
         }

         recursion(t->fields.structure[i].type, name, new_length,
                   field_row_major,
                   record_type,
                   packing,
                   (i + 1) == t->length, record_array_count, NULL);

         /* Only the first leaf-field of the record gets called with the
          * record type pointer.
          */
         record_type = NULL;
      }

      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;

      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,
                   packing,
                   (i + 1) == t->length, record_array_count,
                   named_ifc_member);

         /* Only the first leaf-field of the record gets called with the
          * record type pointer.
          */
         record_type = NULL;
      }
   } else {
      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 enum glsl_interface_packing,
                                      bool /* last_field */)
{
   visit_field(type, name, row_major);
}

void
program_resource_visitor::visit_field(const glsl_struct_field *field)
{
   (void) field;
   /* empty */
}

void
program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
                                       const enum glsl_interface_packing)
{
}

void
program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
                                       const enum glsl_interface_packing)
{
}

void
program_resource_visitor::set_buffer_offset(unsigned)
{
}

void
program_resource_visitor::set_record_array_count(unsigned)
{
}

namespace {

/**
 * Class to help calculate the storage requirements for a set of uniforms
 *
 * As uniforms are added to the active set the number of active uniforms and
 * the storage requirements for those uniforms are accumulated.  The active
 * uniforms are added 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,
                      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_buffer_block(false), is_shader_storage(false), map(map),
        hidden_map(hidden_map)
   {
      /* empty */
   }

   void start_shader()
   {
      this->num_shader_samplers = 0;
      this->num_shader_images = 0;
      this->num_shader_uniform_components = 0;
      this->num_shader_subroutines = 0;
   }

   void process(ir_variable *var)
   {
      this->current_var = var;
      this->is_buffer_block = var->is_in_buffer_block();
      this->is_shader_storage = var->is_in_shader_storage_block();
      if (var->is_interface_instance())
         program_resource_visitor::process(var->get_interface_type(),
                                           var->get_interface_type()->name);
      else
         program_resource_visitor::process(var);
   }

   /**
    * Total number of active uniforms counted
    */
   unsigned num_active_uniforms;

   unsigned num_hidden_uniforms;

   /**
    * Number of data values required to back the storage for the active uniforms
    */
   unsigned num_values;

   /**
    * Number of samplers used
    */
   unsigned num_shader_samplers;

   /**
    * Number of images used
    */
   unsigned num_shader_images;

   /**
    * Number of uniforms used in the current shader
    */
   unsigned num_shader_uniform_components;

   /**
    * Number of subroutine uniforms used
    */
   unsigned num_shader_subroutines;

   bool is_buffer_block;
   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->without_array()->is_record());
      assert(!type->without_array()->is_interface());
      assert(!(type->is_array() && type->fields.array->is_array()));

      (void) row_major;

      /* Count the number of samplers regardless of whether the uniform is
       * already in the hash table.  The hash table prevents adding the same
       * uniform for multiple shader targets, but in this case we want to
       * count it for each shader target.
       */
      const unsigned values = values_for_type(type);
      if (type->contains_subroutine()) {
         this->num_shader_subroutines += values;
      } else if (type->contains_sampler()) {
         this->num_shader_samplers += values;
      } else if (type->contains_image()) {
         this->num_shader_images += values;

         /* As drivers are likely to represent image uniforms as
          * scalar indices, count them against the limit of uniform
          * components in the default block.  The spec allows image
          * uniforms to use up no more than one scalar slot.
          */
         if(!is_shader_storage)
            this->num_shader_uniform_components += values;
      } else {
         /* Accumulate the total number of uniform slots used by this shader.
          * Note that samplers do not count against this limit because they
          * don't use any storage on current hardware.
          */
         if (!is_buffer_block)
            this->num_shader_uniform_components += values;
      }

      /* If the uniform is already in the map, there's nothing more to do.
       */
      unsigned id;
      if (this->map->get(id, name))
         return;

      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.
       */
      this->num_active_uniforms++;

      if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
         this->num_values += values;
   }

   struct string_to_uint_map *hidden_map;

   /**
    * Current variable being processed.
    */
   ir_variable *current_var;
};

} /* anonymous namespace */

/**
 * Class to help parcel out pieces of backing storage to uniforms
 *
 * Each uniform processed has some range of the \c gl_constant_value
 * structures associated with it.  The association is done by finding
 * the uniform in the \c string_to_uint_map and using the value from
 * the map to connect that slot in the \c gl_uniform_storage table
 * with the next available slot in the \c gl_constant_value array.
 *
 * \warning
 * This class assumes that every uniform that will be processed is
 * already in the \c string_to_uint_map.  In addition, it assumes that
 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
 * enough."
 */
class parcel_out_uniform_storage : public program_resource_visitor {
public:
   parcel_out_uniform_storage(struct gl_shader_program *prog,
                              struct string_to_uint_map *map,
                              struct gl_uniform_storage *uniforms,
                              union gl_constant_value *values)
      : prog(prog), map(map), uniforms(uniforms), values(values)
   {
   }

   void start_shader(gl_shader_stage shader_type)
   {
      assert(shader_type < MESA_SHADER_STAGES);
      this->shader_type = shader_type;

      this->shader_samplers_used = 0;
      this->shader_shadow_samplers = 0;
      this->next_sampler = 0;
      this->next_image = 0;
      this->next_subroutine = 0;
      this->record_array_count = 1;
      memset(this->targets, 0, sizeof(this->targets));
   }

   void set_and_process(ir_variable *var)
   {
      current_var = var;
      field_counter = 0;
      this->record_next_sampler = new string_to_uint_map;

      buffer_block_index = -1;
      if (var->is_in_buffer_block()) {
         struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
            prog->ShaderStorageBlocks : prog->UniformBlocks;
         unsigned num_blks = var->is_in_shader_storage_block() ?
            prog->NumShaderStorageBlocks : prog->NumUniformBlocks;

         if (var->is_interface_instance() && var->type->is_array()) {
            unsigned l = strlen(var->get_interface_type()->name);

            for (unsigned i = 0; i < num_blks; i++) {
               if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
                   == 0 && blks[i].Name[l] == '[') {
                  buffer_block_index = i;
                  break;
               }
            }
         } else {
            for (unsigned i = 0; i < num_blks; i++) {
               if (strcmp(var->get_interface_type()->name, blks[i].Name) ==
                   0) {
                  buffer_block_index = i;
                  break;
               }
            }
         }
         assert(buffer_block_index != -1);

         /* Uniform blocks that were specified with an instance name must be
          * handled a little bit differently.  The name of the variable is the
          * name used to reference the uniform block instead of being the name
          * of a variable within the block.  Therefore, searching for the name
          * within the block will fail.
          */
         if (var->is_interface_instance()) {
            ubo_byte_offset = 0;
            process(var->get_interface_type(),
                    var->get_interface_type()->name);
         } else {
            const struct gl_uniform_block *const block =
               &blks[buffer_block_index];

            assert(var->data.location != -1);

            const struct gl_uniform_buffer_variable *const ubo_var =
               &block->Uniforms[var->data.location];

            ubo_byte_offset = ubo_var->Offset;
            process(var);
         }
      } else {
         /* Store any explicit location and reset data location so we can
          * reuse this variable for storing the uniform slot number.
          */
         this->explicit_location = current_var->data.location;
         current_var->data.location = -1;

         process(var);
      }
      delete this->record_next_sampler;
   }

   int buffer_block_index;
   int ubo_byte_offset;
   gl_shader_stage shader_type;

private:
   void handle_samplers(const glsl_type *base_type,
                        struct gl_uniform_storage *uniform, const char *name)
   {
      if (base_type->is_sampler()) {
         uniform->opaque[shader_type].active = true;

         /* Handle multiple samplers inside struct arrays */
         if (this->record_array_count > 1) {
            unsigned inner_array_size = MAX2(1, uniform->array_elements);
            char *name_copy = ralloc_strdup(NULL, name);

            /* Remove all array subscripts from the sampler name */
            char *str_start;
            const char *str_end;
            while((str_start = strchr(name_copy, '[')) &&
                  (str_end = strchr(name_copy, ']'))) {
               memmove(str_start, str_end + 1, 1 + strlen(str_end));
            }

            unsigned index = 0;
            if (this->record_next_sampler->get(index, name_copy)) {
               /* In this case, we've already seen this uniform so we just use
                * the next sampler index recorded the last time we visited.
                */
               uniform->opaque[shader_type].index = index;
               index = inner_array_size + uniform->opaque[shader_type].index;
               this->record_next_sampler->put(index, name_copy);

               ralloc_free(name_copy);
               /* Return as everything else has already been initialised in a
                * previous pass.
                */
               return;
            } else {
               /* We've never seen this uniform before so we need to allocate
                * enough indices to store it.
                *
                * Nested struct arrays behave like arrays of arrays so we need
                * to increase the index by the total number of elements of the
                * sampler in case there is more than one sampler inside the
                * structs. This allows the offset to be easily calculated for
                * indirect indexing.
                */
               uniform->opaque[shader_type].index = this->next_sampler;
               this->next_sampler +=
                  inner_array_size * this->record_array_count;

               /* Store the next index for future passes over the struct array
                */
               index = uniform->opaque[shader_type].index + inner_array_size;
               this->record_next_sampler->put(index, name_copy);
               ralloc_free(name_copy);
            }
         } else {
            /* Increment the sampler by 1 for non-arrays and by the number of
             * array elements for arrays.
             */
            uniform->opaque[shader_type].index = this->next_sampler;
            this->next_sampler += MAX2(1, uniform->array_elements);
         }

         const gl_texture_index target = base_type->sampler_index();
         const unsigned shadow = base_type->sampler_shadow;
         for (unsigned i = uniform->opaque[shader_type].index;
              i < MIN2(this->next_sampler, MAX_SAMPLERS);
              i++) {
            this->targets[i] = target;
            this->shader_samplers_used |= 1U << i;
            this->shader_shadow_samplers |= shadow << i;
         }
      }
   }

   void handle_images(const glsl_type *base_type,
                      struct gl_uniform_storage *uniform)
   {
      if (base_type->is_image()) {
         uniform->opaque[shader_type].index = this->next_image;
         uniform->opaque[shader_type].active = true;

         /* Set image access qualifiers */
         const GLenum access =
            (current_var->data.image_read_only ? GL_READ_ONLY :
             current_var->data.image_write_only ? GL_WRITE_ONLY :
                GL_READ_WRITE);

         const unsigned first = this->next_image;

         /* 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);

         for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
            prog->_LinkedShaders[shader_type]->ImageAccess[i] = access;
      }
   }

   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_buffer_offset(unsigned offset)
   {
      this->ubo_byte_offset = offset;
   }

   virtual void set_record_array_count(unsigned record_array_count)
   {
      this->record_array_count = record_array_count;
   }

   virtual void visit_field(const glsl_type *type, const char *name,
                            bool row_major)
   {
      (void) type;
      (void) name;
      (void) row_major;
      assert(!"Should not get here.");
   }

   virtual void enter_record(const glsl_type *type, const char *,
                             bool row_major, const enum glsl_interface_packing packing) {
      assert(type->is_record());
      if (this->buffer_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 enum glsl_interface_packing packing) {
      assert(type->is_record());
      if (this->buffer_block_index == -1)
         return;
      if (packing == GLSL_INTERFACE_PACKING_STD430)
         this->ubo_byte_offset = glsl_align(
            this->ubo_byte_offset, type->std430_base_alignment(row_major));
      else
         this->ubo_byte_offset = glsl_align(
            this->ubo_byte_offset, type->std140_base_alignment(row_major));
   }

   virtual void visit_field(const glsl_type *type, const char *name,
                            bool row_major, const glsl_type * /* record_type */,
                            const enum glsl_interface_packing packing,
                            bool /* last_field */)
   {
      assert(!type->without_array()->is_record());
      assert(!type->without_array()->is_interface());
      assert(!(type->is_array() && type->fields.array->is_array()));

      unsigned id;
      bool found = this->map->get(id, name);
      assert(found);

      if (!found)
         return;

      const glsl_type *base_type;
      if (type->is_array()) {
         this->uniforms[id].array_elements = type->length;
         base_type = type->fields.array;
      } else {
         this->uniforms[id].array_elements = 0;
         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 (buffer_block_index == -1 && current_var->data.location == -1) {
         current_var->data.location = id;
      }

      /* If there is already storage associated with this uniform or if the
       * uniform is set as builtin, it means that it was set while processing
       * an earlier shader stage.  For example, we may be processing the
       * uniform in the fragment shader, but the uniform was already processed
       * in the vertex shader.
       */
      if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
         return;
      }

      /* Assign explicit locations. */
      if (current_var->data.explicit_location) {
         /* Set sequential locations for struct fields. */
         if (current_var->type->without_array()->is_record() ||
             current_var->type->is_array_of_arrays()) {
            const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
            this->uniforms[id].remap_location =
               this->explicit_location + field_counter;
            field_counter += entries;
         } else {
            this->uniforms[id].remap_location = this->explicit_location;
         }
      } else {
         /* Initialize to to indicate that no location is set */
         this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
      }

      this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
      this->uniforms[id].type = base_type;
      this->uniforms[id].num_driver_storage = 0;
      this->uniforms[id].driver_storage = NULL;
      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);

      this->uniforms[id].is_shader_storage =
         current_var->is_in_shader_storage_block();

      /* Do not assign storage if the uniform is a builtin or buffer object */
      if (!this->uniforms[id].builtin &&
          !this->uniforms[id].is_shader_storage &&
          this->buffer_block_index == -1)
         this->uniforms[id].storage = this->values;

      if (this->buffer_block_index != -1) {
         this->uniforms[id].block_index = this->buffer_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->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;
         }
      } else {
         this->uniforms[id].block_index = -1;
         this->uniforms[id].offset = -1;
         this->uniforms[id].array_stride = -1;
         this->uniforms[id].matrix_stride = -1;
         this->uniforms[id].row_major = false;
      }

      if (!this->uniforms[id].builtin &&
          !this->uniforms[id].is_shader_storage &&
          this->buffer_block_index == -1)
         this->values += values_for_type(type);
   }

   /**
    * Current program being processed.
    */
   struct gl_shader_program *prog;

   struct string_to_uint_map *map;

   struct gl_uniform_storage *uniforms;
   unsigned next_sampler;
   unsigned next_image;
   unsigned next_subroutine;

   /**
    * Field counter is used to take care that uniform structures
    * with explicit locations get sequential locations.
    */
   unsigned field_counter;

   /**
    * Current variable being processed.
    */
   ir_variable *current_var;

   /* Used to store the explicit location from current_var so that we can
    * reuse the location field for storing the uniform slot id.
    */
   int explicit_location;

   /* Stores total struct array elements including nested structs */
   unsigned record_array_count;

   /* Map for temporarily storing next sampler index when handling samplers in
    * struct arrays.
    */
   struct string_to_uint_map *record_next_sampler;

public:
   union gl_constant_value *values;

   gl_texture_index targets[MAX_SAMPLERS];

   /**
    * Mask of samplers used by the current shader stage.
    */
   unsigned shader_samplers_used;

   /**
    * Mask of samplers used by the current shader stage for shadows.
    */
   unsigned shader_shadow_samplers;
};

/**
 * Walks the IR and update the references to uniform blocks in the
 * ir_variables to point at linked shader's list (previously, they
 * would point at the uniform block list in one of the pre-linked
 * shaders).
 */
static void
link_update_uniform_buffer_variables(struct gl_linked_shader *shader)
{
   foreach_in_list(ir_instruction, node, shader->ir) {
      ir_variable *const var = node->as_variable();

      if ((var == NULL) || !var->is_in_buffer_block())
         continue;

      assert(var->data.mode == ir_var_uniform ||
             var->data.mode == ir_var_shader_storage);

      if (var->is_interface_instance()) {
         var->data.location = 0;
         continue;
      }

      bool found = false;
      char sentinel = '\0';

      if (var->type->is_record()) {
         sentinel = '.';
      } else if (var->type->is_array() && (var->type->fields.array->is_array()
                 || var->type->without_array()->is_record())) {
         sentinel = '[';
      }

      unsigned num_blocks = var->data.mode == ir_var_uniform ?
         shader->NumUniformBlocks : shader->NumShaderStorageBlocks;
      struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
         shader->UniformBlocks : shader->ShaderStorageBlocks;

      const unsigned l = strlen(var->name);
      for (unsigned i = 0; i < num_blocks; i++) {
         for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
            if (sentinel) {
               const char *begin = blks[i]->Uniforms[j].Name;
               const char *end = strchr(begin, sentinel);

               if (end == NULL)
                  continue;

               if ((ptrdiff_t) l != (end - begin))
                  continue;

               if (strncmp(var->name, begin, l) == 0) {
                  found = true;
                  var->data.location = j;
                  break;
               }
            } else if (!strcmp(var->name, blks[i]->Uniforms[j].Name)) {
               found = true;
               var->data.location = j;
               break;
            }
         }
         if (found)
            break;
      }
      assert(found);
   }
}

/**
 * Combine the hidden uniform hash map with the uniform hash map so that the
 * hidden uniforms will be given indicies at the end of the uniform storage
 * array.
 */
static void
assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
                              void *closure)
{
   count_uniform_size *uniform_size = (count_uniform_size *) closure;
   unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
      uniform_size->num_hidden_uniforms;

   uniform_size->map->put(hidden_uniform_start + hidden_id, name);
}

/**
 * Search through the list of empty blocks to find one that fits the current
 * uniform.
 */
static int
find_empty_block(struct gl_shader_program *prog,
                 struct gl_uniform_storage *uniform)
{
   const unsigned entries = MAX2(1, uniform->array_elements);

   foreach_list_typed(struct empty_uniform_block, block, link,
                      &prog->EmptyUniformLocations) {
      /* Found a block with enough slots to fit the uniform */
      if (block->slots == entries) {
         unsigned start = block->start;
         exec_node_remove(&block->link);
         ralloc_free(block);

         return start;
      /* Found a block with more slots than needed. It can still be used. */
      } else if (block->slots > entries) {
         unsigned start = block->start;
         block->start += entries;
         block->slots -= entries;

         return start;
      }
   }

   return -1;
}

static void
link_setup_uniform_remap_tables(struct gl_context *ctx,
                                struct gl_shader_program *prog,
                                unsigned num_explicit_uniform_locs)
{
   unsigned total_entries = num_explicit_uniform_locs;
   unsigned empty_locs =
      prog->NumUniformRemapTable - num_explicit_uniform_locs;

   /* Reserve all the explicit locations of the active uniforms. */
   for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
      if (prog->UniformStorage[i].type->is_subroutine() ||
          prog->UniformStorage[i].is_shader_storage)
         continue;

      if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) {
         /* How many new entries for this uniform? */
         const unsigned entries =
            MAX2(1, prog->UniformStorage[i].array_elements);

         /* Set remap table entries point to correct gl_uniform_storage. */
         for (unsigned j = 0; j < entries; j++) {
            unsigned element_loc = prog->UniformStorage[i].remap_location + j;
            assert(prog->UniformRemapTable[element_loc] ==
                   INACTIVE_UNIFORM_EXPLICIT_LOCATION);
            prog->UniformRemapTable[element_loc] = &prog->UniformStorage[i];
         }
      }
   }

   /* Reserve locations for rest of the uniforms. */
   for (unsigned i = 0; i < prog->NumUniformStorage; i++) {

      if (prog->UniformStorage[i].type->is_subroutine() ||
          prog->UniformStorage[i].is_shader_storage)
         continue;

      /* Built-in uniforms should not get any location. */
      if (prog->UniformStorage[i].builtin)
         continue;

      /* Explicit ones have been set already. */
      if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
         continue;

      /* how many new entries for this uniform? */
      const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);

      /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
      int chosen_location = -1;

      if (empty_locs)
         chosen_location = find_empty_block(prog, &prog->UniformStorage[i]);

      /* Add new entries to the total amount of entries. */
      total_entries += entries;

      if (chosen_location != -1) {
         empty_locs -= entries;
      } else {
         chosen_location = prog->NumUniformRemapTable;

         /* 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[chosen_location + j] =
            &prog->UniformStorage[i];

      /* set the base location in remap table for the uniform */
      prog->UniformStorage[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 > ctx->Const.MaxUserAssignableUniformLocations) {
      linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
                   "(%u > %u)", total_entries,
                   ctx->Const.MaxUserAssignableUniformLocations);
   }

   /* Reserve all the explicit locations of the active subroutine uniforms. */
   for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
      if (!prog->UniformStorage[i].type->is_subroutine())
         continue;

      if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
         continue;

      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
         struct gl_linked_shader *sh = prog->_LinkedShaders[j];
         if (!sh)
            continue;

         if (!prog->UniformStorage[i].opaque[j].active)
            continue;

         /* How many new entries for this uniform? */
         const unsigned entries =
            MAX2(1, prog->UniformStorage[i].array_elements);

         /* Set remap table entries point to correct gl_uniform_storage. */
         for (unsigned k = 0; k < entries; k++) {
            unsigned element_loc = prog->UniformStorage[i].remap_location + k;
            assert(sh->SubroutineUniformRemapTable[element_loc] ==
                   INACTIVE_UNIFORM_EXPLICIT_LOCATION);
            sh->SubroutineUniformRemapTable[element_loc] =
               &prog->UniformStorage[i];
         }
      }
   }

   /* reserve subroutine locations */
   for (unsigned i = 0; i < prog->NumUniformStorage; i++) {

      if (!prog->UniformStorage[i].type->is_subroutine())
         continue;
      const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);

      if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
         continue;
      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
         struct gl_linked_shader *sh = prog->_LinkedShaders[j];
         if (!sh)
            continue;

         if (!prog->UniformStorage[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] =
               &prog->UniformStorage[i];
         }
         prog->UniformStorage[i].remap_location =
            sh->NumSubroutineUniformRemapTable;
         sh->NumSubroutineUniformRemapTable += entries;
      }
   }
}

static void
link_assign_uniform_storage(struct gl_context *ctx,
                            struct gl_shader_program *prog,
                            const unsigned num_data_slots,
                            unsigned num_explicit_uniform_locs)
{
   /* On the outside chance that there were no uniforms, bail out.
    */
   if (prog->NumUniformStorage == 0)
      return;

   unsigned int boolean_true = ctx->Const.UniformBooleanTrue;

   prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
                                        prog->NumUniformStorage);
   union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
                                                 union gl_constant_value,
                                                 num_data_slots);
#ifndef NDEBUG
   union gl_constant_value *data_end = &data[num_data_slots];
#endif

   parcel_out_uniform_storage parcel(prog, prog->UniformHash,
                                     prog->UniformStorage, data);

   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
      if (prog->_LinkedShaders[i] == NULL)
         continue;

      parcel.start_shader((gl_shader_stage)i);

      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))
            continue;

         parcel.set_and_process(var);
      }

      prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
      prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;

      STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
                    sizeof(parcel.targets));
      memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
             sizeof(prog->_LinkedShaders[i]->SamplerTargets));
   }

#ifndef NDEBUG
   for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
      assert(prog->UniformStorage[i].storage != NULL ||
             prog->UniformStorage[i].builtin ||
             prog->UniformStorage[i].is_shader_storage ||
             prog->UniformStorage[i].block_index != -1);
   }

   assert(parcel.values == data_end);
#endif

   link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);

   link_set_uniform_initializers(prog, boolean_true);
}

void
link_assign_uniform_locations(struct gl_shader_program *prog,
                              struct gl_context *ctx,
                              unsigned int num_explicit_uniform_locs)
{
   ralloc_free(prog->UniformStorage);
   prog->UniformStorage = NULL;
   prog->NumUniformStorage = 0;

   if (prog->UniformHash != NULL) {
      prog->UniformHash->clear();
   } else {
      prog->UniformHash = new string_to_uint_map;
   }

   /* First pass: Count the uniform resources used by the user-defined
    * uniforms.  While this happens, each active uniform will have an index
    * assigned to it.
    *
    * Note: this is *NOT* the index that is returned to the application by
    * glGetUniformLocation.
    */
   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_linked_shader *sh = prog->_LinkedShaders[i];

      if (sh == NULL)
         continue;

      /* Uniforms that lack an initializer in the shader code have an initial
       * value of zero.  This includes sampler uniforms.
       *
       * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
       *
       *     "The link time initial value is either the value of the variable's
       *     initializer, if present, or 0 if no initializer is present. Sampler
       *     types cannot have initializers."
       */
      memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
      memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));

      link_update_uniform_buffer_variables(sh);

      /* Reset various per-shader target counts.
       */
      uniform_size.start_shader();

      foreach_in_list(ir_instruction, node, sh->ir) {
         ir_variable *const var = node->as_variable();

         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
                               var->data.mode != ir_var_shader_storage))
            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;
      }
   }

   prog->NumUniformStorage = uniform_size.num_active_uniforms;
   prog->NumHiddenUniforms = uniform_size.num_hidden_uniforms;

   /* assign hidden uniforms a slot id */
   hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
   delete hiddenUniforms;

   link_assign_uniform_storage(ctx, prog, uniform_size.num_values,
                               num_explicit_uniform_locs);
}