[Mesa-dev] [PATCH 5/6] nir: remove dependency on glsl

Rob Clark robdclark at gmail.com
Sat Oct 10 11:47:46 PDT 2015


From: Rob Clark <robclark at freedesktop.org>

Move glsl_types into NIR, now that the dependency on glsl_symbol_table
has been split out.

Possibly makes sense to rename things at this point, but if we do that
I'd like to keep it split out into a separate patch to make git history
easier to follow (IMHO).

Signed-off-by: Rob Clark <robclark at freedesktop.org>
---
 src/glsl/Makefile.am                               |    3 -
 src/glsl/Makefile.sources                          |    4 +-
 src/glsl/builtin_type_macros.h                     |  172 --
 src/glsl/glsl_types.cpp                            | 1729 --------------------
 src/glsl/glsl_types.h                              |  867 ----------
 src/glsl/nir/builtin_type_macros.h                 |  172 ++
 src/glsl/nir/glsl_types.cpp                        | 1729 ++++++++++++++++++++
 src/glsl/nir/glsl_types.h                          |  867 ++++++++++
 src/glsl/nir/nir_types.h                           |    2 +-
 .../drivers/dri/i965/brw_cubemap_normalize.cpp     |    2 +-
 src/mesa/drivers/dri/i965/brw_fs.cpp               |    2 +-
 src/mesa/drivers/dri/i965/brw_fs.h                 |    2 +-
 .../dri/i965/brw_fs_channel_expressions.cpp        |    2 +-
 src/mesa/drivers/dri/i965/brw_fs_reg_allocate.cpp  |    2 +-
 .../drivers/dri/i965/brw_fs_vector_splitting.cpp   |    2 +-
 src/mesa/drivers/dri/i965/brw_fs_visitor.cpp       |    2 +-
 .../dri/i965/brw_lower_unnormalized_offset.cpp     |    2 +-
 .../drivers/dri/i965/brw_schedule_instructions.cpp |    2 +-
 src/mesa/main/ff_fragment_shader.cpp               |    2 +-
 src/mesa/main/uniforms.h                           |    2 +-
 src/mesa/program/ir_to_mesa.cpp                    |    2 +-
 src/mesa/program/sampler.cpp                       |    2 +-
 22 files changed, 2784 insertions(+), 2787 deletions(-)
 delete mode 100644 src/glsl/builtin_type_macros.h
 delete mode 100644 src/glsl/glsl_types.cpp
 delete mode 100644 src/glsl/glsl_types.h
 create mode 100644 src/glsl/nir/builtin_type_macros.h
 create mode 100644 src/glsl/nir/glsl_types.cpp
 create mode 100644 src/glsl/nir/glsl_types.h

diff --git a/src/glsl/Makefile.am b/src/glsl/Makefile.am
index 347919b..437c6a5 100644
--- a/src/glsl/Makefile.am
+++ b/src/glsl/Makefile.am
@@ -148,9 +148,6 @@ libglsl_la_SOURCES =					\
 
 
 libnir_la_SOURCES =					\
-	glsl_types.cpp					\
-	builtin_types.cpp				\
-	glsl_symbol_table.cpp				\
 	$(NIR_FILES)					\
 	$(NIR_GENERATED_FILES)
 
diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources
index 436949c..6e61f23 100644
--- a/src/glsl/Makefile.sources
+++ b/src/glsl/Makefile.sources
@@ -20,6 +20,8 @@ NIR_GENERATED_FILES = \
 NIR_FILES = \
 	nir/glsl_to_nir.cpp \
 	nir/glsl_to_nir.h \
+	nir/glsl_types.cpp \
+	nir/glsl_types.h \
 	nir/nir.c \
 	nir/nir.h \
 	nir/nir_array.h \
@@ -103,8 +105,6 @@ LIBGLSL_FILES = \
 	glsl_parser_extras.h \
 	glsl_symbol_table.cpp \
 	glsl_symbol_table.h \
-	glsl_types.cpp \
-	glsl_types.h \
 	hir_field_selection.cpp \
 	ir_basic_block.cpp \
 	ir_basic_block.h \
diff --git a/src/glsl/builtin_type_macros.h b/src/glsl/builtin_type_macros.h
deleted file mode 100644
index 8e16ae4..0000000
--- a/src/glsl/builtin_type_macros.h
+++ /dev/null
@@ -1,172 +0,0 @@
-/*
- * Copyright © 2013 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.
- */
-
-/**
- * \file builtin_type_macros.h
- *
- * This contains definitions for all GLSL built-in types, regardless of what
- * language version or extension might provide them.
- */
-
-#include "glsl_types.h"
-
-DECL_TYPE(error,  GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0)
-DECL_TYPE(void,   GL_INVALID_ENUM, GLSL_TYPE_VOID,  0, 0)
-
-DECL_TYPE(bool,   GL_BOOL,         GLSL_TYPE_BOOL,  1, 1)
-DECL_TYPE(bvec2,  GL_BOOL_VEC2,    GLSL_TYPE_BOOL,  2, 1)
-DECL_TYPE(bvec3,  GL_BOOL_VEC3,    GLSL_TYPE_BOOL,  3, 1)
-DECL_TYPE(bvec4,  GL_BOOL_VEC4,    GLSL_TYPE_BOOL,  4, 1)
-
-DECL_TYPE(int,    GL_INT,          GLSL_TYPE_INT,   1, 1)
-DECL_TYPE(ivec2,  GL_INT_VEC2,     GLSL_TYPE_INT,   2, 1)
-DECL_TYPE(ivec3,  GL_INT_VEC3,     GLSL_TYPE_INT,   3, 1)
-DECL_TYPE(ivec4,  GL_INT_VEC4,     GLSL_TYPE_INT,   4, 1)
-
-DECL_TYPE(uint,   GL_UNSIGNED_INT,      GLSL_TYPE_UINT, 1, 1)
-DECL_TYPE(uvec2,  GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1)
-DECL_TYPE(uvec3,  GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1)
-DECL_TYPE(uvec4,  GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1)
-
-DECL_TYPE(float,  GL_FLOAT,        GLSL_TYPE_FLOAT, 1, 1)
-DECL_TYPE(vec2,   GL_FLOAT_VEC2,   GLSL_TYPE_FLOAT, 2, 1)
-DECL_TYPE(vec3,   GL_FLOAT_VEC3,   GLSL_TYPE_FLOAT, 3, 1)
-DECL_TYPE(vec4,   GL_FLOAT_VEC4,   GLSL_TYPE_FLOAT, 4, 1)
-
-DECL_TYPE(mat2,   GL_FLOAT_MAT2,   GLSL_TYPE_FLOAT, 2, 2)
-DECL_TYPE(mat3,   GL_FLOAT_MAT3,   GLSL_TYPE_FLOAT, 3, 3)
-DECL_TYPE(mat4,   GL_FLOAT_MAT4,   GLSL_TYPE_FLOAT, 4, 4)
-
-DECL_TYPE(mat2x3, GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2)
-DECL_TYPE(mat2x4, GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2)
-DECL_TYPE(mat3x2, GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3)
-DECL_TYPE(mat3x4, GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3)
-DECL_TYPE(mat4x2, GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4)
-DECL_TYPE(mat4x3, GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4)
-
-DECL_TYPE(double,  GL_DOUBLE,        GLSL_TYPE_DOUBLE, 1, 1)
-DECL_TYPE(dvec2,   GL_DOUBLE_VEC2,   GLSL_TYPE_DOUBLE, 2, 1)
-DECL_TYPE(dvec3,   GL_DOUBLE_VEC3,   GLSL_TYPE_DOUBLE, 3, 1)
-DECL_TYPE(dvec4,   GL_DOUBLE_VEC4,   GLSL_TYPE_DOUBLE, 4, 1)
-
-DECL_TYPE(dmat2,   GL_DOUBLE_MAT2,   GLSL_TYPE_DOUBLE, 2, 2)
-DECL_TYPE(dmat3,   GL_DOUBLE_MAT3,   GLSL_TYPE_DOUBLE, 3, 3)
-DECL_TYPE(dmat4,   GL_DOUBLE_MAT4,   GLSL_TYPE_DOUBLE, 4, 4)
-
-DECL_TYPE(dmat2x3, GL_DOUBLE_MAT2x3, GLSL_TYPE_DOUBLE, 3, 2)
-DECL_TYPE(dmat2x4, GL_DOUBLE_MAT2x4, GLSL_TYPE_DOUBLE, 4, 2)
-DECL_TYPE(dmat3x2, GL_DOUBLE_MAT3x2, GLSL_TYPE_DOUBLE, 2, 3)
-DECL_TYPE(dmat3x4, GL_DOUBLE_MAT3x4, GLSL_TYPE_DOUBLE, 4, 3)
-DECL_TYPE(dmat4x2, GL_DOUBLE_MAT4x2, GLSL_TYPE_DOUBLE, 2, 4)
-DECL_TYPE(dmat4x3, GL_DOUBLE_MAT4x3, GLSL_TYPE_DOUBLE, 3, 4)
-
-DECL_TYPE(sampler1D,         GL_SAMPLER_1D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2D,         GL_SAMPLER_2D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler3D,         GL_SAMPLER_3D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(samplerCube,       GL_SAMPLER_CUBE,                 GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler1DArray,    GL_SAMPLER_1D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2DArray,    GL_SAMPLER_2D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(samplerCubeArray,  GL_SAMPLER_CUBE_MAP_ARRAY,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2DRect,     GL_SAMPLER_2D_RECT,              GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(samplerBuffer,     GL_SAMPLER_BUFFER,               GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2DMS,       GL_SAMPLER_2D_MULTISAMPLE,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2DMSArray,  GL_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_FLOAT)
-
-DECL_TYPE(isampler1D,        GL_INT_SAMPLER_1D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_INT)
-DECL_TYPE(isampler2D,        GL_INT_SAMPLER_2D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_INT)
-DECL_TYPE(isampler3D,        GL_INT_SAMPLER_3D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_INT)
-DECL_TYPE(isamplerCube,      GL_INT_SAMPLER_CUBE,                 GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT)
-DECL_TYPE(isampler1DArray,   GL_INT_SAMPLER_1D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_INT)
-DECL_TYPE(isampler2DArray,   GL_INT_SAMPLER_2D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_INT)
-DECL_TYPE(isamplerCubeArray, GL_INT_SAMPLER_CUBE_MAP_ARRAY,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT)
-DECL_TYPE(isampler2DRect,    GL_INT_SAMPLER_2D_RECT,              GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT)
-DECL_TYPE(isamplerBuffer,    GL_INT_SAMPLER_BUFFER,               GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_INT)
-DECL_TYPE(isampler2DMS,      GL_INT_SAMPLER_2D_MULTISAMPLE,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_INT)
-DECL_TYPE(isampler2DMSArray, GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_INT)
-
-DECL_TYPE(usampler1D,        GL_UNSIGNED_INT_SAMPLER_1D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(usampler2D,        GL_UNSIGNED_INT_SAMPLER_2D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(usampler3D,        GL_UNSIGNED_INT_SAMPLER_3D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(usamplerCube,      GL_UNSIGNED_INT_SAMPLER_CUBE,                 GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(usampler1DArray,   GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_UINT)
-DECL_TYPE(usampler2DArray,   GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_UINT)
-DECL_TYPE(usamplerCubeArray, GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT)
-DECL_TYPE(usampler2DRect,    GL_UNSIGNED_INT_SAMPLER_2D_RECT,              GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(usamplerBuffer,    GL_UNSIGNED_INT_SAMPLER_BUFFER,               GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(usampler2DMS,      GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(usampler2DMSArray, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_UINT)
-
-DECL_TYPE(sampler1DShadow,        GL_SAMPLER_1D_SHADOW,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,       1, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2DShadow,        GL_SAMPLER_2D_SHADOW,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,       1, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(samplerCubeShadow,      GL_SAMPLER_CUBE_SHADOW,           GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE,     1, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler1DArrayShadow,   GL_SAMPLER_1D_ARRAY_SHADOW,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,       1, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2DArrayShadow,   GL_SAMPLER_2D_ARRAY_SHADOW,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,       1, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(samplerCubeArrayShadow, GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE,     1, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(sampler2DRectShadow,    GL_SAMPLER_2D_RECT_SHADOW,        GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT,     1, 0, GLSL_TYPE_FLOAT)
-
-DECL_TYPE(samplerExternalOES,     GL_SAMPLER_EXTERNAL_OES,          GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT)
-
-DECL_TYPE(image1D,         GL_IMAGE_1D,                                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(image2D,         GL_IMAGE_2D,                                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(image3D,         GL_IMAGE_3D,                                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_3D,     0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(image2DRect,     GL_IMAGE_2D_RECT,                           GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_RECT,   0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(imageCube,       GL_IMAGE_CUBE,                              GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(imageBuffer,     GL_IMAGE_BUFFER,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_BUF,    0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(image1DArray,    GL_IMAGE_1D_ARRAY,                          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(image2DArray,    GL_IMAGE_2D_ARRAY,                          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(imageCubeArray,  GL_IMAGE_CUBE_MAP_ARRAY,                    GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(image2DMS,       GL_IMAGE_2D_MULTISAMPLE,                    GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 0, GLSL_TYPE_FLOAT)
-DECL_TYPE(image2DMSArray,  GL_IMAGE_2D_MULTISAMPLE_ARRAY,              GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 1, GLSL_TYPE_FLOAT)
-DECL_TYPE(iimage1D,        GL_INT_IMAGE_1D,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 0, GLSL_TYPE_INT)
-DECL_TYPE(iimage2D,        GL_INT_IMAGE_2D,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 0, GLSL_TYPE_INT)
-DECL_TYPE(iimage3D,        GL_INT_IMAGE_3D,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_3D,     0, 0, GLSL_TYPE_INT)
-DECL_TYPE(iimage2DRect,    GL_INT_IMAGE_2D_RECT,                       GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_RECT,   0, 0, GLSL_TYPE_INT)
-DECL_TYPE(iimageCube,      GL_INT_IMAGE_CUBE,                          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 0, GLSL_TYPE_INT)
-DECL_TYPE(iimageBuffer,    GL_INT_IMAGE_BUFFER,                        GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_BUF,    0, 0, GLSL_TYPE_INT)
-DECL_TYPE(iimage1DArray,   GL_INT_IMAGE_1D_ARRAY,                      GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 1, GLSL_TYPE_INT)
-DECL_TYPE(iimage2DArray,   GL_INT_IMAGE_2D_ARRAY,                      GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 1, GLSL_TYPE_INT)
-DECL_TYPE(iimageCubeArray, GL_INT_IMAGE_CUBE_MAP_ARRAY,                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 1, GLSL_TYPE_INT)
-DECL_TYPE(iimage2DMS,      GL_INT_IMAGE_2D_MULTISAMPLE,                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 0, GLSL_TYPE_INT)
-DECL_TYPE(iimage2DMSArray, GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 1, GLSL_TYPE_INT)
-DECL_TYPE(uimage1D,        GL_UNSIGNED_INT_IMAGE_1D,                   GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(uimage2D,        GL_UNSIGNED_INT_IMAGE_2D,                   GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(uimage3D,        GL_UNSIGNED_INT_IMAGE_3D,                   GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_3D,     0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(uimage2DRect,    GL_UNSIGNED_INT_IMAGE_2D_RECT,              GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_RECT,   0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(uimageCube,      GL_UNSIGNED_INT_IMAGE_CUBE,                 GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(uimageBuffer,    GL_UNSIGNED_INT_IMAGE_BUFFER,               GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_BUF,    0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(uimage1DArray,   GL_UNSIGNED_INT_IMAGE_1D_ARRAY,             GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 1, GLSL_TYPE_UINT)
-DECL_TYPE(uimage2DArray,   GL_UNSIGNED_INT_IMAGE_2D_ARRAY,             GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 1, GLSL_TYPE_UINT)
-DECL_TYPE(uimageCubeArray, GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY,       GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 1, GLSL_TYPE_UINT)
-DECL_TYPE(uimage2DMS,      GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,       GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 0, GLSL_TYPE_UINT)
-DECL_TYPE(uimage2DMSArray, GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 1, GLSL_TYPE_UINT)
-
-DECL_TYPE(atomic_uint, GL_UNSIGNED_INT_ATOMIC_COUNTER, GLSL_TYPE_ATOMIC_UINT, 1, 1)
-
-STRUCT_TYPE(gl_DepthRangeParameters)
-STRUCT_TYPE(gl_PointParameters)
-STRUCT_TYPE(gl_MaterialParameters)
-STRUCT_TYPE(gl_LightSourceParameters)
-STRUCT_TYPE(gl_LightModelParameters)
-STRUCT_TYPE(gl_LightModelProducts)
-STRUCT_TYPE(gl_LightProducts)
-STRUCT_TYPE(gl_FogParameters)
diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp
deleted file mode 100644
index b0bb2ff..0000000
--- a/src/glsl/glsl_types.cpp
+++ /dev/null
@@ -1,1729 +0,0 @@
-/*
- * Copyright © 2009 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 <stdio.h>
-#include "main/core.h" /* for Elements, MAX2 */
-#include "glsl_parser_extras.h"
-#include "glsl_types.h"
-#include "util/hash_table.h"
-
-
-mtx_t glsl_type::mutex = _MTX_INITIALIZER_NP;
-hash_table *glsl_type::array_types = NULL;
-hash_table *glsl_type::record_types = NULL;
-hash_table *glsl_type::interface_types = NULL;
-hash_table *glsl_type::subroutine_types = NULL;
-void *glsl_type::mem_ctx = NULL;
-
-void
-glsl_type::init_ralloc_type_ctx(void)
-{
-   if (glsl_type::mem_ctx == NULL) {
-      glsl_type::mem_ctx = ralloc_autofree_context();
-      assert(glsl_type::mem_ctx != NULL);
-   }
-}
-
-glsl_type::glsl_type(GLenum gl_type,
-                     glsl_base_type base_type, unsigned vector_elements,
-                     unsigned matrix_columns, const char *name) :
-   gl_type(gl_type),
-   base_type(base_type),
-   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
-   sampler_type(0), interface_packing(0),
-   vector_elements(vector_elements), matrix_columns(matrix_columns),
-   length(0)
-{
-   mtx_lock(&glsl_type::mutex);
-
-   init_ralloc_type_ctx();
-   assert(name != NULL);
-   this->name = ralloc_strdup(this->mem_ctx, name);
-
-   mtx_unlock(&glsl_type::mutex);
-
-   /* Neither dimension is zero or both dimensions are zero.
-    */
-   assert((vector_elements == 0) == (matrix_columns == 0));
-   memset(& fields, 0, sizeof(fields));
-}
-
-glsl_type::glsl_type(GLenum gl_type, glsl_base_type base_type,
-                     enum glsl_sampler_dim dim, bool shadow, bool array,
-                     unsigned type, const char *name) :
-   gl_type(gl_type),
-   base_type(base_type),
-   sampler_dimensionality(dim), sampler_shadow(shadow),
-   sampler_array(array), sampler_type(type), interface_packing(0),
-   length(0)
-{
-   mtx_lock(&glsl_type::mutex);
-
-   init_ralloc_type_ctx();
-   assert(name != NULL);
-   this->name = ralloc_strdup(this->mem_ctx, name);
-
-   mtx_unlock(&glsl_type::mutex);
-
-   memset(& fields, 0, sizeof(fields));
-
-   if (base_type == GLSL_TYPE_SAMPLER) {
-      /* Samplers take no storage whatsoever. */
-      matrix_columns = vector_elements = 0;
-   } else {
-      matrix_columns = vector_elements = 1;
-   }
-}
-
-glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
-                     const char *name) :
-   gl_type(0),
-   base_type(GLSL_TYPE_STRUCT),
-   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
-   sampler_type(0), interface_packing(0),
-   vector_elements(0), matrix_columns(0),
-   length(num_fields)
-{
-   unsigned int i;
-
-   mtx_lock(&glsl_type::mutex);
-
-   init_ralloc_type_ctx();
-   assert(name != NULL);
-   this->name = ralloc_strdup(this->mem_ctx, name);
-   this->fields.structure = ralloc_array(this->mem_ctx,
-                                         glsl_struct_field, length);
-
-   for (i = 0; i < length; i++) {
-      this->fields.structure[i].type = fields[i].type;
-      this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
-                                                     fields[i].name);
-      this->fields.structure[i].location = fields[i].location;
-      this->fields.structure[i].interpolation = fields[i].interpolation;
-      this->fields.structure[i].centroid = fields[i].centroid;
-      this->fields.structure[i].sample = fields[i].sample;
-      this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
-      this->fields.structure[i].patch = fields[i].patch;
-      this->fields.structure[i].image_read_only = fields[i].image_read_only;
-      this->fields.structure[i].image_write_only = fields[i].image_write_only;
-      this->fields.structure[i].image_coherent = fields[i].image_coherent;
-      this->fields.structure[i].image_volatile = fields[i].image_volatile;
-      this->fields.structure[i].image_restrict = fields[i].image_restrict;
-   }
-
-   mtx_unlock(&glsl_type::mutex);
-}
-
-glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
-                     enum glsl_interface_packing packing, const char *name) :
-   gl_type(0),
-   base_type(GLSL_TYPE_INTERFACE),
-   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
-   sampler_type(0), interface_packing((unsigned) packing),
-   vector_elements(0), matrix_columns(0),
-   length(num_fields)
-{
-   unsigned int i;
-
-   mtx_lock(&glsl_type::mutex);
-
-   init_ralloc_type_ctx();
-   assert(name != NULL);
-   this->name = ralloc_strdup(this->mem_ctx, name);
-   this->fields.structure = ralloc_array(this->mem_ctx,
-                                         glsl_struct_field, length);
-   for (i = 0; i < length; i++) {
-      this->fields.structure[i].type = fields[i].type;
-      this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
-                                                     fields[i].name);
-      this->fields.structure[i].location = fields[i].location;
-      this->fields.structure[i].interpolation = fields[i].interpolation;
-      this->fields.structure[i].centroid = fields[i].centroid;
-      this->fields.structure[i].sample = fields[i].sample;
-      this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
-      this->fields.structure[i].patch = fields[i].patch;
-   }
-
-   mtx_unlock(&glsl_type::mutex);
-}
-
-glsl_type::glsl_type(const char *subroutine_name) :
-   gl_type(0),
-   base_type(GLSL_TYPE_SUBROUTINE),
-   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
-   sampler_type(0), interface_packing(0),
-   vector_elements(1), matrix_columns(1),
-   length(0)
-{
-   mtx_lock(&glsl_type::mutex);
-
-   init_ralloc_type_ctx();
-   assert(subroutine_name != NULL);
-   this->name = ralloc_strdup(this->mem_ctx, subroutine_name);
-   mtx_unlock(&glsl_type::mutex);
-}
-
-bool
-glsl_type::contains_sampler() const
-{
-   if (this->is_array()) {
-      return this->fields.array->contains_sampler();
-   } else if (this->is_record()) {
-      for (unsigned int i = 0; i < this->length; i++) {
-         if (this->fields.structure[i].type->contains_sampler())
-            return true;
-      }
-      return false;
-   } else {
-      return this->is_sampler();
-   }
-}
-
-
-bool
-glsl_type::contains_integer() const
-{
-   if (this->is_array()) {
-      return this->fields.array->contains_integer();
-   } else if (this->is_record()) {
-      for (unsigned int i = 0; i < this->length; i++) {
-         if (this->fields.structure[i].type->contains_integer())
-            return true;
-      }
-      return false;
-   } else {
-      return this->is_integer();
-   }
-}
-
-bool
-glsl_type::contains_double() const
-{
-   if (this->is_array()) {
-      return this->fields.array->contains_double();
-   } else if (this->is_record()) {
-      for (unsigned int i = 0; i < this->length; i++) {
-         if (this->fields.structure[i].type->contains_double())
-            return true;
-      }
-      return false;
-   } else {
-      return this->is_double();
-   }
-}
-
-bool
-glsl_type::contains_opaque() const {
-   switch (base_type) {
-   case GLSL_TYPE_SAMPLER:
-   case GLSL_TYPE_IMAGE:
-   case GLSL_TYPE_ATOMIC_UINT:
-      return true;
-   case GLSL_TYPE_ARRAY:
-      return fields.array->contains_opaque();
-   case GLSL_TYPE_STRUCT:
-      for (unsigned int i = 0; i < length; i++) {
-         if (fields.structure[i].type->contains_opaque())
-            return true;
-      }
-      return false;
-   default:
-      return false;
-   }
-}
-
-bool
-glsl_type::contains_subroutine() const
-{
-   if (this->is_array()) {
-      return this->fields.array->contains_subroutine();
-   } else if (this->is_record()) {
-      for (unsigned int i = 0; i < this->length; i++) {
-         if (this->fields.structure[i].type->contains_subroutine())
-            return true;
-      }
-      return false;
-   } else {
-      return this->is_subroutine();
-   }
-}
-
-gl_texture_index
-glsl_type::sampler_index() const
-{
-   const glsl_type *const t = (this->is_array()) ? this->fields.array : this;
-
-   assert(t->is_sampler());
-
-   switch (t->sampler_dimensionality) {
-   case GLSL_SAMPLER_DIM_1D:
-      return (t->sampler_array) ? TEXTURE_1D_ARRAY_INDEX : TEXTURE_1D_INDEX;
-   case GLSL_SAMPLER_DIM_2D:
-      return (t->sampler_array) ? TEXTURE_2D_ARRAY_INDEX : TEXTURE_2D_INDEX;
-   case GLSL_SAMPLER_DIM_3D:
-      return TEXTURE_3D_INDEX;
-   case GLSL_SAMPLER_DIM_CUBE:
-      return (t->sampler_array) ? TEXTURE_CUBE_ARRAY_INDEX : TEXTURE_CUBE_INDEX;
-   case GLSL_SAMPLER_DIM_RECT:
-      return TEXTURE_RECT_INDEX;
-   case GLSL_SAMPLER_DIM_BUF:
-      return TEXTURE_BUFFER_INDEX;
-   case GLSL_SAMPLER_DIM_EXTERNAL:
-      return TEXTURE_EXTERNAL_INDEX;
-   case GLSL_SAMPLER_DIM_MS:
-      return (t->sampler_array) ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX : TEXTURE_2D_MULTISAMPLE_INDEX;
-   default:
-      assert(!"Should not get here.");
-      return TEXTURE_BUFFER_INDEX;
-   }
-}
-
-bool
-glsl_type::contains_image() const
-{
-   if (this->is_array()) {
-      return this->fields.array->contains_image();
-   } else if (this->is_record()) {
-      for (unsigned int i = 0; i < this->length; i++) {
-         if (this->fields.structure[i].type->contains_image())
-            return true;
-      }
-      return false;
-   } else {
-      return this->is_image();
-   }
-}
-
-const glsl_type *glsl_type::get_base_type() const
-{
-   switch (base_type) {
-   case GLSL_TYPE_UINT:
-      return uint_type;
-   case GLSL_TYPE_INT:
-      return int_type;
-   case GLSL_TYPE_FLOAT:
-      return float_type;
-   case GLSL_TYPE_DOUBLE:
-      return double_type;
-   case GLSL_TYPE_BOOL:
-      return bool_type;
-   default:
-      return error_type;
-   }
-}
-
-
-const glsl_type *glsl_type::get_scalar_type() const
-{
-   const glsl_type *type = this;
-
-   /* Handle arrays */
-   while (type->base_type == GLSL_TYPE_ARRAY)
-      type = type->fields.array;
-
-   /* Handle vectors and matrices */
-   switch (type->base_type) {
-   case GLSL_TYPE_UINT:
-      return uint_type;
-   case GLSL_TYPE_INT:
-      return int_type;
-   case GLSL_TYPE_FLOAT:
-      return float_type;
-   case GLSL_TYPE_DOUBLE:
-      return double_type;
-   case GLSL_TYPE_BOOL:
-      return bool_type;
-   default:
-      /* Handle everything else */
-      return type;
-   }
-}
-
-
-void
-_mesa_glsl_release_types(void)
-{
-   /* Should only be called during atexit (either when unloading shared
-    * object, or if process terminates), so no mutex-locking should be
-    * necessary.
-    */
-   if (glsl_type::array_types != NULL) {
-      _mesa_hash_table_destroy(glsl_type::array_types, NULL);
-      glsl_type::array_types = NULL;
-   }
-
-   if (glsl_type::record_types != NULL) {
-      _mesa_hash_table_destroy(glsl_type::record_types, NULL);
-      glsl_type::record_types = NULL;
-   }
-
-   if (glsl_type::interface_types != NULL) {
-      _mesa_hash_table_destroy(glsl_type::interface_types, NULL);
-      glsl_type::interface_types = NULL;
-   }
-}
-
-
-glsl_type::glsl_type(const glsl_type *array, unsigned length) :
-   base_type(GLSL_TYPE_ARRAY),
-   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
-   sampler_type(0), interface_packing(0),
-   vector_elements(0), matrix_columns(0),
-   length(length), name(NULL)
-{
-   this->fields.array = array;
-   /* Inherit the gl type of the base. The GL type is used for
-    * uniform/statevar handling in Mesa and the arrayness of the type
-    * is represented by the size rather than the type.
-    */
-   this->gl_type = array->gl_type;
-
-   /* Allow a maximum of 10 characters for the array size.  This is enough
-    * for 32-bits of ~0.  The extra 3 are for the '[', ']', and terminating
-    * NUL.
-    */
-   const unsigned name_length = strlen(array->name) + 10 + 3;
-
-   mtx_lock(&glsl_type::mutex);
-   char *const n = (char *) ralloc_size(this->mem_ctx, name_length);
-   mtx_unlock(&glsl_type::mutex);
-
-   if (length == 0)
-      snprintf(n, name_length, "%s[]", array->name);
-   else {
-      /* insert outermost dimensions in the correct spot
-       * otherwise the dimension order will be backwards
-       */
-      const char *pos = strchr(array->name, '[');
-      if (pos) {
-         int idx = pos - array->name;
-         snprintf(n, idx+1, "%s", array->name);
-         snprintf(n + idx, name_length - idx, "[%u]%s",
-                  length, array->name + idx);
-      } else {
-         snprintf(n, name_length, "%s[%u]", array->name, length);
-      }
-   }
-
-   this->name = n;
-}
-
-
-const glsl_type *
-glsl_type::vec(unsigned components)
-{
-   if (components == 0 || components > 4)
-      return error_type;
-
-   static const glsl_type *const ts[] = {
-      float_type, vec2_type, vec3_type, vec4_type
-   };
-   return ts[components - 1];
-}
-
-const glsl_type *
-glsl_type::dvec(unsigned components)
-{
-   if (components == 0 || components > 4)
-      return error_type;
-
-   static const glsl_type *const ts[] = {
-      double_type, dvec2_type, dvec3_type, dvec4_type
-   };
-   return ts[components - 1];
-}
-
-const glsl_type *
-glsl_type::ivec(unsigned components)
-{
-   if (components == 0 || components > 4)
-      return error_type;
-
-   static const glsl_type *const ts[] = {
-      int_type, ivec2_type, ivec3_type, ivec4_type
-   };
-   return ts[components - 1];
-}
-
-
-const glsl_type *
-glsl_type::uvec(unsigned components)
-{
-   if (components == 0 || components > 4)
-      return error_type;
-
-   static const glsl_type *const ts[] = {
-      uint_type, uvec2_type, uvec3_type, uvec4_type
-   };
-   return ts[components - 1];
-}
-
-
-const glsl_type *
-glsl_type::bvec(unsigned components)
-{
-   if (components == 0 || components > 4)
-      return error_type;
-
-   static const glsl_type *const ts[] = {
-      bool_type, bvec2_type, bvec3_type, bvec4_type
-   };
-   return ts[components - 1];
-}
-
-
-const glsl_type *
-glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
-{
-   if (base_type == GLSL_TYPE_VOID)
-      return void_type;
-
-   if ((rows < 1) || (rows > 4) || (columns < 1) || (columns > 4))
-      return error_type;
-
-   /* Treat GLSL vectors as Nx1 matrices.
-    */
-   if (columns == 1) {
-      switch (base_type) {
-      case GLSL_TYPE_UINT:
-         return uvec(rows);
-      case GLSL_TYPE_INT:
-         return ivec(rows);
-      case GLSL_TYPE_FLOAT:
-         return vec(rows);
-      case GLSL_TYPE_DOUBLE:
-         return dvec(rows);
-      case GLSL_TYPE_BOOL:
-         return bvec(rows);
-      default:
-         return error_type;
-      }
-   } else {
-      if ((base_type != GLSL_TYPE_FLOAT && base_type != GLSL_TYPE_DOUBLE) || (rows == 1))
-         return error_type;
-
-      /* GLSL matrix types are named mat{COLUMNS}x{ROWS}.  Only the following
-       * combinations are valid:
-       *
-       *   1 2 3 4
-       * 1
-       * 2   x x x
-       * 3   x x x
-       * 4   x x x
-       */
-#define IDX(c,r) (((c-1)*3) + (r-1))
-
-      if (base_type == GLSL_TYPE_DOUBLE) {
-         switch (IDX(columns, rows)) {
-         case IDX(2,2): return dmat2_type;
-         case IDX(2,3): return dmat2x3_type;
-         case IDX(2,4): return dmat2x4_type;
-         case IDX(3,2): return dmat3x2_type;
-         case IDX(3,3): return dmat3_type;
-         case IDX(3,4): return dmat3x4_type;
-         case IDX(4,2): return dmat4x2_type;
-         case IDX(4,3): return dmat4x3_type;
-         case IDX(4,4): return dmat4_type;
-         default: return error_type;
-         }
-      } else {
-         switch (IDX(columns, rows)) {
-         case IDX(2,2): return mat2_type;
-         case IDX(2,3): return mat2x3_type;
-         case IDX(2,4): return mat2x4_type;
-         case IDX(3,2): return mat3x2_type;
-         case IDX(3,3): return mat3_type;
-         case IDX(3,4): return mat3x4_type;
-         case IDX(4,2): return mat4x2_type;
-         case IDX(4,3): return mat4x3_type;
-         case IDX(4,4): return mat4_type;
-         default: return error_type;
-         }
-      }
-   }
-
-   assert(!"Should not get here.");
-   return error_type;
-}
-
-const glsl_type *
-glsl_type::get_sampler_instance(enum glsl_sampler_dim dim,
-                                bool shadow,
-                                bool array,
-                                glsl_base_type type)
-{
-   switch (type) {
-   case GLSL_TYPE_FLOAT:
-      switch (dim) {
-      case GLSL_SAMPLER_DIM_1D:
-         if (shadow)
-            return (array ? sampler1DArrayShadow_type : sampler1DShadow_type);
-         else
-            return (array ? sampler1DArray_type : sampler1D_type);
-      case GLSL_SAMPLER_DIM_2D:
-         if (shadow)
-            return (array ? sampler2DArrayShadow_type : sampler2DShadow_type);
-         else
-            return (array ? sampler2DArray_type : sampler2D_type);
-      case GLSL_SAMPLER_DIM_3D:
-         if (shadow || array)
-            return error_type;
-         else
-            return sampler3D_type;
-      case GLSL_SAMPLER_DIM_CUBE:
-         if (shadow)
-            return (array ? samplerCubeArrayShadow_type : samplerCubeShadow_type);
-         else
-            return (array ? samplerCubeArray_type : samplerCube_type);
-      case GLSL_SAMPLER_DIM_RECT:
-         if (array)
-            return error_type;
-         if (shadow)
-            return sampler2DRectShadow_type;
-         else
-            return sampler2DRect_type;
-      case GLSL_SAMPLER_DIM_BUF:
-         if (shadow || array)
-            return error_type;
-         else
-            return samplerBuffer_type;
-      case GLSL_SAMPLER_DIM_MS:
-         if (shadow)
-            return error_type;
-         return (array ? sampler2DMSArray_type : sampler2DMS_type);
-      case GLSL_SAMPLER_DIM_EXTERNAL:
-         if (shadow || array)
-            return error_type;
-         else
-            return samplerExternalOES_type;
-      }
-   case GLSL_TYPE_INT:
-      if (shadow)
-         return error_type;
-      switch (dim) {
-      case GLSL_SAMPLER_DIM_1D:
-         return (array ? isampler1DArray_type : isampler1D_type);
-      case GLSL_SAMPLER_DIM_2D:
-         return (array ? isampler2DArray_type : isampler2D_type);
-      case GLSL_SAMPLER_DIM_3D:
-         if (array)
-            return error_type;
-         return isampler3D_type;
-      case GLSL_SAMPLER_DIM_CUBE:
-         return (array ? isamplerCubeArray_type : isamplerCube_type);
-      case GLSL_SAMPLER_DIM_RECT:
-         if (array)
-            return error_type;
-         return isampler2DRect_type;
-      case GLSL_SAMPLER_DIM_BUF:
-         if (array)
-            return error_type;
-         return isamplerBuffer_type;
-      case GLSL_SAMPLER_DIM_MS:
-         return (array ? isampler2DMSArray_type : isampler2DMS_type);
-      case GLSL_SAMPLER_DIM_EXTERNAL:
-         return error_type;
-      }
-   case GLSL_TYPE_UINT:
-      if (shadow)
-         return error_type;
-      switch (dim) {
-      case GLSL_SAMPLER_DIM_1D:
-         return (array ? usampler1DArray_type : usampler1D_type);
-      case GLSL_SAMPLER_DIM_2D:
-         return (array ? usampler2DArray_type : usampler2D_type);
-      case GLSL_SAMPLER_DIM_3D:
-         if (array)
-            return error_type;
-         return usampler3D_type;
-      case GLSL_SAMPLER_DIM_CUBE:
-         return (array ? usamplerCubeArray_type : usamplerCube_type);
-      case GLSL_SAMPLER_DIM_RECT:
-         if (array)
-            return error_type;
-         return usampler2DRect_type;
-      case GLSL_SAMPLER_DIM_BUF:
-         if (array)
-            return error_type;
-         return usamplerBuffer_type;
-      case GLSL_SAMPLER_DIM_MS:
-         return (array ? usampler2DMSArray_type : usampler2DMS_type);
-      case GLSL_SAMPLER_DIM_EXTERNAL:
-         return error_type;
-      }
-   default:
-      return error_type;
-   }
-
-   unreachable("switch statement above should be complete");
-}
-
-const glsl_type *
-glsl_type::get_array_instance(const glsl_type *base, unsigned array_size)
-{
-   /* Generate a name using the base type pointer in the key.  This is
-    * done because the name of the base type may not be unique across
-    * shaders.  For example, two shaders may have different record types
-    * named 'foo'.
-    */
-   char key[128];
-   snprintf(key, sizeof(key), "%p[%u]", (void *) base, array_size);
-
-   mtx_lock(&glsl_type::mutex);
-
-   if (array_types == NULL) {
-      array_types = _mesa_hash_table_create(NULL, _mesa_key_hash_string,
-                                            _mesa_key_string_equal);
-   }
-
-   const struct hash_entry *entry = _mesa_hash_table_search(array_types, key);
-   if (entry == NULL) {
-      mtx_unlock(&glsl_type::mutex);
-      const glsl_type *t = new glsl_type(base, array_size);
-      mtx_lock(&glsl_type::mutex);
-
-      entry = _mesa_hash_table_insert(array_types,
-                                      ralloc_strdup(mem_ctx, key),
-                                      (void *) t);
-   }
-
-   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_ARRAY);
-   assert(((glsl_type *) entry->data)->length == array_size);
-   assert(((glsl_type *) entry->data)->fields.array == base);
-
-   mtx_unlock(&glsl_type::mutex);
-
-   return (glsl_type *) entry->data;
-}
-
-
-bool
-glsl_type::record_compare(const glsl_type *b) const
-{
-   if (this->length != b->length)
-      return false;
-
-   if (this->interface_packing != b->interface_packing)
-      return false;
-
-   /* From the GLSL 4.20 specification (Sec 4.2):
-    *
-    *     "Structures must have the same name, sequence of type names, and
-    *     type definitions, and field names to be considered the same type."
-    *
-    * GLSL ES behaves the same (Ver 1.00 Sec 4.2.4, Ver 3.00 Sec 4.2.5).
-    *
-    * Note that we cannot force type name check when comparing unnamed
-    * structure types, these have a unique name assigned during parsing.
-    */
-   if (!this->is_anonymous() && !b->is_anonymous())
-      if (strcmp(this->name, b->name) != 0)
-         return false;
-
-   for (unsigned i = 0; i < this->length; i++) {
-      if (this->fields.structure[i].type != b->fields.structure[i].type)
-         return false;
-      if (strcmp(this->fields.structure[i].name,
-                 b->fields.structure[i].name) != 0)
-         return false;
-      if (this->fields.structure[i].matrix_layout
-         != b->fields.structure[i].matrix_layout)
-        return false;
-      if (this->fields.structure[i].location
-          != b->fields.structure[i].location)
-         return false;
-      if (this->fields.structure[i].interpolation
-          != b->fields.structure[i].interpolation)
-         return false;
-      if (this->fields.structure[i].centroid
-          != b->fields.structure[i].centroid)
-         return false;
-      if (this->fields.structure[i].sample
-          != b->fields.structure[i].sample)
-         return false;
-      if (this->fields.structure[i].patch
-          != b->fields.structure[i].patch)
-         return false;
-      if (this->fields.structure[i].image_read_only
-          != b->fields.structure[i].image_read_only)
-         return false;
-      if (this->fields.structure[i].image_write_only
-          != b->fields.structure[i].image_write_only)
-         return false;
-      if (this->fields.structure[i].image_coherent
-          != b->fields.structure[i].image_coherent)
-         return false;
-      if (this->fields.structure[i].image_volatile
-          != b->fields.structure[i].image_volatile)
-         return false;
-      if (this->fields.structure[i].image_restrict
-          != b->fields.structure[i].image_restrict)
-         return false;
-   }
-
-   return true;
-}
-
-
-bool
-glsl_type::record_key_compare(const void *a, const void *b)
-{
-   const glsl_type *const key1 = (glsl_type *) a;
-   const glsl_type *const key2 = (glsl_type *) b;
-
-   return strcmp(key1->name, key2->name) == 0 && key1->record_compare(key2);
-}
-
-
-/**
- * Generate an integer hash value for a glsl_type structure type.
- */
-unsigned
-glsl_type::record_key_hash(const void *a)
-{
-   const glsl_type *const key = (glsl_type *) a;
-   uintptr_t hash = key->length;
-   unsigned retval;
-
-   for (unsigned i = 0; i < key->length; i++) {
-      /* casting pointer to uintptr_t */
-      hash = (hash * 13 ) + (uintptr_t) key->fields.structure[i].type;
-   }
-
-   if (sizeof(hash) == 8)
-      retval = (hash & 0xffffffff) ^ ((uint64_t) hash >> 32);
-   else
-      retval = hash;
-
-   return retval;
-}
-
-
-const glsl_type *
-glsl_type::get_record_instance(const glsl_struct_field *fields,
-                               unsigned num_fields,
-                               const char *name)
-{
-   const glsl_type key(fields, num_fields, name);
-
-   mtx_lock(&glsl_type::mutex);
-
-   if (record_types == NULL) {
-      record_types = _mesa_hash_table_create(NULL, record_key_hash,
-                                             record_key_compare);
-   }
-
-   const struct hash_entry *entry = _mesa_hash_table_search(record_types,
-                                                            &key);
-   if (entry == NULL) {
-      mtx_unlock(&glsl_type::mutex);
-      const glsl_type *t = new glsl_type(fields, num_fields, name);
-      mtx_lock(&glsl_type::mutex);
-
-      entry = _mesa_hash_table_insert(record_types, t, (void *) t);
-   }
-
-   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_STRUCT);
-   assert(((glsl_type *) entry->data)->length == num_fields);
-   assert(strcmp(((glsl_type *) entry->data)->name, name) == 0);
-
-   mtx_unlock(&glsl_type::mutex);
-
-   return (glsl_type *) entry->data;
-}
-
-
-const glsl_type *
-glsl_type::get_interface_instance(const glsl_struct_field *fields,
-                                  unsigned num_fields,
-                                  enum glsl_interface_packing packing,
-                                  const char *block_name)
-{
-   const glsl_type key(fields, num_fields, packing, block_name);
-
-   mtx_lock(&glsl_type::mutex);
-
-   if (interface_types == NULL) {
-      interface_types = _mesa_hash_table_create(NULL, record_key_hash,
-                                                record_key_compare);
-   }
-
-   const struct hash_entry *entry = _mesa_hash_table_search(interface_types,
-                                                            &key);
-   if (entry == NULL) {
-      mtx_unlock(&glsl_type::mutex);
-      const glsl_type *t = new glsl_type(fields, num_fields,
-                                         packing, block_name);
-      mtx_lock(&glsl_type::mutex);
-
-      entry = _mesa_hash_table_insert(interface_types, t, (void *) t);
-   }
-
-   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_INTERFACE);
-   assert(((glsl_type *) entry->data)->length == num_fields);
-   assert(strcmp(((glsl_type *) entry->data)->name, block_name) == 0);
-
-   mtx_unlock(&glsl_type::mutex);
-
-   return (glsl_type *) entry->data;
-}
-
-const glsl_type *
-glsl_type::get_subroutine_instance(const char *subroutine_name)
-{
-   const glsl_type key(subroutine_name);
-
-   mtx_lock(&glsl_type::mutex);
-
-   if (subroutine_types == NULL) {
-      subroutine_types = _mesa_hash_table_create(NULL, record_key_hash,
-                                                 record_key_compare);
-   }
-
-   const struct hash_entry *entry = _mesa_hash_table_search(subroutine_types,
-                                                            &key);
-   if (entry == NULL) {
-      mtx_unlock(&glsl_type::mutex);
-      const glsl_type *t = new glsl_type(subroutine_name);
-      mtx_lock(&glsl_type::mutex);
-
-      entry = _mesa_hash_table_insert(subroutine_types, t, (void *) t);
-   }
-
-   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_SUBROUTINE);
-   assert(strcmp(((glsl_type *) entry->data)->name, subroutine_name) == 0);
-
-   mtx_unlock(&glsl_type::mutex);
-
-   return (glsl_type *) entry->data;
-}
-
-
-const glsl_type *
-glsl_type::get_mul_type(const glsl_type *type_a, const glsl_type *type_b)
-{
-   if (type_a == type_b) {
-      return type_a;
-   } else if (type_a->is_matrix() && type_b->is_matrix()) {
-      /* Matrix multiply.  The columns of A must match the rows of B.  Given
-       * the other previously tested constraints, this means the vector type
-       * of a row from A must be the same as the vector type of a column from
-       * B.
-       */
-      if (type_a->row_type() == type_b->column_type()) {
-         /* The resulting matrix has the number of columns of matrix B and
-          * the number of rows of matrix A.  We get the row count of A by
-          * looking at the size of a vector that makes up a column.  The
-          * transpose (size of a row) is done for B.
-          */
-         const glsl_type *const type =
-            get_instance(type_a->base_type,
-                         type_a->column_type()->vector_elements,
-                         type_b->row_type()->vector_elements);
-         assert(type != error_type);
-
-         return type;
-      }
-   } else if (type_a->is_matrix()) {
-      /* A is a matrix and B is a column vector.  Columns of A must match
-       * rows of B.  Given the other previously tested constraints, this
-       * means the vector type of a row from A must be the same as the
-       * vector the type of B.
-       */
-      if (type_a->row_type() == type_b) {
-         /* The resulting vector has a number of elements equal to
-          * the number of rows of matrix A. */
-         const glsl_type *const type =
-            get_instance(type_a->base_type,
-                         type_a->column_type()->vector_elements,
-                         1);
-         assert(type != error_type);
-
-         return type;
-      }
-   } else {
-      assert(type_b->is_matrix());
-
-      /* A is a row vector and B is a matrix.  Columns of A must match rows
-       * of B.  Given the other previously tested constraints, this means
-       * the type of A must be the same as the vector type of a column from
-       * B.
-       */
-      if (type_a == type_b->column_type()) {
-         /* The resulting vector has a number of elements equal to
-          * the number of columns of matrix B. */
-         const glsl_type *const type =
-            get_instance(type_a->base_type,
-                         type_b->row_type()->vector_elements,
-                         1);
-         assert(type != error_type);
-
-         return type;
-      }
-   }
-
-   return error_type;
-}
-
-
-const glsl_type *
-glsl_type::field_type(const char *name) const
-{
-   if (this->base_type != GLSL_TYPE_STRUCT
-       && this->base_type != GLSL_TYPE_INTERFACE)
-      return error_type;
-
-   for (unsigned i = 0; i < this->length; i++) {
-      if (strcmp(name, this->fields.structure[i].name) == 0)
-         return this->fields.structure[i].type;
-   }
-
-   return error_type;
-}
-
-
-int
-glsl_type::field_index(const char *name) const
-{
-   if (this->base_type != GLSL_TYPE_STRUCT
-       && this->base_type != GLSL_TYPE_INTERFACE)
-      return -1;
-
-   for (unsigned i = 0; i < this->length; i++) {
-      if (strcmp(name, this->fields.structure[i].name) == 0)
-         return i;
-   }
-
-   return -1;
-}
-
-
-unsigned
-glsl_type::component_slots() const
-{
-   switch (this->base_type) {
-   case GLSL_TYPE_UINT:
-   case GLSL_TYPE_INT:
-   case GLSL_TYPE_FLOAT:
-   case GLSL_TYPE_BOOL:
-      return this->components();
-
-   case GLSL_TYPE_DOUBLE:
-      return 2 * this->components();
-
-   case GLSL_TYPE_STRUCT:
-   case GLSL_TYPE_INTERFACE: {
-      unsigned size = 0;
-
-      for (unsigned i = 0; i < this->length; i++)
-         size += this->fields.structure[i].type->component_slots();
-
-      return size;
-   }
-
-   case GLSL_TYPE_ARRAY:
-      return this->length * this->fields.array->component_slots();
-
-   case GLSL_TYPE_IMAGE:
-      return 1;
-   case GLSL_TYPE_SUBROUTINE:
-     return 1;
-   case GLSL_TYPE_SAMPLER:
-   case GLSL_TYPE_ATOMIC_UINT:
-   case GLSL_TYPE_VOID:
-   case GLSL_TYPE_ERROR:
-      break;
-   }
-
-   return 0;
-}
-
-unsigned
-glsl_type::record_location_offset(unsigned length) const
-{
-   unsigned offset = 0;
-   const glsl_type *t = this->without_array();
-   if (t->is_record()) {
-      assert(length <= t->length);
-
-      for (unsigned i = 0; i < length; i++) {
-         const glsl_type *st = t->fields.structure[i].type;
-         const glsl_type *wa = st->without_array();
-         if (wa->is_record()) {
-            unsigned r_offset = wa->record_location_offset(wa->length);
-            offset += st->is_array() ? st->length * r_offset : r_offset;
-         } else {
-            /* We dont worry about arrays here because unless the array
-             * contains a structure or another array it only takes up a single
-             * uniform slot.
-             */
-            offset += 1;
-         }
-      }
-   }
-   return offset;
-}
-
-unsigned
-glsl_type::uniform_locations() const
-{
-   unsigned size = 0;
-
-   switch (this->base_type) {
-   case GLSL_TYPE_UINT:
-   case GLSL_TYPE_INT:
-   case GLSL_TYPE_FLOAT:
-   case GLSL_TYPE_DOUBLE:
-   case GLSL_TYPE_BOOL:
-   case GLSL_TYPE_SAMPLER:
-   case GLSL_TYPE_IMAGE:
-   case GLSL_TYPE_SUBROUTINE:
-      return 1;
-
-   case GLSL_TYPE_STRUCT:
-   case GLSL_TYPE_INTERFACE:
-      for (unsigned i = 0; i < this->length; i++)
-         size += this->fields.structure[i].type->uniform_locations();
-      return size;
-   case GLSL_TYPE_ARRAY:
-      return this->length * this->fields.array->uniform_locations();
-   default:
-      return 0;
-   }
-}
-
-bool
-glsl_type::can_implicitly_convert_to(const glsl_type *desired,
-                                     _mesa_glsl_parse_state *state) const
-{
-   if (this == desired)
-      return true;
-
-   /* There is no conversion among matrix types. */
-   if (this->matrix_columns > 1 || desired->matrix_columns > 1)
-      return false;
-
-   /* Vector size must match. */
-   if (this->vector_elements != desired->vector_elements)
-      return false;
-
-   /* int and uint can be converted to float. */
-   if (desired->is_float() && this->is_integer())
-      return true;
-
-   /* With GLSL 4.0 / ARB_gpu_shader5, int can be converted to uint.
-    * Note that state may be NULL here, when resolving function calls in the
-    * linker. By this time, all the state-dependent checks have already
-    * happened though, so allow anything that's allowed in any shader version. */
-   if ((!state || state->is_version(400, 0) || state->ARB_gpu_shader5_enable) &&
-         desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
-      return true;
-
-   /* No implicit conversions from double. */
-   if ((!state || state->has_double()) && this->is_double())
-      return false;
-
-   /* Conversions from different types to double. */
-   if ((!state || state->has_double()) && desired->is_double()) {
-      if (this->is_float())
-         return true;
-      if (this->is_integer())
-         return true;
-   }
-
-   return false;
-}
-
-unsigned
-glsl_type::std140_base_alignment(bool row_major) const
-{
-   unsigned N = is_double() ? 8 : 4;
-
-   /* (1) If the member is a scalar consuming <N> basic machine units, the
-    *     base alignment is <N>.
-    *
-    * (2) If the member is a two- or four-component vector with components
-    *     consuming <N> basic machine units, the base alignment is 2<N> or
-    *     4<N>, respectively.
-    *
-    * (3) If the member is a three-component vector with components consuming
-    *     <N> basic machine units, the base alignment is 4<N>.
-    */
-   if (this->is_scalar() || this->is_vector()) {
-      switch (this->vector_elements) {
-      case 1:
-         return N;
-      case 2:
-         return 2 * N;
-      case 3:
-      case 4:
-         return 4 * N;
-      }
-   }
-
-   /* (4) If the member is an array of scalars or vectors, the base alignment
-    *     and array stride are set to match the base alignment of a single
-    *     array element, according to rules (1), (2), and (3), and rounded up
-    *     to the base alignment of a vec4. The array may have padding at the
-    *     end; the base offset of the member following the array is rounded up
-    *     to the next multiple of the base alignment.
-    *
-    * (6) If the member is an array of <S> column-major matrices with <C>
-    *     columns and <R> rows, the matrix is stored identically to a row of
-    *     <S>*<C> column vectors with <R> components each, according to rule
-    *     (4).
-    *
-    * (8) If the member is an array of <S> row-major matrices with <C> columns
-    *     and <R> rows, the matrix is stored identically to a row of <S>*<R>
-    *     row vectors with <C> components each, according to rule (4).
-    *
-    * (10) If the member is an array of <S> structures, the <S> elements of
-    *      the array are laid out in order, according to rule (9).
-    */
-   if (this->is_array()) {
-      if (this->fields.array->is_scalar() ||
-          this->fields.array->is_vector() ||
-          this->fields.array->is_matrix()) {
-         return MAX2(this->fields.array->std140_base_alignment(row_major), 16);
-      } else {
-         assert(this->fields.array->is_record() ||
-                this->fields.array->is_array());
-         return this->fields.array->std140_base_alignment(row_major);
-      }
-   }
-
-   /* (5) If the member is a column-major matrix with <C> columns and
-    *     <R> rows, the matrix is stored identically to an array of
-    *     <C> column vectors with <R> components each, according to
-    *     rule (4).
-    *
-    * (7) If the member is a row-major matrix with <C> columns and <R>
-    *     rows, the matrix is stored identically to an array of <R>
-    *     row vectors with <C> components each, according to rule (4).
-    */
-   if (this->is_matrix()) {
-      const struct glsl_type *vec_type, *array_type;
-      int c = this->matrix_columns;
-      int r = this->vector_elements;
-
-      if (row_major) {
-         vec_type = get_instance(base_type, c, 1);
-         array_type = glsl_type::get_array_instance(vec_type, r);
-      } else {
-         vec_type = get_instance(base_type, r, 1);
-         array_type = glsl_type::get_array_instance(vec_type, c);
-      }
-
-      return array_type->std140_base_alignment(false);
-   }
-
-   /* (9) If the member is a structure, the base alignment of the
-    *     structure is <N>, where <N> is the largest base alignment
-    *     value of any of its members, and rounded up to the base
-    *     alignment of a vec4. The individual members of this
-    *     sub-structure are then assigned offsets by applying this set
-    *     of rules recursively, where the base offset of the first
-    *     member of the sub-structure is equal to the aligned offset
-    *     of the structure. The structure may have padding at the end;
-    *     the base offset of the member following the sub-structure is
-    *     rounded up to the next multiple of the base alignment of the
-    *     structure.
-    */
-   if (this->is_record()) {
-      unsigned base_alignment = 16;
-      for (unsigned i = 0; i < this->length; i++) {
-         bool field_row_major = row_major;
-         const enum glsl_matrix_layout matrix_layout =
-            glsl_matrix_layout(this->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;
-         }
-
-         const struct glsl_type *field_type = this->fields.structure[i].type;
-         base_alignment = MAX2(base_alignment,
-                               field_type->std140_base_alignment(field_row_major));
-      }
-      return base_alignment;
-   }
-
-   assert(!"not reached");
-   return -1;
-}
-
-unsigned
-glsl_type::std140_size(bool row_major) const
-{
-   unsigned N = is_double() ? 8 : 4;
-
-   /* (1) If the member is a scalar consuming <N> basic machine units, the
-    *     base alignment is <N>.
-    *
-    * (2) If the member is a two- or four-component vector with components
-    *     consuming <N> basic machine units, the base alignment is 2<N> or
-    *     4<N>, respectively.
-    *
-    * (3) If the member is a three-component vector with components consuming
-    *     <N> basic machine units, the base alignment is 4<N>.
-    */
-   if (this->is_scalar() || this->is_vector()) {
-      return this->vector_elements * N;
-   }
-
-   /* (5) If the member is a column-major matrix with <C> columns and
-    *     <R> rows, the matrix is stored identically to an array of
-    *     <C> column vectors with <R> components each, according to
-    *     rule (4).
-    *
-    * (6) If the member is an array of <S> column-major matrices with <C>
-    *     columns and <R> rows, the matrix is stored identically to a row of
-    *     <S>*<C> column vectors with <R> components each, according to rule
-    *     (4).
-    *
-    * (7) If the member is a row-major matrix with <C> columns and <R>
-    *     rows, the matrix is stored identically to an array of <R>
-    *     row vectors with <C> components each, according to rule (4).
-    *
-    * (8) If the member is an array of <S> row-major matrices with <C> columns
-    *     and <R> rows, the matrix is stored identically to a row of <S>*<R>
-    *     row vectors with <C> components each, according to rule (4).
-    */
-   if (this->without_array()->is_matrix()) {
-      const struct glsl_type *element_type;
-      const struct glsl_type *vec_type;
-      unsigned int array_len;
-
-      if (this->is_array()) {
-         element_type = this->fields.array;
-         array_len = this->length;
-      } else {
-         element_type = this;
-         array_len = 1;
-      }
-
-      if (row_major) {
-         vec_type = get_instance(element_type->base_type,
-                                 element_type->matrix_columns, 1);
-
-         array_len *= element_type->vector_elements;
-      } else {
-         vec_type = get_instance(element_type->base_type,
-                                 element_type->vector_elements, 1);
-         array_len *= element_type->matrix_columns;
-      }
-      const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
-                                                                  array_len);
-
-      return array_type->std140_size(false);
-   }
-
-   /* (4) If the member is an array of scalars or vectors, the base alignment
-    *     and array stride are set to match the base alignment of a single
-    *     array element, according to rules (1), (2), and (3), and rounded up
-    *     to the base alignment of a vec4. The array may have padding at the
-    *     end; the base offset of the member following the array is rounded up
-    *     to the next multiple of the base alignment.
-    *
-    * (10) If the member is an array of <S> structures, the <S> elements of
-    *      the array are laid out in order, according to rule (9).
-    */
-   if (this->is_array()) {
-      if (this->fields.array->is_record()) {
-         return this->length * this->fields.array->std140_size(row_major);
-      } else {
-         unsigned element_base_align =
-            this->fields.array->std140_base_alignment(row_major);
-         return this->length * MAX2(element_base_align, 16);
-      }
-   }
-
-   /* (9) If the member is a structure, the base alignment of the
-    *     structure is <N>, where <N> is the largest base alignment
-    *     value of any of its members, and rounded up to the base
-    *     alignment of a vec4. The individual members of this
-    *     sub-structure are then assigned offsets by applying this set
-    *     of rules recursively, where the base offset of the first
-    *     member of the sub-structure is equal to the aligned offset
-    *     of the structure. The structure may have padding at the end;
-    *     the base offset of the member following the sub-structure is
-    *     rounded up to the next multiple of the base alignment of the
-    *     structure.
-    */
-   if (this->is_record() || this->is_interface()) {
-      unsigned size = 0;
-      unsigned max_align = 0;
-
-      for (unsigned i = 0; i < this->length; i++) {
-         bool field_row_major = row_major;
-         const enum glsl_matrix_layout matrix_layout =
-            glsl_matrix_layout(this->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;
-         }
-
-         const struct glsl_type *field_type = this->fields.structure[i].type;
-         unsigned align = field_type->std140_base_alignment(field_row_major);
-
-         /* Ignore unsized arrays when calculating size */
-         if (field_type->is_unsized_array())
-            continue;
-
-         size = glsl_align(size, align);
-         size += field_type->std140_size(field_row_major);
-
-         max_align = MAX2(align, max_align);
-
-         if (field_type->is_record() && (i + 1 < this->length))
-            size = glsl_align(size, 16);
-      }
-      size = glsl_align(size, MAX2(max_align, 16));
-      return size;
-   }
-
-   assert(!"not reached");
-   return -1;
-}
-
-unsigned
-glsl_type::std430_base_alignment(bool row_major) const
-{
-
-   unsigned N = is_double() ? 8 : 4;
-
-   /* (1) If the member is a scalar consuming <N> basic machine units, the
-    *     base alignment is <N>.
-    *
-    * (2) If the member is a two- or four-component vector with components
-    *     consuming <N> basic machine units, the base alignment is 2<N> or
-    *     4<N>, respectively.
-    *
-    * (3) If the member is a three-component vector with components consuming
-    *     <N> basic machine units, the base alignment is 4<N>.
-    */
-   if (this->is_scalar() || this->is_vector()) {
-      switch (this->vector_elements) {
-      case 1:
-         return N;
-      case 2:
-         return 2 * N;
-      case 3:
-      case 4:
-         return 4 * N;
-      }
-   }
-
-   /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
-    *
-    * "When using the std430 storage layout, shader storage blocks will be
-    * laid out in buffer storage identically to uniform and shader storage
-    * blocks using the std140 layout, except that the base alignment and
-    * stride of arrays of scalars and vectors in rule 4 and of structures
-    * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
-    */
-
-   /* (1) If the member is a scalar consuming <N> basic machine units, the
-    *     base alignment is <N>.
-    *
-    * (2) If the member is a two- or four-component vector with components
-    *     consuming <N> basic machine units, the base alignment is 2<N> or
-    *     4<N>, respectively.
-    *
-    * (3) If the member is a three-component vector with components consuming
-    *     <N> basic machine units, the base alignment is 4<N>.
-    */
-   if (this->is_array())
-      return this->fields.array->std430_base_alignment(row_major);
-
-   /* (5) If the member is a column-major matrix with <C> columns and
-    *     <R> rows, the matrix is stored identically to an array of
-    *     <C> column vectors with <R> components each, according to
-    *     rule (4).
-    *
-    * (7) If the member is a row-major matrix with <C> columns and <R>
-    *     rows, the matrix is stored identically to an array of <R>
-    *     row vectors with <C> components each, according to rule (4).
-    */
-   if (this->is_matrix()) {
-      const struct glsl_type *vec_type, *array_type;
-      int c = this->matrix_columns;
-      int r = this->vector_elements;
-
-      if (row_major) {
-         vec_type = get_instance(base_type, c, 1);
-         array_type = glsl_type::get_array_instance(vec_type, r);
-      } else {
-         vec_type = get_instance(base_type, r, 1);
-         array_type = glsl_type::get_array_instance(vec_type, c);
-      }
-
-      return array_type->std430_base_alignment(false);
-   }
-
-      /* (9) If the member is a structure, the base alignment of the
-    *     structure is <N>, where <N> is the largest base alignment
-    *     value of any of its members, and rounded up to the base
-    *     alignment of a vec4. The individual members of this
-    *     sub-structure are then assigned offsets by applying this set
-    *     of rules recursively, where the base offset of the first
-    *     member of the sub-structure is equal to the aligned offset
-    *     of the structure. The structure may have padding at the end;
-    *     the base offset of the member following the sub-structure is
-    *     rounded up to the next multiple of the base alignment of the
-    *     structure.
-    */
-   if (this->is_record()) {
-      unsigned base_alignment = 0;
-      for (unsigned i = 0; i < this->length; i++) {
-         bool field_row_major = row_major;
-         const enum glsl_matrix_layout matrix_layout =
-            glsl_matrix_layout(this->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;
-         }
-
-         const struct glsl_type *field_type = this->fields.structure[i].type;
-         base_alignment = MAX2(base_alignment,
-                               field_type->std430_base_alignment(field_row_major));
-      }
-      assert(base_alignment > 0);
-      return base_alignment;
-   }
-   assert(!"not reached");
-   return -1;
-}
-
-unsigned
-glsl_type::std430_array_stride(bool row_major) const
-{
-   unsigned N = is_double() ? 8 : 4;
-
-   /* Notice that the array stride of a vec3 is not 3 * N but 4 * N.
-    * See OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout"
-    *
-    * (3) If the member is a three-component vector with components consuming
-    *     <N> basic machine units, the base alignment is 4<N>.
-    */
-   if (this->is_vector() && this->vector_elements == 3)
-      return 4 * N;
-
-   /* By default use std430_size(row_major) */
-   return this->std430_size(row_major);
-}
-
-unsigned
-glsl_type::std430_size(bool row_major) const
-{
-   unsigned N = is_double() ? 8 : 4;
-
-   /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
-    *
-    * "When using the std430 storage layout, shader storage blocks will be
-    * laid out in buffer storage identically to uniform and shader storage
-    * blocks using the std140 layout, except that the base alignment and
-    * stride of arrays of scalars and vectors in rule 4 and of structures
-    * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
-    */
-   if (this->is_scalar() || this->is_vector())
-         return this->vector_elements * N;
-
-   if (this->without_array()->is_matrix()) {
-      const struct glsl_type *element_type;
-      const struct glsl_type *vec_type;
-      unsigned int array_len;
-
-      if (this->is_array()) {
-         element_type = this->without_array();
-         array_len = this->arrays_of_arrays_size();
-      } else {
-         element_type = this;
-         array_len = 1;
-      }
-
-      if (row_major) {
-         vec_type = get_instance(element_type->base_type,
-                                 element_type->matrix_columns, 1);
-
-         array_len *= element_type->vector_elements;
-      } else {
-         vec_type = get_instance(element_type->base_type,
-                                 element_type->vector_elements, 1);
-         array_len *= element_type->matrix_columns;
-      }
-      const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
-                                                                  array_len);
-
-      return array_type->std430_size(false);
-   }
-
-   if (this->is_array()) {
-      if (this->without_array()->is_record())
-         return this->arrays_of_arrays_size() *
-            this->without_array()->std430_size(row_major);
-      else
-         return this->arrays_of_arrays_size() *
-            this->without_array()->std430_base_alignment(row_major);
-   }
-
-   if (this->is_record() || this->is_interface()) {
-      unsigned size = 0;
-      unsigned max_align = 0;
-
-      for (unsigned i = 0; i < this->length; i++) {
-         bool field_row_major = row_major;
-         const enum glsl_matrix_layout matrix_layout =
-            glsl_matrix_layout(this->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;
-         }
-
-         const struct glsl_type *field_type = this->fields.structure[i].type;
-         unsigned align = field_type->std430_base_alignment(field_row_major);
-         size = glsl_align(size, align);
-         size += field_type->std430_size(field_row_major);
-
-         max_align = MAX2(align, max_align);
-      }
-      size = glsl_align(size, max_align);
-      return size;
-   }
-
-   assert(!"not reached");
-   return -1;
-}
-
-unsigned
-glsl_type::count_attribute_slots() const
-{
-   /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
-    *
-    *     "A scalar input counts the same amount against this limit as a vec4,
-    *     so applications may want to consider packing groups of four
-    *     unrelated float inputs together into a vector to better utilize the
-    *     capabilities of the underlying hardware. A matrix input will use up
-    *     multiple locations.  The number of locations used will equal the
-    *     number of columns in the matrix."
-    *
-    * The spec does not explicitly say how arrays are counted.  However, it
-    * should be safe to assume the total number of slots consumed by an array
-    * is the number of entries in the array multiplied by the number of slots
-    * consumed by a single element of the array.
-    *
-    * The spec says nothing about how structs are counted, because vertex
-    * attributes are not allowed to be (or contain) structs.  However, Mesa
-    * allows varying structs, the number of varying slots taken up by a
-    * varying struct is simply equal to the sum of the number of slots taken
-    * up by each element.
-    */
-   switch (this->base_type) {
-   case GLSL_TYPE_UINT:
-   case GLSL_TYPE_INT:
-   case GLSL_TYPE_FLOAT:
-   case GLSL_TYPE_BOOL:
-   case GLSL_TYPE_DOUBLE:
-      return this->matrix_columns;
-
-   case GLSL_TYPE_STRUCT:
-   case GLSL_TYPE_INTERFACE: {
-      unsigned size = 0;
-
-      for (unsigned i = 0; i < this->length; i++)
-         size += this->fields.structure[i].type->count_attribute_slots();
-
-      return size;
-   }
-
-   case GLSL_TYPE_ARRAY:
-      return this->length * this->fields.array->count_attribute_slots();
-
-   case GLSL_TYPE_SAMPLER:
-   case GLSL_TYPE_IMAGE:
-   case GLSL_TYPE_ATOMIC_UINT:
-   case GLSL_TYPE_VOID:
-   case GLSL_TYPE_SUBROUTINE:
-   case GLSL_TYPE_ERROR:
-      break;
-   }
-
-   assert(!"Unexpected type in count_attribute_slots()");
-
-   return 0;
-}
-
-int
-glsl_type::coordinate_components() const
-{
-   int size;
-
-   switch (sampler_dimensionality) {
-   case GLSL_SAMPLER_DIM_1D:
-   case GLSL_SAMPLER_DIM_BUF:
-      size = 1;
-      break;
-   case GLSL_SAMPLER_DIM_2D:
-   case GLSL_SAMPLER_DIM_RECT:
-   case GLSL_SAMPLER_DIM_MS:
-   case GLSL_SAMPLER_DIM_EXTERNAL:
-      size = 2;
-      break;
-   case GLSL_SAMPLER_DIM_3D:
-   case GLSL_SAMPLER_DIM_CUBE:
-      size = 3;
-      break;
-   default:
-      assert(!"Should not get here.");
-      size = 1;
-      break;
-   }
-
-   /* Array textures need an additional component for the array index, except
-    * for cubemap array images that behave like a 2D array of interleaved
-    * cubemap faces.
-    */
-   if (sampler_array &&
-       !(base_type == GLSL_TYPE_IMAGE &&
-         sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE))
-      size += 1;
-
-   return size;
-}
-
-/**
- * Declarations of type flyweights (glsl_type::_foo_type) and
- * convenience pointers (glsl_type::foo_type).
- * @{
- */
-#define DECL_TYPE(NAME, ...)                                    \
-   const glsl_type glsl_type::_##NAME##_type = glsl_type(__VA_ARGS__, #NAME); \
-   const glsl_type *const glsl_type::NAME##_type = &glsl_type::_##NAME##_type;
-
-#define STRUCT_TYPE(NAME)
-
-#include "builtin_type_macros.h"
-/** @} */
diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
deleted file mode 100644
index 3ec7642..0000000
--- a/src/glsl/glsl_types.h
+++ /dev/null
@@ -1,867 +0,0 @@
-/* -*- c++ -*- */
-/*
- * Copyright © 2009 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.
- */
-
-#pragma once
-#ifndef GLSL_TYPES_H
-#define GLSL_TYPES_H
-
-#include <string.h>
-#include <assert.h>
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct _mesa_glsl_parse_state;
-struct glsl_symbol_table;
-
-extern void
-_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state);
-
-extern void
-_mesa_glsl_release_types(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-enum glsl_base_type {
-   GLSL_TYPE_UINT = 0,
-   GLSL_TYPE_INT,
-   GLSL_TYPE_FLOAT,
-   GLSL_TYPE_DOUBLE,
-   GLSL_TYPE_BOOL,
-   GLSL_TYPE_SAMPLER,
-   GLSL_TYPE_IMAGE,
-   GLSL_TYPE_ATOMIC_UINT,
-   GLSL_TYPE_STRUCT,
-   GLSL_TYPE_INTERFACE,
-   GLSL_TYPE_ARRAY,
-   GLSL_TYPE_VOID,
-   GLSL_TYPE_SUBROUTINE,
-   GLSL_TYPE_ERROR
-};
-
-enum glsl_sampler_dim {
-   GLSL_SAMPLER_DIM_1D = 0,
-   GLSL_SAMPLER_DIM_2D,
-   GLSL_SAMPLER_DIM_3D,
-   GLSL_SAMPLER_DIM_CUBE,
-   GLSL_SAMPLER_DIM_RECT,
-   GLSL_SAMPLER_DIM_BUF,
-   GLSL_SAMPLER_DIM_EXTERNAL,
-   GLSL_SAMPLER_DIM_MS
-};
-
-enum glsl_interface_packing {
-   GLSL_INTERFACE_PACKING_STD140,
-   GLSL_INTERFACE_PACKING_SHARED,
-   GLSL_INTERFACE_PACKING_PACKED,
-   GLSL_INTERFACE_PACKING_STD430
-};
-
-enum glsl_matrix_layout {
-   /**
-    * The layout of the matrix is inherited from the object containing the
-    * matrix (the top level structure or the uniform block).
-    */
-   GLSL_MATRIX_LAYOUT_INHERITED,
-
-   /**
-    * Explicit column-major layout
-    *
-    * If a uniform block doesn't have an explicit layout set, it will default
-    * to this layout.
-    */
-   GLSL_MATRIX_LAYOUT_COLUMN_MAJOR,
-
-   /**
-    * Row-major layout
-    */
-   GLSL_MATRIX_LAYOUT_ROW_MAJOR
-};
-
-#ifdef __cplusplus
-#include "GL/gl.h"
-#include "util/ralloc.h"
-#include "main/mtypes.h" /* for gl_texture_index, C++'s enum rules are broken */
-
-struct glsl_type {
-   GLenum gl_type;
-   glsl_base_type base_type;
-
-   unsigned sampler_dimensionality:3; /**< \see glsl_sampler_dim */
-   unsigned sampler_shadow:1;
-   unsigned sampler_array:1;
-   unsigned sampler_type:2;    /**< Type of data returned using this
-				* sampler or image.  Only \c
-				* GLSL_TYPE_FLOAT, \c GLSL_TYPE_INT,
-				* and \c GLSL_TYPE_UINT are valid.
-				*/
-   unsigned interface_packing:2;
-
-   /* Callers of this ralloc-based new need not call delete. It's
-    * easier to just ralloc_free 'mem_ctx' (or any of its ancestors). */
-   static void* operator new(size_t size)
-   {
-      mtx_lock(&glsl_type::mutex);
-
-      /* mem_ctx should have been created by the static members */
-      assert(glsl_type::mem_ctx != NULL);
-
-      void *type;
-
-      type = ralloc_size(glsl_type::mem_ctx, size);
-      assert(type != NULL);
-
-      mtx_unlock(&glsl_type::mutex);
-
-      return type;
-   }
-
-   /* If the user *does* call delete, that's OK, we will just
-    * ralloc_free in that case. */
-   static void operator delete(void *type)
-   {
-      mtx_lock(&glsl_type::mutex);
-      ralloc_free(type);
-      mtx_unlock(&glsl_type::mutex);
-   }
-
-   /**
-    * \name Vector and matrix element counts
-    *
-    * For scalars, each of these values will be 1.  For non-numeric types
-    * these will be 0.
-    */
-   /*@{*/
-   uint8_t vector_elements;    /**< 1, 2, 3, or 4 vector elements. */
-   uint8_t matrix_columns;     /**< 1, 2, 3, or 4 matrix columns. */
-   /*@}*/
-
-   /**
-    * For \c GLSL_TYPE_ARRAY, this is the length of the array.  For
-    * \c GLSL_TYPE_STRUCT or \c GLSL_TYPE_INTERFACE, it is the number of
-    * elements in the structure and the number of values pointed to by
-    * \c fields.structure (below).
-    */
-   unsigned length;
-
-   /**
-    * Name of the data type
-    *
-    * Will never be \c NULL.
-    */
-   const char *name;
-
-   /**
-    * Subtype of composite data types.
-    */
-   union {
-      const struct glsl_type *array;            /**< Type of array elements. */
-      const struct glsl_type *parameters;       /**< Parameters to function. */
-      struct glsl_struct_field *structure;      /**< List of struct fields. */
-   } fields;
-
-   /**
-    * \name Pointers to various public type singletons
-    */
-   /*@{*/
-#undef  DECL_TYPE
-#define DECL_TYPE(NAME, ...) \
-   static const glsl_type *const NAME##_type;
-#undef  STRUCT_TYPE
-#define STRUCT_TYPE(NAME) \
-   static const glsl_type *const struct_##NAME##_type;
-#include "builtin_type_macros.h"
-   /*@}*/
-
-   /**
-    * Convenience accessors for vector types (shorter than get_instance()).
-    * @{
-    */
-   static const glsl_type *vec(unsigned components);
-   static const glsl_type *dvec(unsigned components);
-   static const glsl_type *ivec(unsigned components);
-   static const glsl_type *uvec(unsigned components);
-   static const glsl_type *bvec(unsigned components);
-   /**@}*/
-
-   /**
-    * For numeric and boolean derived types returns the basic scalar type
-    *
-    * If the type is a numeric or boolean scalar, vector, or matrix type,
-    * this function gets the scalar type of the individual components.  For
-    * all other types, including arrays of numeric or boolean types, the
-    * error type is returned.
-    */
-   const glsl_type *get_base_type() const;
-
-   /**
-    * Get the basic scalar type which this type aggregates.
-    *
-    * If the type is a numeric or boolean scalar, vector, or matrix, or an
-    * array of any of those, this function gets the scalar type of the
-    * individual components.  For structs and arrays of structs, this function
-    * returns the struct type.  For samplers and arrays of samplers, this
-    * function returns the sampler type.
-    */
-   const glsl_type *get_scalar_type() const;
-
-   /**
-    * Get the instance of a built-in scalar, vector, or matrix type
-    */
-   static const glsl_type *get_instance(unsigned base_type, unsigned rows,
-					unsigned columns);
-
-   /**
-    * Get the instance of a sampler type
-    */
-   static const glsl_type *get_sampler_instance(enum glsl_sampler_dim dim,
-                                                bool shadow,
-                                                bool array,
-                                                glsl_base_type type);
-
-
-   /**
-    * Get the instance of an array type
-    */
-   static const glsl_type *get_array_instance(const glsl_type *base,
-					      unsigned elements);
-
-   /**
-    * Get the instance of a record type
-    */
-   static const glsl_type *get_record_instance(const glsl_struct_field *fields,
-					       unsigned num_fields,
-					       const char *name);
-
-   /**
-    * Get the instance of an interface block type
-    */
-   static const glsl_type *get_interface_instance(const glsl_struct_field *fields,
-						  unsigned num_fields,
-						  enum glsl_interface_packing packing,
-						  const char *block_name);
-
-   /**
-    * Get the instance of an subroutine type
-    */
-   static const glsl_type *get_subroutine_instance(const char *subroutine_name);
-
-   /**
-    * Get the type resulting from a multiplication of \p type_a * \p type_b
-    */
-   static const glsl_type *get_mul_type(const glsl_type *type_a,
-                                        const glsl_type *type_b);
-
-   /**
-    * Query the total number of scalars that make up a scalar, vector or matrix
-    */
-   unsigned components() const
-   {
-      return vector_elements * matrix_columns;
-   }
-
-   /**
-    * Calculate the number of components slots required to hold this type
-    *
-    * This is used to determine how many uniform or varying locations a type
-    * might occupy.
-    */
-   unsigned component_slots() const;
-
-   /**
-    * Calculate offset between the base location of the struct in
-    * uniform storage and a struct member.
-    * For the initial call, length is the index of the member to find the
-    * offset for.
-    */
-   unsigned record_location_offset(unsigned length) const;
-
-   /**
-    * Calculate the number of unique values from glGetUniformLocation for the
-    * elements of the type.
-    *
-    * This is used to allocate slots in the UniformRemapTable, the amount of
-    * locations may not match with actual used storage space by the driver.
-    */
-   unsigned uniform_locations() const;
-
-   /**
-    * Calculate the number of attribute slots required to hold this type
-    *
-    * This implements the language rules of GLSL 1.50 for counting the number
-    * of slots used by a vertex attribute.  It also determines the number of
-    * varying slots the type will use up in the absence of varying packing
-    * (and thus, it can be used to measure the number of varying slots used by
-    * the varyings that are generated by lower_packed_varyings).
-    */
-   unsigned count_attribute_slots() const;
-
-
-   /**
-    * Alignment in bytes of the start of this type in a std140 uniform
-    * block.
-    */
-   unsigned std140_base_alignment(bool row_major) const;
-
-   /** Size in bytes of this type in a std140 uniform block.
-    *
-    * Note that this is not GL_UNIFORM_SIZE (which is the number of
-    * elements in the array)
-    */
-   unsigned std140_size(bool row_major) const;
-
-   /**
-    * Alignment in bytes of the start of this type in a std430 shader
-    * storage block.
-    */
-   unsigned std430_base_alignment(bool row_major) const;
-
-   /**
-    * Calculate array stride in bytes of this type in a std430 shader storage
-    * block.
-    */
-   unsigned std430_array_stride(bool row_major) const;
-
-   /**
-    * Size in bytes of this type in a std430 shader storage block.
-    *
-    * Note that this is not GL_BUFFER_SIZE
-    */
-   unsigned std430_size(bool row_major) const;
-
-   /**
-    * \brief Can this type be implicitly converted to another?
-    *
-    * \return True if the types are identical or if this type can be converted
-    *         to \c desired according to Section 4.1.10 of the GLSL spec.
-    *
-    * \verbatim
-    * From page 25 (31 of the pdf) of the GLSL 1.50 spec, Section 4.1.10
-    * Implicit Conversions:
-    *
-    *     In some situations, an expression and its type will be implicitly
-    *     converted to a different type. The following table shows all allowed
-    *     implicit conversions:
-    *
-    *     Type of expression | Can be implicitly converted to
-    *     --------------------------------------------------
-    *     int                  float
-    *     uint
-    *
-    *     ivec2                vec2
-    *     uvec2
-    *
-    *     ivec3                vec3
-    *     uvec3
-    *
-    *     ivec4                vec4
-    *     uvec4
-    *
-    *     There are no implicit array or structure conversions. For example,
-    *     an array of int cannot be implicitly converted to an array of float.
-    *     There are no implicit conversions between signed and unsigned
-    *     integers.
-    * \endverbatim
-    */
-   bool can_implicitly_convert_to(const glsl_type *desired,
-                                  _mesa_glsl_parse_state *state) const;
-
-   /**
-    * Query whether or not a type is a scalar (non-vector and non-matrix).
-    */
-   bool is_scalar() const
-   {
-      return (vector_elements == 1)
-	 && (base_type >= GLSL_TYPE_UINT)
-	 && (base_type <= GLSL_TYPE_BOOL);
-   }
-
-   /**
-    * Query whether or not a type is a vector
-    */
-   bool is_vector() const
-   {
-      return (vector_elements > 1)
-	 && (matrix_columns == 1)
-	 && (base_type >= GLSL_TYPE_UINT)
-	 && (base_type <= GLSL_TYPE_BOOL);
-   }
-
-   /**
-    * Query whether or not a type is a matrix
-    */
-   bool is_matrix() const
-   {
-      /* GLSL only has float matrices. */
-      return (matrix_columns > 1) && (base_type == GLSL_TYPE_FLOAT || base_type == GLSL_TYPE_DOUBLE);
-   }
-
-   /**
-    * Query whether or not a type is a non-array numeric type
-    */
-   bool is_numeric() const
-   {
-      return (base_type >= GLSL_TYPE_UINT) && (base_type <= GLSL_TYPE_DOUBLE);
-   }
-
-   /**
-    * Query whether or not a type is an integral type
-    */
-   bool is_integer() const
-   {
-      return (base_type == GLSL_TYPE_UINT) || (base_type == GLSL_TYPE_INT);
-   }
-
-   /**
-    * Query whether or not type is an integral type, or for struct and array
-    * types, contains an integral type.
-    */
-   bool contains_integer() const;
-
-   /**
-    * Query whether or not type is a double type, or for struct and array
-    * types, contains a double type.
-    */
-   bool contains_double() const;
-
-   /**
-    * Query whether or not a type is a float type
-    */
-   bool is_float() const
-   {
-      return base_type == GLSL_TYPE_FLOAT;
-   }
-
-   /**
-    * Query whether or not a type is a double type
-    */
-   bool is_double() const
-   {
-      return base_type == GLSL_TYPE_DOUBLE;
-   }
-
-   /**
-    * Query whether or not a type is a non-array boolean type
-    */
-   bool is_boolean() const
-   {
-      return base_type == GLSL_TYPE_BOOL;
-   }
-
-   /**
-    * Query whether or not a type is a sampler
-    */
-   bool is_sampler() const
-   {
-      return base_type == GLSL_TYPE_SAMPLER;
-   }
-
-   /**
-    * Query whether or not type is a sampler, or for struct and array
-    * types, contains a sampler.
-    */
-   bool contains_sampler() const;
-
-   /**
-    * Get the Mesa texture target index for a sampler type.
-    */
-   gl_texture_index sampler_index() const;
-
-   /**
-    * Query whether or not type is an image, or for struct and array
-    * types, contains an image.
-    */
-   bool contains_image() const;
-
-   /**
-    * Query whether or not a type is an image
-    */
-   bool is_image() const
-   {
-      return base_type == GLSL_TYPE_IMAGE;
-   }
-
-   /**
-    * Query whether or not a type is an array
-    */
-   bool is_array() const
-   {
-      return base_type == GLSL_TYPE_ARRAY;
-   }
-
-   /**
-    * Query whether or not a type is a record
-    */
-   bool is_record() const
-   {
-      return base_type == GLSL_TYPE_STRUCT;
-   }
-
-   /**
-    * Query whether or not a type is an interface
-    */
-   bool is_interface() const
-   {
-      return base_type == GLSL_TYPE_INTERFACE;
-   }
-
-   /**
-    * Query whether or not a type is the void type singleton.
-    */
-   bool is_void() const
-   {
-      return base_type == GLSL_TYPE_VOID;
-   }
-
-   /**
-    * Query whether or not a type is the error type singleton.
-    */
-   bool is_error() const
-   {
-      return base_type == GLSL_TYPE_ERROR;
-   }
-
-   /**
-    * Query if a type is unnamed/anonymous (named by the parser)
-    */
-
-   bool is_subroutine() const
-   {
-      return base_type == GLSL_TYPE_SUBROUTINE;
-   }
-   bool contains_subroutine() const;
-
-   bool is_anonymous() const
-   {
-      return !strncmp(name, "#anon", 5);
-   }
-
-   /**
-    * Get the type stripped of any arrays
-    *
-    * \return
-    * Pointer to the type of elements of the first non-array type for array
-    * types, or pointer to itself for non-array types.
-    */
-   const glsl_type *without_array() const
-   {
-      const glsl_type *t = this;
-
-      while (t->is_array())
-         t = t->fields.array;
-
-      return t;
-   }
-
-   /**
-    * Return the total number of elements in an array including the elements
-    * in arrays of arrays.
-    */
-   unsigned arrays_of_arrays_size() const
-   {
-      if (!is_array())
-         return 0;
-
-      unsigned size = length;
-      const glsl_type *base_type = fields.array;
-
-      while (base_type->is_array()) {
-         size = size * base_type->length;
-         base_type = base_type->fields.array;
-      }
-      return size;
-   }
-
-   /**
-    * Return the amount of atomic counter storage required for a type.
-    */
-   unsigned atomic_size() const
-   {
-      if (base_type == GLSL_TYPE_ATOMIC_UINT)
-         return ATOMIC_COUNTER_SIZE;
-      else if (is_array())
-         return length * fields.array->atomic_size();
-      else
-         return 0;
-   }
-
-   /**
-    * Return whether a type contains any atomic counters.
-    */
-   bool contains_atomic() const
-   {
-      return atomic_size() > 0;
-   }
-
-   /**
-    * Return whether a type contains any opaque types.
-    */
-   bool contains_opaque() const;
-
-   /**
-    * Query the full type of a matrix row
-    *
-    * \return
-    * If the type is not a matrix, \c glsl_type::error_type is returned.
-    * Otherwise a type matching the rows of the matrix is returned.
-    */
-   const glsl_type *row_type() const
-   {
-      return is_matrix()
-	 ? get_instance(base_type, matrix_columns, 1)
-	 : error_type;
-   }
-
-   /**
-    * Query the full type of a matrix column
-    *
-    * \return
-    * If the type is not a matrix, \c glsl_type::error_type is returned.
-    * Otherwise a type matching the columns of the matrix is returned.
-    */
-   const glsl_type *column_type() const
-   {
-      return is_matrix()
-	 ? get_instance(base_type, vector_elements, 1)
-	 : error_type;
-   }
-
-   /**
-    * Get the type of a structure field
-    *
-    * \return
-    * Pointer to the type of the named field.  If the type is not a structure
-    * or the named field does not exist, \c glsl_type::error_type is returned.
-    */
-   const glsl_type *field_type(const char *name) const;
-
-   /**
-    * Get the location of a field within a record type
-    */
-   int field_index(const char *name) const;
-
-   /**
-    * Query the number of elements in an array type
-    *
-    * \return
-    * The number of elements in the array for array types or -1 for non-array
-    * types.  If the number of elements in the array has not yet been declared,
-    * zero is returned.
-    */
-   int array_size() const
-   {
-      return is_array() ? length : -1;
-   }
-
-   /**
-    * Query whether the array size for all dimensions has been declared.
-    */
-   bool is_unsized_array() const
-   {
-      return is_array() && length == 0;
-   }
-
-   /**
-    * Return the number of coordinate components needed for this
-    * sampler or image type.
-    *
-    * This is based purely on the sampler's dimensionality.  For example, this
-    * returns 1 for sampler1D, and 3 for sampler2DArray.
-    *
-    * Note that this is often different than actual coordinate type used in
-    * a texturing built-in function, since those pack additional values (such
-    * as the shadow comparitor or projector) into the coordinate type.
-    */
-   int coordinate_components() const;
-
-   /**
-    * Compare a record type against another record type.
-    *
-    * This is useful for matching record types declared across shader stages.
-    */
-   bool record_compare(const glsl_type *b) const;
-
-private:
-
-   static mtx_t mutex;
-
-   /**
-    * ralloc context for all glsl_type allocations
-    *
-    * Set on the first call to \c glsl_type::new.
-    */
-   static void *mem_ctx;
-
-   void init_ralloc_type_ctx(void);
-
-   /** Constructor for vector and matrix types */
-   glsl_type(GLenum gl_type,
-	     glsl_base_type base_type, unsigned vector_elements,
-	     unsigned matrix_columns, const char *name);
-
-   /** Constructor for sampler or image types */
-   glsl_type(GLenum gl_type, glsl_base_type base_type,
-	     enum glsl_sampler_dim dim, bool shadow, bool array,
-	     unsigned type, const char *name);
-
-   /** Constructor for record types */
-   glsl_type(const glsl_struct_field *fields, unsigned num_fields,
-	     const char *name);
-
-   /** Constructor for interface types */
-   glsl_type(const glsl_struct_field *fields, unsigned num_fields,
-	     enum glsl_interface_packing packing, const char *name);
-
-   /** Constructor for array types */
-   glsl_type(const glsl_type *array, unsigned length);
-
-   /** Constructor for subroutine types */
-   glsl_type(const char *name);
-
-   /** Hash table containing the known array types. */
-   static struct hash_table *array_types;
-
-   /** Hash table containing the known record types. */
-   static struct hash_table *record_types;
-
-   /** Hash table containing the known interface types. */
-   static struct hash_table *interface_types;
-
-   /** Hash table containing the known subroutine types. */
-   static struct hash_table *subroutine_types;
-
-   static bool record_key_compare(const void *a, const void *b);
-   static unsigned record_key_hash(const void *key);
-
-   /**
-    * \name Built-in type flyweights
-    */
-   /*@{*/
-#undef  DECL_TYPE
-#define DECL_TYPE(NAME, ...) static const glsl_type _##NAME##_type;
-#undef  STRUCT_TYPE
-#define STRUCT_TYPE(NAME)        static const glsl_type _struct_##NAME##_type;
-#include "builtin_type_macros.h"
-   /*@}*/
-
-   /**
-    * \name Friend functions.
-    *
-    * These functions are friends because they must have C linkage and the
-    * need to call various private methods or access various private static
-    * data.
-    */
-   /*@{*/
-   friend void _mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *);
-   friend void _mesa_glsl_release_types(void);
-   /*@}*/
-};
-
-struct glsl_struct_field {
-   const struct glsl_type *type;
-   const char *name;
-
-   /**
-    * For interface blocks, gl_varying_slot corresponding to the input/output
-    * if this is a built-in input/output (i.e. a member of the built-in
-    * gl_PerVertex interface block); -1 otherwise.
-    *
-    * Ignored for structs.
-    */
-   int location;
-
-   /**
-    * For interface blocks, the interpolation mode (as in
-    * ir_variable::interpolation).  0 otherwise.
-    */
-   unsigned interpolation:2;
-
-   /**
-    * For interface blocks, 1 if this variable uses centroid interpolation (as
-    * in ir_variable::centroid).  0 otherwise.
-    */
-   unsigned centroid:1;
-
-   /**
-    * For interface blocks, 1 if this variable uses sample interpolation (as
-    * in ir_variable::sample). 0 otherwise.
-    */
-   unsigned sample:1;
-
-   /**
-    * Layout of the matrix.  Uses glsl_matrix_layout values.
-    */
-   unsigned matrix_layout:2;
-
-   /**
-    * For interface blocks, 1 if this variable is a per-patch input or output
-    * (as in ir_variable::patch). 0 otherwise.
-    */
-   unsigned patch:1;
-
-   /**
-    * For interface blocks, it has a value if this variable uses multiple vertex
-    * streams (as in ir_variable::stream). -1 otherwise.
-    */
-   int stream;
-
-
-   /**
-    * Image qualifiers, applicable to buffer variables defined in shader
-    * storage buffer objects (SSBOs)
-    */
-   unsigned image_read_only:1;
-   unsigned image_write_only:1;
-   unsigned image_coherent:1;
-   unsigned image_volatile:1;
-   unsigned image_restrict:1;
-
-   glsl_struct_field(const struct glsl_type *_type, const char *_name)
-      : type(_type), name(_name), location(-1), interpolation(0), centroid(0),
-        sample(0), matrix_layout(GLSL_MATRIX_LAYOUT_INHERITED), patch(0),
-        stream(-1)
-   {
-      /* empty */
-   }
-
-   glsl_struct_field()
-   {
-      /* empty */
-   }
-};
-
-static inline unsigned int
-glsl_align(unsigned int a, unsigned int align)
-{
-   return (a + align - 1) / align * align;
-}
-
-#undef DECL_TYPE
-#undef STRUCT_TYPE
-#endif /* __cplusplus */
-
-#endif /* GLSL_TYPES_H */
diff --git a/src/glsl/nir/builtin_type_macros.h b/src/glsl/nir/builtin_type_macros.h
new file mode 100644
index 0000000..8e16ae4
--- /dev/null
+++ b/src/glsl/nir/builtin_type_macros.h
@@ -0,0 +1,172 @@
+/*
+ * Copyright © 2013 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.
+ */
+
+/**
+ * \file builtin_type_macros.h
+ *
+ * This contains definitions for all GLSL built-in types, regardless of what
+ * language version or extension might provide them.
+ */
+
+#include "glsl_types.h"
+
+DECL_TYPE(error,  GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0)
+DECL_TYPE(void,   GL_INVALID_ENUM, GLSL_TYPE_VOID,  0, 0)
+
+DECL_TYPE(bool,   GL_BOOL,         GLSL_TYPE_BOOL,  1, 1)
+DECL_TYPE(bvec2,  GL_BOOL_VEC2,    GLSL_TYPE_BOOL,  2, 1)
+DECL_TYPE(bvec3,  GL_BOOL_VEC3,    GLSL_TYPE_BOOL,  3, 1)
+DECL_TYPE(bvec4,  GL_BOOL_VEC4,    GLSL_TYPE_BOOL,  4, 1)
+
+DECL_TYPE(int,    GL_INT,          GLSL_TYPE_INT,   1, 1)
+DECL_TYPE(ivec2,  GL_INT_VEC2,     GLSL_TYPE_INT,   2, 1)
+DECL_TYPE(ivec3,  GL_INT_VEC3,     GLSL_TYPE_INT,   3, 1)
+DECL_TYPE(ivec4,  GL_INT_VEC4,     GLSL_TYPE_INT,   4, 1)
+
+DECL_TYPE(uint,   GL_UNSIGNED_INT,      GLSL_TYPE_UINT, 1, 1)
+DECL_TYPE(uvec2,  GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1)
+DECL_TYPE(uvec3,  GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1)
+DECL_TYPE(uvec4,  GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1)
+
+DECL_TYPE(float,  GL_FLOAT,        GLSL_TYPE_FLOAT, 1, 1)
+DECL_TYPE(vec2,   GL_FLOAT_VEC2,   GLSL_TYPE_FLOAT, 2, 1)
+DECL_TYPE(vec3,   GL_FLOAT_VEC3,   GLSL_TYPE_FLOAT, 3, 1)
+DECL_TYPE(vec4,   GL_FLOAT_VEC4,   GLSL_TYPE_FLOAT, 4, 1)
+
+DECL_TYPE(mat2,   GL_FLOAT_MAT2,   GLSL_TYPE_FLOAT, 2, 2)
+DECL_TYPE(mat3,   GL_FLOAT_MAT3,   GLSL_TYPE_FLOAT, 3, 3)
+DECL_TYPE(mat4,   GL_FLOAT_MAT4,   GLSL_TYPE_FLOAT, 4, 4)
+
+DECL_TYPE(mat2x3, GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2)
+DECL_TYPE(mat2x4, GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2)
+DECL_TYPE(mat3x2, GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3)
+DECL_TYPE(mat3x4, GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3)
+DECL_TYPE(mat4x2, GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4)
+DECL_TYPE(mat4x3, GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4)
+
+DECL_TYPE(double,  GL_DOUBLE,        GLSL_TYPE_DOUBLE, 1, 1)
+DECL_TYPE(dvec2,   GL_DOUBLE_VEC2,   GLSL_TYPE_DOUBLE, 2, 1)
+DECL_TYPE(dvec3,   GL_DOUBLE_VEC3,   GLSL_TYPE_DOUBLE, 3, 1)
+DECL_TYPE(dvec4,   GL_DOUBLE_VEC4,   GLSL_TYPE_DOUBLE, 4, 1)
+
+DECL_TYPE(dmat2,   GL_DOUBLE_MAT2,   GLSL_TYPE_DOUBLE, 2, 2)
+DECL_TYPE(dmat3,   GL_DOUBLE_MAT3,   GLSL_TYPE_DOUBLE, 3, 3)
+DECL_TYPE(dmat4,   GL_DOUBLE_MAT4,   GLSL_TYPE_DOUBLE, 4, 4)
+
+DECL_TYPE(dmat2x3, GL_DOUBLE_MAT2x3, GLSL_TYPE_DOUBLE, 3, 2)
+DECL_TYPE(dmat2x4, GL_DOUBLE_MAT2x4, GLSL_TYPE_DOUBLE, 4, 2)
+DECL_TYPE(dmat3x2, GL_DOUBLE_MAT3x2, GLSL_TYPE_DOUBLE, 2, 3)
+DECL_TYPE(dmat3x4, GL_DOUBLE_MAT3x4, GLSL_TYPE_DOUBLE, 4, 3)
+DECL_TYPE(dmat4x2, GL_DOUBLE_MAT4x2, GLSL_TYPE_DOUBLE, 2, 4)
+DECL_TYPE(dmat4x3, GL_DOUBLE_MAT4x3, GLSL_TYPE_DOUBLE, 3, 4)
+
+DECL_TYPE(sampler1D,         GL_SAMPLER_1D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2D,         GL_SAMPLER_2D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler3D,         GL_SAMPLER_3D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCube,       GL_SAMPLER_CUBE,                 GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler1DArray,    GL_SAMPLER_1D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DArray,    GL_SAMPLER_2D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCubeArray,  GL_SAMPLER_CUBE_MAP_ARRAY,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DRect,     GL_SAMPLER_2D_RECT,              GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerBuffer,     GL_SAMPLER_BUFFER,               GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DMS,       GL_SAMPLER_2D_MULTISAMPLE,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DMSArray,  GL_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_FLOAT)
+
+DECL_TYPE(isampler1D,        GL_INT_SAMPLER_1D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler2D,        GL_INT_SAMPLER_2D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler3D,        GL_INT_SAMPLER_3D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isamplerCube,      GL_INT_SAMPLER_CUBE,                 GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler1DArray,   GL_INT_SAMPLER_1D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DArray,   GL_INT_SAMPLER_2D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_INT)
+DECL_TYPE(isamplerCubeArray, GL_INT_SAMPLER_CUBE_MAP_ARRAY,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DRect,    GL_INT_SAMPLER_2D_RECT,              GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isamplerBuffer,    GL_INT_SAMPLER_BUFFER,               GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DMS,      GL_INT_SAMPLER_2D_MULTISAMPLE,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(isampler2DMSArray, GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_INT)
+
+DECL_TYPE(usampler1D,        GL_UNSIGNED_INT_SAMPLER_1D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2D,        GL_UNSIGNED_INT_SAMPLER_2D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler3D,        GL_UNSIGNED_INT_SAMPLER_3D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usamplerCube,      GL_UNSIGNED_INT_SAMPLER_CUBE,                 GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler1DArray,   GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DArray,   GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(usamplerCubeArray, GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DRect,    GL_UNSIGNED_INT_SAMPLER_2D_RECT,              GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usamplerBuffer,    GL_UNSIGNED_INT_SAMPLER_BUFFER,               GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_BUF,  0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DMS,      GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(usampler2DMSArray, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS,   0, 1, GLSL_TYPE_UINT)
+
+DECL_TYPE(sampler1DShadow,        GL_SAMPLER_1D_SHADOW,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,       1, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DShadow,        GL_SAMPLER_2D_SHADOW,             GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,       1, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCubeShadow,      GL_SAMPLER_CUBE_SHADOW,           GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE,     1, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler1DArrayShadow,   GL_SAMPLER_1D_ARRAY_SHADOW,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,       1, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DArrayShadow,   GL_SAMPLER_2D_ARRAY_SHADOW,       GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,       1, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(samplerCubeArrayShadow, GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE,     1, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(sampler2DRectShadow,    GL_SAMPLER_2D_RECT_SHADOW,        GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_RECT,     1, 0, GLSL_TYPE_FLOAT)
+
+DECL_TYPE(samplerExternalOES,     GL_SAMPLER_EXTERNAL_OES,          GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT)
+
+DECL_TYPE(image1D,         GL_IMAGE_1D,                                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(image2D,         GL_IMAGE_2D,                                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(image3D,         GL_IMAGE_3D,                                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_3D,     0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(image2DRect,     GL_IMAGE_2D_RECT,                           GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_RECT,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(imageCube,       GL_IMAGE_CUBE,                              GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(imageBuffer,     GL_IMAGE_BUFFER,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_BUF,    0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(image1DArray,    GL_IMAGE_1D_ARRAY,                          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(image2DArray,    GL_IMAGE_2D_ARRAY,                          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(imageCubeArray,  GL_IMAGE_CUBE_MAP_ARRAY,                    GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(image2DMS,       GL_IMAGE_2D_MULTISAMPLE,                    GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 0, GLSL_TYPE_FLOAT)
+DECL_TYPE(image2DMSArray,  GL_IMAGE_2D_MULTISAMPLE_ARRAY,              GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 1, GLSL_TYPE_FLOAT)
+DECL_TYPE(iimage1D,        GL_INT_IMAGE_1D,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 0, GLSL_TYPE_INT)
+DECL_TYPE(iimage2D,        GL_INT_IMAGE_2D,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 0, GLSL_TYPE_INT)
+DECL_TYPE(iimage3D,        GL_INT_IMAGE_3D,                            GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_3D,     0, 0, GLSL_TYPE_INT)
+DECL_TYPE(iimage2DRect,    GL_INT_IMAGE_2D_RECT,                       GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_RECT,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(iimageCube,      GL_INT_IMAGE_CUBE,                          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 0, GLSL_TYPE_INT)
+DECL_TYPE(iimageBuffer,    GL_INT_IMAGE_BUFFER,                        GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_BUF,    0, 0, GLSL_TYPE_INT)
+DECL_TYPE(iimage1DArray,   GL_INT_IMAGE_1D_ARRAY,                      GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 1, GLSL_TYPE_INT)
+DECL_TYPE(iimage2DArray,   GL_INT_IMAGE_2D_ARRAY,                      GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 1, GLSL_TYPE_INT)
+DECL_TYPE(iimageCubeArray, GL_INT_IMAGE_CUBE_MAP_ARRAY,                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 1, GLSL_TYPE_INT)
+DECL_TYPE(iimage2DMS,      GL_INT_IMAGE_2D_MULTISAMPLE,                GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 0, GLSL_TYPE_INT)
+DECL_TYPE(iimage2DMSArray, GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,          GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 1, GLSL_TYPE_INT)
+DECL_TYPE(uimage1D,        GL_UNSIGNED_INT_IMAGE_1D,                   GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(uimage2D,        GL_UNSIGNED_INT_IMAGE_2D,                   GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(uimage3D,        GL_UNSIGNED_INT_IMAGE_3D,                   GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_3D,     0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(uimage2DRect,    GL_UNSIGNED_INT_IMAGE_2D_RECT,              GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_RECT,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(uimageCube,      GL_UNSIGNED_INT_IMAGE_CUBE,                 GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(uimageBuffer,    GL_UNSIGNED_INT_IMAGE_BUFFER,               GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_BUF,    0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(uimage1DArray,   GL_UNSIGNED_INT_IMAGE_1D_ARRAY,             GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_1D,     0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(uimage2DArray,   GL_UNSIGNED_INT_IMAGE_2D_ARRAY,             GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_2D,     0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(uimageCubeArray, GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY,       GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_CUBE,   0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(uimage2DMS,      GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,       GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 0, GLSL_TYPE_UINT)
+DECL_TYPE(uimage2DMSArray, GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_IMAGE, GLSL_SAMPLER_DIM_MS,     0, 1, GLSL_TYPE_UINT)
+
+DECL_TYPE(atomic_uint, GL_UNSIGNED_INT_ATOMIC_COUNTER, GLSL_TYPE_ATOMIC_UINT, 1, 1)
+
+STRUCT_TYPE(gl_DepthRangeParameters)
+STRUCT_TYPE(gl_PointParameters)
+STRUCT_TYPE(gl_MaterialParameters)
+STRUCT_TYPE(gl_LightSourceParameters)
+STRUCT_TYPE(gl_LightModelParameters)
+STRUCT_TYPE(gl_LightModelProducts)
+STRUCT_TYPE(gl_LightProducts)
+STRUCT_TYPE(gl_FogParameters)
diff --git a/src/glsl/nir/glsl_types.cpp b/src/glsl/nir/glsl_types.cpp
new file mode 100644
index 0000000..b0bb2ff
--- /dev/null
+++ b/src/glsl/nir/glsl_types.cpp
@@ -0,0 +1,1729 @@
+/*
+ * Copyright © 2009 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 <stdio.h>
+#include "main/core.h" /* for Elements, MAX2 */
+#include "glsl_parser_extras.h"
+#include "glsl_types.h"
+#include "util/hash_table.h"
+
+
+mtx_t glsl_type::mutex = _MTX_INITIALIZER_NP;
+hash_table *glsl_type::array_types = NULL;
+hash_table *glsl_type::record_types = NULL;
+hash_table *glsl_type::interface_types = NULL;
+hash_table *glsl_type::subroutine_types = NULL;
+void *glsl_type::mem_ctx = NULL;
+
+void
+glsl_type::init_ralloc_type_ctx(void)
+{
+   if (glsl_type::mem_ctx == NULL) {
+      glsl_type::mem_ctx = ralloc_autofree_context();
+      assert(glsl_type::mem_ctx != NULL);
+   }
+}
+
+glsl_type::glsl_type(GLenum gl_type,
+                     glsl_base_type base_type, unsigned vector_elements,
+                     unsigned matrix_columns, const char *name) :
+   gl_type(gl_type),
+   base_type(base_type),
+   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+   sampler_type(0), interface_packing(0),
+   vector_elements(vector_elements), matrix_columns(matrix_columns),
+   length(0)
+{
+   mtx_lock(&glsl_type::mutex);
+
+   init_ralloc_type_ctx();
+   assert(name != NULL);
+   this->name = ralloc_strdup(this->mem_ctx, name);
+
+   mtx_unlock(&glsl_type::mutex);
+
+   /* Neither dimension is zero or both dimensions are zero.
+    */
+   assert((vector_elements == 0) == (matrix_columns == 0));
+   memset(& fields, 0, sizeof(fields));
+}
+
+glsl_type::glsl_type(GLenum gl_type, glsl_base_type base_type,
+                     enum glsl_sampler_dim dim, bool shadow, bool array,
+                     unsigned type, const char *name) :
+   gl_type(gl_type),
+   base_type(base_type),
+   sampler_dimensionality(dim), sampler_shadow(shadow),
+   sampler_array(array), sampler_type(type), interface_packing(0),
+   length(0)
+{
+   mtx_lock(&glsl_type::mutex);
+
+   init_ralloc_type_ctx();
+   assert(name != NULL);
+   this->name = ralloc_strdup(this->mem_ctx, name);
+
+   mtx_unlock(&glsl_type::mutex);
+
+   memset(& fields, 0, sizeof(fields));
+
+   if (base_type == GLSL_TYPE_SAMPLER) {
+      /* Samplers take no storage whatsoever. */
+      matrix_columns = vector_elements = 0;
+   } else {
+      matrix_columns = vector_elements = 1;
+   }
+}
+
+glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
+                     const char *name) :
+   gl_type(0),
+   base_type(GLSL_TYPE_STRUCT),
+   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+   sampler_type(0), interface_packing(0),
+   vector_elements(0), matrix_columns(0),
+   length(num_fields)
+{
+   unsigned int i;
+
+   mtx_lock(&glsl_type::mutex);
+
+   init_ralloc_type_ctx();
+   assert(name != NULL);
+   this->name = ralloc_strdup(this->mem_ctx, name);
+   this->fields.structure = ralloc_array(this->mem_ctx,
+                                         glsl_struct_field, length);
+
+   for (i = 0; i < length; i++) {
+      this->fields.structure[i].type = fields[i].type;
+      this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
+                                                     fields[i].name);
+      this->fields.structure[i].location = fields[i].location;
+      this->fields.structure[i].interpolation = fields[i].interpolation;
+      this->fields.structure[i].centroid = fields[i].centroid;
+      this->fields.structure[i].sample = fields[i].sample;
+      this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
+      this->fields.structure[i].patch = fields[i].patch;
+      this->fields.structure[i].image_read_only = fields[i].image_read_only;
+      this->fields.structure[i].image_write_only = fields[i].image_write_only;
+      this->fields.structure[i].image_coherent = fields[i].image_coherent;
+      this->fields.structure[i].image_volatile = fields[i].image_volatile;
+      this->fields.structure[i].image_restrict = fields[i].image_restrict;
+   }
+
+   mtx_unlock(&glsl_type::mutex);
+}
+
+glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
+                     enum glsl_interface_packing packing, const char *name) :
+   gl_type(0),
+   base_type(GLSL_TYPE_INTERFACE),
+   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+   sampler_type(0), interface_packing((unsigned) packing),
+   vector_elements(0), matrix_columns(0),
+   length(num_fields)
+{
+   unsigned int i;
+
+   mtx_lock(&glsl_type::mutex);
+
+   init_ralloc_type_ctx();
+   assert(name != NULL);
+   this->name = ralloc_strdup(this->mem_ctx, name);
+   this->fields.structure = ralloc_array(this->mem_ctx,
+                                         glsl_struct_field, length);
+   for (i = 0; i < length; i++) {
+      this->fields.structure[i].type = fields[i].type;
+      this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
+                                                     fields[i].name);
+      this->fields.structure[i].location = fields[i].location;
+      this->fields.structure[i].interpolation = fields[i].interpolation;
+      this->fields.structure[i].centroid = fields[i].centroid;
+      this->fields.structure[i].sample = fields[i].sample;
+      this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
+      this->fields.structure[i].patch = fields[i].patch;
+   }
+
+   mtx_unlock(&glsl_type::mutex);
+}
+
+glsl_type::glsl_type(const char *subroutine_name) :
+   gl_type(0),
+   base_type(GLSL_TYPE_SUBROUTINE),
+   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+   sampler_type(0), interface_packing(0),
+   vector_elements(1), matrix_columns(1),
+   length(0)
+{
+   mtx_lock(&glsl_type::mutex);
+
+   init_ralloc_type_ctx();
+   assert(subroutine_name != NULL);
+   this->name = ralloc_strdup(this->mem_ctx, subroutine_name);
+   mtx_unlock(&glsl_type::mutex);
+}
+
+bool
+glsl_type::contains_sampler() const
+{
+   if (this->is_array()) {
+      return this->fields.array->contains_sampler();
+   } else if (this->is_record()) {
+      for (unsigned int i = 0; i < this->length; i++) {
+         if (this->fields.structure[i].type->contains_sampler())
+            return true;
+      }
+      return false;
+   } else {
+      return this->is_sampler();
+   }
+}
+
+
+bool
+glsl_type::contains_integer() const
+{
+   if (this->is_array()) {
+      return this->fields.array->contains_integer();
+   } else if (this->is_record()) {
+      for (unsigned int i = 0; i < this->length; i++) {
+         if (this->fields.structure[i].type->contains_integer())
+            return true;
+      }
+      return false;
+   } else {
+      return this->is_integer();
+   }
+}
+
+bool
+glsl_type::contains_double() const
+{
+   if (this->is_array()) {
+      return this->fields.array->contains_double();
+   } else if (this->is_record()) {
+      for (unsigned int i = 0; i < this->length; i++) {
+         if (this->fields.structure[i].type->contains_double())
+            return true;
+      }
+      return false;
+   } else {
+      return this->is_double();
+   }
+}
+
+bool
+glsl_type::contains_opaque() const {
+   switch (base_type) {
+   case GLSL_TYPE_SAMPLER:
+   case GLSL_TYPE_IMAGE:
+   case GLSL_TYPE_ATOMIC_UINT:
+      return true;
+   case GLSL_TYPE_ARRAY:
+      return fields.array->contains_opaque();
+   case GLSL_TYPE_STRUCT:
+      for (unsigned int i = 0; i < length; i++) {
+         if (fields.structure[i].type->contains_opaque())
+            return true;
+      }
+      return false;
+   default:
+      return false;
+   }
+}
+
+bool
+glsl_type::contains_subroutine() const
+{
+   if (this->is_array()) {
+      return this->fields.array->contains_subroutine();
+   } else if (this->is_record()) {
+      for (unsigned int i = 0; i < this->length; i++) {
+         if (this->fields.structure[i].type->contains_subroutine())
+            return true;
+      }
+      return false;
+   } else {
+      return this->is_subroutine();
+   }
+}
+
+gl_texture_index
+glsl_type::sampler_index() const
+{
+   const glsl_type *const t = (this->is_array()) ? this->fields.array : this;
+
+   assert(t->is_sampler());
+
+   switch (t->sampler_dimensionality) {
+   case GLSL_SAMPLER_DIM_1D:
+      return (t->sampler_array) ? TEXTURE_1D_ARRAY_INDEX : TEXTURE_1D_INDEX;
+   case GLSL_SAMPLER_DIM_2D:
+      return (t->sampler_array) ? TEXTURE_2D_ARRAY_INDEX : TEXTURE_2D_INDEX;
+   case GLSL_SAMPLER_DIM_3D:
+      return TEXTURE_3D_INDEX;
+   case GLSL_SAMPLER_DIM_CUBE:
+      return (t->sampler_array) ? TEXTURE_CUBE_ARRAY_INDEX : TEXTURE_CUBE_INDEX;
+   case GLSL_SAMPLER_DIM_RECT:
+      return TEXTURE_RECT_INDEX;
+   case GLSL_SAMPLER_DIM_BUF:
+      return TEXTURE_BUFFER_INDEX;
+   case GLSL_SAMPLER_DIM_EXTERNAL:
+      return TEXTURE_EXTERNAL_INDEX;
+   case GLSL_SAMPLER_DIM_MS:
+      return (t->sampler_array) ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX : TEXTURE_2D_MULTISAMPLE_INDEX;
+   default:
+      assert(!"Should not get here.");
+      return TEXTURE_BUFFER_INDEX;
+   }
+}
+
+bool
+glsl_type::contains_image() const
+{
+   if (this->is_array()) {
+      return this->fields.array->contains_image();
+   } else if (this->is_record()) {
+      for (unsigned int i = 0; i < this->length; i++) {
+         if (this->fields.structure[i].type->contains_image())
+            return true;
+      }
+      return false;
+   } else {
+      return this->is_image();
+   }
+}
+
+const glsl_type *glsl_type::get_base_type() const
+{
+   switch (base_type) {
+   case GLSL_TYPE_UINT:
+      return uint_type;
+   case GLSL_TYPE_INT:
+      return int_type;
+   case GLSL_TYPE_FLOAT:
+      return float_type;
+   case GLSL_TYPE_DOUBLE:
+      return double_type;
+   case GLSL_TYPE_BOOL:
+      return bool_type;
+   default:
+      return error_type;
+   }
+}
+
+
+const glsl_type *glsl_type::get_scalar_type() const
+{
+   const glsl_type *type = this;
+
+   /* Handle arrays */
+   while (type->base_type == GLSL_TYPE_ARRAY)
+      type = type->fields.array;
+
+   /* Handle vectors and matrices */
+   switch (type->base_type) {
+   case GLSL_TYPE_UINT:
+      return uint_type;
+   case GLSL_TYPE_INT:
+      return int_type;
+   case GLSL_TYPE_FLOAT:
+      return float_type;
+   case GLSL_TYPE_DOUBLE:
+      return double_type;
+   case GLSL_TYPE_BOOL:
+      return bool_type;
+   default:
+      /* Handle everything else */
+      return type;
+   }
+}
+
+
+void
+_mesa_glsl_release_types(void)
+{
+   /* Should only be called during atexit (either when unloading shared
+    * object, or if process terminates), so no mutex-locking should be
+    * necessary.
+    */
+   if (glsl_type::array_types != NULL) {
+      _mesa_hash_table_destroy(glsl_type::array_types, NULL);
+      glsl_type::array_types = NULL;
+   }
+
+   if (glsl_type::record_types != NULL) {
+      _mesa_hash_table_destroy(glsl_type::record_types, NULL);
+      glsl_type::record_types = NULL;
+   }
+
+   if (glsl_type::interface_types != NULL) {
+      _mesa_hash_table_destroy(glsl_type::interface_types, NULL);
+      glsl_type::interface_types = NULL;
+   }
+}
+
+
+glsl_type::glsl_type(const glsl_type *array, unsigned length) :
+   base_type(GLSL_TYPE_ARRAY),
+   sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+   sampler_type(0), interface_packing(0),
+   vector_elements(0), matrix_columns(0),
+   length(length), name(NULL)
+{
+   this->fields.array = array;
+   /* Inherit the gl type of the base. The GL type is used for
+    * uniform/statevar handling in Mesa and the arrayness of the type
+    * is represented by the size rather than the type.
+    */
+   this->gl_type = array->gl_type;
+
+   /* Allow a maximum of 10 characters for the array size.  This is enough
+    * for 32-bits of ~0.  The extra 3 are for the '[', ']', and terminating
+    * NUL.
+    */
+   const unsigned name_length = strlen(array->name) + 10 + 3;
+
+   mtx_lock(&glsl_type::mutex);
+   char *const n = (char *) ralloc_size(this->mem_ctx, name_length);
+   mtx_unlock(&glsl_type::mutex);
+
+   if (length == 0)
+      snprintf(n, name_length, "%s[]", array->name);
+   else {
+      /* insert outermost dimensions in the correct spot
+       * otherwise the dimension order will be backwards
+       */
+      const char *pos = strchr(array->name, '[');
+      if (pos) {
+         int idx = pos - array->name;
+         snprintf(n, idx+1, "%s", array->name);
+         snprintf(n + idx, name_length - idx, "[%u]%s",
+                  length, array->name + idx);
+      } else {
+         snprintf(n, name_length, "%s[%u]", array->name, length);
+      }
+   }
+
+   this->name = n;
+}
+
+
+const glsl_type *
+glsl_type::vec(unsigned components)
+{
+   if (components == 0 || components > 4)
+      return error_type;
+
+   static const glsl_type *const ts[] = {
+      float_type, vec2_type, vec3_type, vec4_type
+   };
+   return ts[components - 1];
+}
+
+const glsl_type *
+glsl_type::dvec(unsigned components)
+{
+   if (components == 0 || components > 4)
+      return error_type;
+
+   static const glsl_type *const ts[] = {
+      double_type, dvec2_type, dvec3_type, dvec4_type
+   };
+   return ts[components - 1];
+}
+
+const glsl_type *
+glsl_type::ivec(unsigned components)
+{
+   if (components == 0 || components > 4)
+      return error_type;
+
+   static const glsl_type *const ts[] = {
+      int_type, ivec2_type, ivec3_type, ivec4_type
+   };
+   return ts[components - 1];
+}
+
+
+const glsl_type *
+glsl_type::uvec(unsigned components)
+{
+   if (components == 0 || components > 4)
+      return error_type;
+
+   static const glsl_type *const ts[] = {
+      uint_type, uvec2_type, uvec3_type, uvec4_type
+   };
+   return ts[components - 1];
+}
+
+
+const glsl_type *
+glsl_type::bvec(unsigned components)
+{
+   if (components == 0 || components > 4)
+      return error_type;
+
+   static const glsl_type *const ts[] = {
+      bool_type, bvec2_type, bvec3_type, bvec4_type
+   };
+   return ts[components - 1];
+}
+
+
+const glsl_type *
+glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
+{
+   if (base_type == GLSL_TYPE_VOID)
+      return void_type;
+
+   if ((rows < 1) || (rows > 4) || (columns < 1) || (columns > 4))
+      return error_type;
+
+   /* Treat GLSL vectors as Nx1 matrices.
+    */
+   if (columns == 1) {
+      switch (base_type) {
+      case GLSL_TYPE_UINT:
+         return uvec(rows);
+      case GLSL_TYPE_INT:
+         return ivec(rows);
+      case GLSL_TYPE_FLOAT:
+         return vec(rows);
+      case GLSL_TYPE_DOUBLE:
+         return dvec(rows);
+      case GLSL_TYPE_BOOL:
+         return bvec(rows);
+      default:
+         return error_type;
+      }
+   } else {
+      if ((base_type != GLSL_TYPE_FLOAT && base_type != GLSL_TYPE_DOUBLE) || (rows == 1))
+         return error_type;
+
+      /* GLSL matrix types are named mat{COLUMNS}x{ROWS}.  Only the following
+       * combinations are valid:
+       *
+       *   1 2 3 4
+       * 1
+       * 2   x x x
+       * 3   x x x
+       * 4   x x x
+       */
+#define IDX(c,r) (((c-1)*3) + (r-1))
+
+      if (base_type == GLSL_TYPE_DOUBLE) {
+         switch (IDX(columns, rows)) {
+         case IDX(2,2): return dmat2_type;
+         case IDX(2,3): return dmat2x3_type;
+         case IDX(2,4): return dmat2x4_type;
+         case IDX(3,2): return dmat3x2_type;
+         case IDX(3,3): return dmat3_type;
+         case IDX(3,4): return dmat3x4_type;
+         case IDX(4,2): return dmat4x2_type;
+         case IDX(4,3): return dmat4x3_type;
+         case IDX(4,4): return dmat4_type;
+         default: return error_type;
+         }
+      } else {
+         switch (IDX(columns, rows)) {
+         case IDX(2,2): return mat2_type;
+         case IDX(2,3): return mat2x3_type;
+         case IDX(2,4): return mat2x4_type;
+         case IDX(3,2): return mat3x2_type;
+         case IDX(3,3): return mat3_type;
+         case IDX(3,4): return mat3x4_type;
+         case IDX(4,2): return mat4x2_type;
+         case IDX(4,3): return mat4x3_type;
+         case IDX(4,4): return mat4_type;
+         default: return error_type;
+         }
+      }
+   }
+
+   assert(!"Should not get here.");
+   return error_type;
+}
+
+const glsl_type *
+glsl_type::get_sampler_instance(enum glsl_sampler_dim dim,
+                                bool shadow,
+                                bool array,
+                                glsl_base_type type)
+{
+   switch (type) {
+   case GLSL_TYPE_FLOAT:
+      switch (dim) {
+      case GLSL_SAMPLER_DIM_1D:
+         if (shadow)
+            return (array ? sampler1DArrayShadow_type : sampler1DShadow_type);
+         else
+            return (array ? sampler1DArray_type : sampler1D_type);
+      case GLSL_SAMPLER_DIM_2D:
+         if (shadow)
+            return (array ? sampler2DArrayShadow_type : sampler2DShadow_type);
+         else
+            return (array ? sampler2DArray_type : sampler2D_type);
+      case GLSL_SAMPLER_DIM_3D:
+         if (shadow || array)
+            return error_type;
+         else
+            return sampler3D_type;
+      case GLSL_SAMPLER_DIM_CUBE:
+         if (shadow)
+            return (array ? samplerCubeArrayShadow_type : samplerCubeShadow_type);
+         else
+            return (array ? samplerCubeArray_type : samplerCube_type);
+      case GLSL_SAMPLER_DIM_RECT:
+         if (array)
+            return error_type;
+         if (shadow)
+            return sampler2DRectShadow_type;
+         else
+            return sampler2DRect_type;
+      case GLSL_SAMPLER_DIM_BUF:
+         if (shadow || array)
+            return error_type;
+         else
+            return samplerBuffer_type;
+      case GLSL_SAMPLER_DIM_MS:
+         if (shadow)
+            return error_type;
+         return (array ? sampler2DMSArray_type : sampler2DMS_type);
+      case GLSL_SAMPLER_DIM_EXTERNAL:
+         if (shadow || array)
+            return error_type;
+         else
+            return samplerExternalOES_type;
+      }
+   case GLSL_TYPE_INT:
+      if (shadow)
+         return error_type;
+      switch (dim) {
+      case GLSL_SAMPLER_DIM_1D:
+         return (array ? isampler1DArray_type : isampler1D_type);
+      case GLSL_SAMPLER_DIM_2D:
+         return (array ? isampler2DArray_type : isampler2D_type);
+      case GLSL_SAMPLER_DIM_3D:
+         if (array)
+            return error_type;
+         return isampler3D_type;
+      case GLSL_SAMPLER_DIM_CUBE:
+         return (array ? isamplerCubeArray_type : isamplerCube_type);
+      case GLSL_SAMPLER_DIM_RECT:
+         if (array)
+            return error_type;
+         return isampler2DRect_type;
+      case GLSL_SAMPLER_DIM_BUF:
+         if (array)
+            return error_type;
+         return isamplerBuffer_type;
+      case GLSL_SAMPLER_DIM_MS:
+         return (array ? isampler2DMSArray_type : isampler2DMS_type);
+      case GLSL_SAMPLER_DIM_EXTERNAL:
+         return error_type;
+      }
+   case GLSL_TYPE_UINT:
+      if (shadow)
+         return error_type;
+      switch (dim) {
+      case GLSL_SAMPLER_DIM_1D:
+         return (array ? usampler1DArray_type : usampler1D_type);
+      case GLSL_SAMPLER_DIM_2D:
+         return (array ? usampler2DArray_type : usampler2D_type);
+      case GLSL_SAMPLER_DIM_3D:
+         if (array)
+            return error_type;
+         return usampler3D_type;
+      case GLSL_SAMPLER_DIM_CUBE:
+         return (array ? usamplerCubeArray_type : usamplerCube_type);
+      case GLSL_SAMPLER_DIM_RECT:
+         if (array)
+            return error_type;
+         return usampler2DRect_type;
+      case GLSL_SAMPLER_DIM_BUF:
+         if (array)
+            return error_type;
+         return usamplerBuffer_type;
+      case GLSL_SAMPLER_DIM_MS:
+         return (array ? usampler2DMSArray_type : usampler2DMS_type);
+      case GLSL_SAMPLER_DIM_EXTERNAL:
+         return error_type;
+      }
+   default:
+      return error_type;
+   }
+
+   unreachable("switch statement above should be complete");
+}
+
+const glsl_type *
+glsl_type::get_array_instance(const glsl_type *base, unsigned array_size)
+{
+   /* Generate a name using the base type pointer in the key.  This is
+    * done because the name of the base type may not be unique across
+    * shaders.  For example, two shaders may have different record types
+    * named 'foo'.
+    */
+   char key[128];
+   snprintf(key, sizeof(key), "%p[%u]", (void *) base, array_size);
+
+   mtx_lock(&glsl_type::mutex);
+
+   if (array_types == NULL) {
+      array_types = _mesa_hash_table_create(NULL, _mesa_key_hash_string,
+                                            _mesa_key_string_equal);
+   }
+
+   const struct hash_entry *entry = _mesa_hash_table_search(array_types, key);
+   if (entry == NULL) {
+      mtx_unlock(&glsl_type::mutex);
+      const glsl_type *t = new glsl_type(base, array_size);
+      mtx_lock(&glsl_type::mutex);
+
+      entry = _mesa_hash_table_insert(array_types,
+                                      ralloc_strdup(mem_ctx, key),
+                                      (void *) t);
+   }
+
+   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_ARRAY);
+   assert(((glsl_type *) entry->data)->length == array_size);
+   assert(((glsl_type *) entry->data)->fields.array == base);
+
+   mtx_unlock(&glsl_type::mutex);
+
+   return (glsl_type *) entry->data;
+}
+
+
+bool
+glsl_type::record_compare(const glsl_type *b) const
+{
+   if (this->length != b->length)
+      return false;
+
+   if (this->interface_packing != b->interface_packing)
+      return false;
+
+   /* From the GLSL 4.20 specification (Sec 4.2):
+    *
+    *     "Structures must have the same name, sequence of type names, and
+    *     type definitions, and field names to be considered the same type."
+    *
+    * GLSL ES behaves the same (Ver 1.00 Sec 4.2.4, Ver 3.00 Sec 4.2.5).
+    *
+    * Note that we cannot force type name check when comparing unnamed
+    * structure types, these have a unique name assigned during parsing.
+    */
+   if (!this->is_anonymous() && !b->is_anonymous())
+      if (strcmp(this->name, b->name) != 0)
+         return false;
+
+   for (unsigned i = 0; i < this->length; i++) {
+      if (this->fields.structure[i].type != b->fields.structure[i].type)
+         return false;
+      if (strcmp(this->fields.structure[i].name,
+                 b->fields.structure[i].name) != 0)
+         return false;
+      if (this->fields.structure[i].matrix_layout
+         != b->fields.structure[i].matrix_layout)
+        return false;
+      if (this->fields.structure[i].location
+          != b->fields.structure[i].location)
+         return false;
+      if (this->fields.structure[i].interpolation
+          != b->fields.structure[i].interpolation)
+         return false;
+      if (this->fields.structure[i].centroid
+          != b->fields.structure[i].centroid)
+         return false;
+      if (this->fields.structure[i].sample
+          != b->fields.structure[i].sample)
+         return false;
+      if (this->fields.structure[i].patch
+          != b->fields.structure[i].patch)
+         return false;
+      if (this->fields.structure[i].image_read_only
+          != b->fields.structure[i].image_read_only)
+         return false;
+      if (this->fields.structure[i].image_write_only
+          != b->fields.structure[i].image_write_only)
+         return false;
+      if (this->fields.structure[i].image_coherent
+          != b->fields.structure[i].image_coherent)
+         return false;
+      if (this->fields.structure[i].image_volatile
+          != b->fields.structure[i].image_volatile)
+         return false;
+      if (this->fields.structure[i].image_restrict
+          != b->fields.structure[i].image_restrict)
+         return false;
+   }
+
+   return true;
+}
+
+
+bool
+glsl_type::record_key_compare(const void *a, const void *b)
+{
+   const glsl_type *const key1 = (glsl_type *) a;
+   const glsl_type *const key2 = (glsl_type *) b;
+
+   return strcmp(key1->name, key2->name) == 0 && key1->record_compare(key2);
+}
+
+
+/**
+ * Generate an integer hash value for a glsl_type structure type.
+ */
+unsigned
+glsl_type::record_key_hash(const void *a)
+{
+   const glsl_type *const key = (glsl_type *) a;
+   uintptr_t hash = key->length;
+   unsigned retval;
+
+   for (unsigned i = 0; i < key->length; i++) {
+      /* casting pointer to uintptr_t */
+      hash = (hash * 13 ) + (uintptr_t) key->fields.structure[i].type;
+   }
+
+   if (sizeof(hash) == 8)
+      retval = (hash & 0xffffffff) ^ ((uint64_t) hash >> 32);
+   else
+      retval = hash;
+
+   return retval;
+}
+
+
+const glsl_type *
+glsl_type::get_record_instance(const glsl_struct_field *fields,
+                               unsigned num_fields,
+                               const char *name)
+{
+   const glsl_type key(fields, num_fields, name);
+
+   mtx_lock(&glsl_type::mutex);
+
+   if (record_types == NULL) {
+      record_types = _mesa_hash_table_create(NULL, record_key_hash,
+                                             record_key_compare);
+   }
+
+   const struct hash_entry *entry = _mesa_hash_table_search(record_types,
+                                                            &key);
+   if (entry == NULL) {
+      mtx_unlock(&glsl_type::mutex);
+      const glsl_type *t = new glsl_type(fields, num_fields, name);
+      mtx_lock(&glsl_type::mutex);
+
+      entry = _mesa_hash_table_insert(record_types, t, (void *) t);
+   }
+
+   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_STRUCT);
+   assert(((glsl_type *) entry->data)->length == num_fields);
+   assert(strcmp(((glsl_type *) entry->data)->name, name) == 0);
+
+   mtx_unlock(&glsl_type::mutex);
+
+   return (glsl_type *) entry->data;
+}
+
+
+const glsl_type *
+glsl_type::get_interface_instance(const glsl_struct_field *fields,
+                                  unsigned num_fields,
+                                  enum glsl_interface_packing packing,
+                                  const char *block_name)
+{
+   const glsl_type key(fields, num_fields, packing, block_name);
+
+   mtx_lock(&glsl_type::mutex);
+
+   if (interface_types == NULL) {
+      interface_types = _mesa_hash_table_create(NULL, record_key_hash,
+                                                record_key_compare);
+   }
+
+   const struct hash_entry *entry = _mesa_hash_table_search(interface_types,
+                                                            &key);
+   if (entry == NULL) {
+      mtx_unlock(&glsl_type::mutex);
+      const glsl_type *t = new glsl_type(fields, num_fields,
+                                         packing, block_name);
+      mtx_lock(&glsl_type::mutex);
+
+      entry = _mesa_hash_table_insert(interface_types, t, (void *) t);
+   }
+
+   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_INTERFACE);
+   assert(((glsl_type *) entry->data)->length == num_fields);
+   assert(strcmp(((glsl_type *) entry->data)->name, block_name) == 0);
+
+   mtx_unlock(&glsl_type::mutex);
+
+   return (glsl_type *) entry->data;
+}
+
+const glsl_type *
+glsl_type::get_subroutine_instance(const char *subroutine_name)
+{
+   const glsl_type key(subroutine_name);
+
+   mtx_lock(&glsl_type::mutex);
+
+   if (subroutine_types == NULL) {
+      subroutine_types = _mesa_hash_table_create(NULL, record_key_hash,
+                                                 record_key_compare);
+   }
+
+   const struct hash_entry *entry = _mesa_hash_table_search(subroutine_types,
+                                                            &key);
+   if (entry == NULL) {
+      mtx_unlock(&glsl_type::mutex);
+      const glsl_type *t = new glsl_type(subroutine_name);
+      mtx_lock(&glsl_type::mutex);
+
+      entry = _mesa_hash_table_insert(subroutine_types, t, (void *) t);
+   }
+
+   assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_SUBROUTINE);
+   assert(strcmp(((glsl_type *) entry->data)->name, subroutine_name) == 0);
+
+   mtx_unlock(&glsl_type::mutex);
+
+   return (glsl_type *) entry->data;
+}
+
+
+const glsl_type *
+glsl_type::get_mul_type(const glsl_type *type_a, const glsl_type *type_b)
+{
+   if (type_a == type_b) {
+      return type_a;
+   } else if (type_a->is_matrix() && type_b->is_matrix()) {
+      /* Matrix multiply.  The columns of A must match the rows of B.  Given
+       * the other previously tested constraints, this means the vector type
+       * of a row from A must be the same as the vector type of a column from
+       * B.
+       */
+      if (type_a->row_type() == type_b->column_type()) {
+         /* The resulting matrix has the number of columns of matrix B and
+          * the number of rows of matrix A.  We get the row count of A by
+          * looking at the size of a vector that makes up a column.  The
+          * transpose (size of a row) is done for B.
+          */
+         const glsl_type *const type =
+            get_instance(type_a->base_type,
+                         type_a->column_type()->vector_elements,
+                         type_b->row_type()->vector_elements);
+         assert(type != error_type);
+
+         return type;
+      }
+   } else if (type_a->is_matrix()) {
+      /* A is a matrix and B is a column vector.  Columns of A must match
+       * rows of B.  Given the other previously tested constraints, this
+       * means the vector type of a row from A must be the same as the
+       * vector the type of B.
+       */
+      if (type_a->row_type() == type_b) {
+         /* The resulting vector has a number of elements equal to
+          * the number of rows of matrix A. */
+         const glsl_type *const type =
+            get_instance(type_a->base_type,
+                         type_a->column_type()->vector_elements,
+                         1);
+         assert(type != error_type);
+
+         return type;
+      }
+   } else {
+      assert(type_b->is_matrix());
+
+      /* A is a row vector and B is a matrix.  Columns of A must match rows
+       * of B.  Given the other previously tested constraints, this means
+       * the type of A must be the same as the vector type of a column from
+       * B.
+       */
+      if (type_a == type_b->column_type()) {
+         /* The resulting vector has a number of elements equal to
+          * the number of columns of matrix B. */
+         const glsl_type *const type =
+            get_instance(type_a->base_type,
+                         type_b->row_type()->vector_elements,
+                         1);
+         assert(type != error_type);
+
+         return type;
+      }
+   }
+
+   return error_type;
+}
+
+
+const glsl_type *
+glsl_type::field_type(const char *name) const
+{
+   if (this->base_type != GLSL_TYPE_STRUCT
+       && this->base_type != GLSL_TYPE_INTERFACE)
+      return error_type;
+
+   for (unsigned i = 0; i < this->length; i++) {
+      if (strcmp(name, this->fields.structure[i].name) == 0)
+         return this->fields.structure[i].type;
+   }
+
+   return error_type;
+}
+
+
+int
+glsl_type::field_index(const char *name) const
+{
+   if (this->base_type != GLSL_TYPE_STRUCT
+       && this->base_type != GLSL_TYPE_INTERFACE)
+      return -1;
+
+   for (unsigned i = 0; i < this->length; i++) {
+      if (strcmp(name, this->fields.structure[i].name) == 0)
+         return i;
+   }
+
+   return -1;
+}
+
+
+unsigned
+glsl_type::component_slots() const
+{
+   switch (this->base_type) {
+   case GLSL_TYPE_UINT:
+   case GLSL_TYPE_INT:
+   case GLSL_TYPE_FLOAT:
+   case GLSL_TYPE_BOOL:
+      return this->components();
+
+   case GLSL_TYPE_DOUBLE:
+      return 2 * this->components();
+
+   case GLSL_TYPE_STRUCT:
+   case GLSL_TYPE_INTERFACE: {
+      unsigned size = 0;
+
+      for (unsigned i = 0; i < this->length; i++)
+         size += this->fields.structure[i].type->component_slots();
+
+      return size;
+   }
+
+   case GLSL_TYPE_ARRAY:
+      return this->length * this->fields.array->component_slots();
+
+   case GLSL_TYPE_IMAGE:
+      return 1;
+   case GLSL_TYPE_SUBROUTINE:
+     return 1;
+   case GLSL_TYPE_SAMPLER:
+   case GLSL_TYPE_ATOMIC_UINT:
+   case GLSL_TYPE_VOID:
+   case GLSL_TYPE_ERROR:
+      break;
+   }
+
+   return 0;
+}
+
+unsigned
+glsl_type::record_location_offset(unsigned length) const
+{
+   unsigned offset = 0;
+   const glsl_type *t = this->without_array();
+   if (t->is_record()) {
+      assert(length <= t->length);
+
+      for (unsigned i = 0; i < length; i++) {
+         const glsl_type *st = t->fields.structure[i].type;
+         const glsl_type *wa = st->without_array();
+         if (wa->is_record()) {
+            unsigned r_offset = wa->record_location_offset(wa->length);
+            offset += st->is_array() ? st->length * r_offset : r_offset;
+         } else {
+            /* We dont worry about arrays here because unless the array
+             * contains a structure or another array it only takes up a single
+             * uniform slot.
+             */
+            offset += 1;
+         }
+      }
+   }
+   return offset;
+}
+
+unsigned
+glsl_type::uniform_locations() const
+{
+   unsigned size = 0;
+
+   switch (this->base_type) {
+   case GLSL_TYPE_UINT:
+   case GLSL_TYPE_INT:
+   case GLSL_TYPE_FLOAT:
+   case GLSL_TYPE_DOUBLE:
+   case GLSL_TYPE_BOOL:
+   case GLSL_TYPE_SAMPLER:
+   case GLSL_TYPE_IMAGE:
+   case GLSL_TYPE_SUBROUTINE:
+      return 1;
+
+   case GLSL_TYPE_STRUCT:
+   case GLSL_TYPE_INTERFACE:
+      for (unsigned i = 0; i < this->length; i++)
+         size += this->fields.structure[i].type->uniform_locations();
+      return size;
+   case GLSL_TYPE_ARRAY:
+      return this->length * this->fields.array->uniform_locations();
+   default:
+      return 0;
+   }
+}
+
+bool
+glsl_type::can_implicitly_convert_to(const glsl_type *desired,
+                                     _mesa_glsl_parse_state *state) const
+{
+   if (this == desired)
+      return true;
+
+   /* There is no conversion among matrix types. */
+   if (this->matrix_columns > 1 || desired->matrix_columns > 1)
+      return false;
+
+   /* Vector size must match. */
+   if (this->vector_elements != desired->vector_elements)
+      return false;
+
+   /* int and uint can be converted to float. */
+   if (desired->is_float() && this->is_integer())
+      return true;
+
+   /* With GLSL 4.0 / ARB_gpu_shader5, int can be converted to uint.
+    * Note that state may be NULL here, when resolving function calls in the
+    * linker. By this time, all the state-dependent checks have already
+    * happened though, so allow anything that's allowed in any shader version. */
+   if ((!state || state->is_version(400, 0) || state->ARB_gpu_shader5_enable) &&
+         desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
+      return true;
+
+   /* No implicit conversions from double. */
+   if ((!state || state->has_double()) && this->is_double())
+      return false;
+
+   /* Conversions from different types to double. */
+   if ((!state || state->has_double()) && desired->is_double()) {
+      if (this->is_float())
+         return true;
+      if (this->is_integer())
+         return true;
+   }
+
+   return false;
+}
+
+unsigned
+glsl_type::std140_base_alignment(bool row_major) const
+{
+   unsigned N = is_double() ? 8 : 4;
+
+   /* (1) If the member is a scalar consuming <N> basic machine units, the
+    *     base alignment is <N>.
+    *
+    * (2) If the member is a two- or four-component vector with components
+    *     consuming <N> basic machine units, the base alignment is 2<N> or
+    *     4<N>, respectively.
+    *
+    * (3) If the member is a three-component vector with components consuming
+    *     <N> basic machine units, the base alignment is 4<N>.
+    */
+   if (this->is_scalar() || this->is_vector()) {
+      switch (this->vector_elements) {
+      case 1:
+         return N;
+      case 2:
+         return 2 * N;
+      case 3:
+      case 4:
+         return 4 * N;
+      }
+   }
+
+   /* (4) If the member is an array of scalars or vectors, the base alignment
+    *     and array stride are set to match the base alignment of a single
+    *     array element, according to rules (1), (2), and (3), and rounded up
+    *     to the base alignment of a vec4. The array may have padding at the
+    *     end; the base offset of the member following the array is rounded up
+    *     to the next multiple of the base alignment.
+    *
+    * (6) If the member is an array of <S> column-major matrices with <C>
+    *     columns and <R> rows, the matrix is stored identically to a row of
+    *     <S>*<C> column vectors with <R> components each, according to rule
+    *     (4).
+    *
+    * (8) If the member is an array of <S> row-major matrices with <C> columns
+    *     and <R> rows, the matrix is stored identically to a row of <S>*<R>
+    *     row vectors with <C> components each, according to rule (4).
+    *
+    * (10) If the member is an array of <S> structures, the <S> elements of
+    *      the array are laid out in order, according to rule (9).
+    */
+   if (this->is_array()) {
+      if (this->fields.array->is_scalar() ||
+          this->fields.array->is_vector() ||
+          this->fields.array->is_matrix()) {
+         return MAX2(this->fields.array->std140_base_alignment(row_major), 16);
+      } else {
+         assert(this->fields.array->is_record() ||
+                this->fields.array->is_array());
+         return this->fields.array->std140_base_alignment(row_major);
+      }
+   }
+
+   /* (5) If the member is a column-major matrix with <C> columns and
+    *     <R> rows, the matrix is stored identically to an array of
+    *     <C> column vectors with <R> components each, according to
+    *     rule (4).
+    *
+    * (7) If the member is a row-major matrix with <C> columns and <R>
+    *     rows, the matrix is stored identically to an array of <R>
+    *     row vectors with <C> components each, according to rule (4).
+    */
+   if (this->is_matrix()) {
+      const struct glsl_type *vec_type, *array_type;
+      int c = this->matrix_columns;
+      int r = this->vector_elements;
+
+      if (row_major) {
+         vec_type = get_instance(base_type, c, 1);
+         array_type = glsl_type::get_array_instance(vec_type, r);
+      } else {
+         vec_type = get_instance(base_type, r, 1);
+         array_type = glsl_type::get_array_instance(vec_type, c);
+      }
+
+      return array_type->std140_base_alignment(false);
+   }
+
+   /* (9) If the member is a structure, the base alignment of the
+    *     structure is <N>, where <N> is the largest base alignment
+    *     value of any of its members, and rounded up to the base
+    *     alignment of a vec4. The individual members of this
+    *     sub-structure are then assigned offsets by applying this set
+    *     of rules recursively, where the base offset of the first
+    *     member of the sub-structure is equal to the aligned offset
+    *     of the structure. The structure may have padding at the end;
+    *     the base offset of the member following the sub-structure is
+    *     rounded up to the next multiple of the base alignment of the
+    *     structure.
+    */
+   if (this->is_record()) {
+      unsigned base_alignment = 16;
+      for (unsigned i = 0; i < this->length; i++) {
+         bool field_row_major = row_major;
+         const enum glsl_matrix_layout matrix_layout =
+            glsl_matrix_layout(this->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;
+         }
+
+         const struct glsl_type *field_type = this->fields.structure[i].type;
+         base_alignment = MAX2(base_alignment,
+                               field_type->std140_base_alignment(field_row_major));
+      }
+      return base_alignment;
+   }
+
+   assert(!"not reached");
+   return -1;
+}
+
+unsigned
+glsl_type::std140_size(bool row_major) const
+{
+   unsigned N = is_double() ? 8 : 4;
+
+   /* (1) If the member is a scalar consuming <N> basic machine units, the
+    *     base alignment is <N>.
+    *
+    * (2) If the member is a two- or four-component vector with components
+    *     consuming <N> basic machine units, the base alignment is 2<N> or
+    *     4<N>, respectively.
+    *
+    * (3) If the member is a three-component vector with components consuming
+    *     <N> basic machine units, the base alignment is 4<N>.
+    */
+   if (this->is_scalar() || this->is_vector()) {
+      return this->vector_elements * N;
+   }
+
+   /* (5) If the member is a column-major matrix with <C> columns and
+    *     <R> rows, the matrix is stored identically to an array of
+    *     <C> column vectors with <R> components each, according to
+    *     rule (4).
+    *
+    * (6) If the member is an array of <S> column-major matrices with <C>
+    *     columns and <R> rows, the matrix is stored identically to a row of
+    *     <S>*<C> column vectors with <R> components each, according to rule
+    *     (4).
+    *
+    * (7) If the member is a row-major matrix with <C> columns and <R>
+    *     rows, the matrix is stored identically to an array of <R>
+    *     row vectors with <C> components each, according to rule (4).
+    *
+    * (8) If the member is an array of <S> row-major matrices with <C> columns
+    *     and <R> rows, the matrix is stored identically to a row of <S>*<R>
+    *     row vectors with <C> components each, according to rule (4).
+    */
+   if (this->without_array()->is_matrix()) {
+      const struct glsl_type *element_type;
+      const struct glsl_type *vec_type;
+      unsigned int array_len;
+
+      if (this->is_array()) {
+         element_type = this->fields.array;
+         array_len = this->length;
+      } else {
+         element_type = this;
+         array_len = 1;
+      }
+
+      if (row_major) {
+         vec_type = get_instance(element_type->base_type,
+                                 element_type->matrix_columns, 1);
+
+         array_len *= element_type->vector_elements;
+      } else {
+         vec_type = get_instance(element_type->base_type,
+                                 element_type->vector_elements, 1);
+         array_len *= element_type->matrix_columns;
+      }
+      const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
+                                                                  array_len);
+
+      return array_type->std140_size(false);
+   }
+
+   /* (4) If the member is an array of scalars or vectors, the base alignment
+    *     and array stride are set to match the base alignment of a single
+    *     array element, according to rules (1), (2), and (3), and rounded up
+    *     to the base alignment of a vec4. The array may have padding at the
+    *     end; the base offset of the member following the array is rounded up
+    *     to the next multiple of the base alignment.
+    *
+    * (10) If the member is an array of <S> structures, the <S> elements of
+    *      the array are laid out in order, according to rule (9).
+    */
+   if (this->is_array()) {
+      if (this->fields.array->is_record()) {
+         return this->length * this->fields.array->std140_size(row_major);
+      } else {
+         unsigned element_base_align =
+            this->fields.array->std140_base_alignment(row_major);
+         return this->length * MAX2(element_base_align, 16);
+      }
+   }
+
+   /* (9) If the member is a structure, the base alignment of the
+    *     structure is <N>, where <N> is the largest base alignment
+    *     value of any of its members, and rounded up to the base
+    *     alignment of a vec4. The individual members of this
+    *     sub-structure are then assigned offsets by applying this set
+    *     of rules recursively, where the base offset of the first
+    *     member of the sub-structure is equal to the aligned offset
+    *     of the structure. The structure may have padding at the end;
+    *     the base offset of the member following the sub-structure is
+    *     rounded up to the next multiple of the base alignment of the
+    *     structure.
+    */
+   if (this->is_record() || this->is_interface()) {
+      unsigned size = 0;
+      unsigned max_align = 0;
+
+      for (unsigned i = 0; i < this->length; i++) {
+         bool field_row_major = row_major;
+         const enum glsl_matrix_layout matrix_layout =
+            glsl_matrix_layout(this->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;
+         }
+
+         const struct glsl_type *field_type = this->fields.structure[i].type;
+         unsigned align = field_type->std140_base_alignment(field_row_major);
+
+         /* Ignore unsized arrays when calculating size */
+         if (field_type->is_unsized_array())
+            continue;
+
+         size = glsl_align(size, align);
+         size += field_type->std140_size(field_row_major);
+
+         max_align = MAX2(align, max_align);
+
+         if (field_type->is_record() && (i + 1 < this->length))
+            size = glsl_align(size, 16);
+      }
+      size = glsl_align(size, MAX2(max_align, 16));
+      return size;
+   }
+
+   assert(!"not reached");
+   return -1;
+}
+
+unsigned
+glsl_type::std430_base_alignment(bool row_major) const
+{
+
+   unsigned N = is_double() ? 8 : 4;
+
+   /* (1) If the member is a scalar consuming <N> basic machine units, the
+    *     base alignment is <N>.
+    *
+    * (2) If the member is a two- or four-component vector with components
+    *     consuming <N> basic machine units, the base alignment is 2<N> or
+    *     4<N>, respectively.
+    *
+    * (3) If the member is a three-component vector with components consuming
+    *     <N> basic machine units, the base alignment is 4<N>.
+    */
+   if (this->is_scalar() || this->is_vector()) {
+      switch (this->vector_elements) {
+      case 1:
+         return N;
+      case 2:
+         return 2 * N;
+      case 3:
+      case 4:
+         return 4 * N;
+      }
+   }
+
+   /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
+    *
+    * "When using the std430 storage layout, shader storage blocks will be
+    * laid out in buffer storage identically to uniform and shader storage
+    * blocks using the std140 layout, except that the base alignment and
+    * stride of arrays of scalars and vectors in rule 4 and of structures
+    * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
+    */
+
+   /* (1) If the member is a scalar consuming <N> basic machine units, the
+    *     base alignment is <N>.
+    *
+    * (2) If the member is a two- or four-component vector with components
+    *     consuming <N> basic machine units, the base alignment is 2<N> or
+    *     4<N>, respectively.
+    *
+    * (3) If the member is a three-component vector with components consuming
+    *     <N> basic machine units, the base alignment is 4<N>.
+    */
+   if (this->is_array())
+      return this->fields.array->std430_base_alignment(row_major);
+
+   /* (5) If the member is a column-major matrix with <C> columns and
+    *     <R> rows, the matrix is stored identically to an array of
+    *     <C> column vectors with <R> components each, according to
+    *     rule (4).
+    *
+    * (7) If the member is a row-major matrix with <C> columns and <R>
+    *     rows, the matrix is stored identically to an array of <R>
+    *     row vectors with <C> components each, according to rule (4).
+    */
+   if (this->is_matrix()) {
+      const struct glsl_type *vec_type, *array_type;
+      int c = this->matrix_columns;
+      int r = this->vector_elements;
+
+      if (row_major) {
+         vec_type = get_instance(base_type, c, 1);
+         array_type = glsl_type::get_array_instance(vec_type, r);
+      } else {
+         vec_type = get_instance(base_type, r, 1);
+         array_type = glsl_type::get_array_instance(vec_type, c);
+      }
+
+      return array_type->std430_base_alignment(false);
+   }
+
+      /* (9) If the member is a structure, the base alignment of the
+    *     structure is <N>, where <N> is the largest base alignment
+    *     value of any of its members, and rounded up to the base
+    *     alignment of a vec4. The individual members of this
+    *     sub-structure are then assigned offsets by applying this set
+    *     of rules recursively, where the base offset of the first
+    *     member of the sub-structure is equal to the aligned offset
+    *     of the structure. The structure may have padding at the end;
+    *     the base offset of the member following the sub-structure is
+    *     rounded up to the next multiple of the base alignment of the
+    *     structure.
+    */
+   if (this->is_record()) {
+      unsigned base_alignment = 0;
+      for (unsigned i = 0; i < this->length; i++) {
+         bool field_row_major = row_major;
+         const enum glsl_matrix_layout matrix_layout =
+            glsl_matrix_layout(this->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;
+         }
+
+         const struct glsl_type *field_type = this->fields.structure[i].type;
+         base_alignment = MAX2(base_alignment,
+                               field_type->std430_base_alignment(field_row_major));
+      }
+      assert(base_alignment > 0);
+      return base_alignment;
+   }
+   assert(!"not reached");
+   return -1;
+}
+
+unsigned
+glsl_type::std430_array_stride(bool row_major) const
+{
+   unsigned N = is_double() ? 8 : 4;
+
+   /* Notice that the array stride of a vec3 is not 3 * N but 4 * N.
+    * See OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout"
+    *
+    * (3) If the member is a three-component vector with components consuming
+    *     <N> basic machine units, the base alignment is 4<N>.
+    */
+   if (this->is_vector() && this->vector_elements == 3)
+      return 4 * N;
+
+   /* By default use std430_size(row_major) */
+   return this->std430_size(row_major);
+}
+
+unsigned
+glsl_type::std430_size(bool row_major) const
+{
+   unsigned N = is_double() ? 8 : 4;
+
+   /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
+    *
+    * "When using the std430 storage layout, shader storage blocks will be
+    * laid out in buffer storage identically to uniform and shader storage
+    * blocks using the std140 layout, except that the base alignment and
+    * stride of arrays of scalars and vectors in rule 4 and of structures
+    * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
+    */
+   if (this->is_scalar() || this->is_vector())
+         return this->vector_elements * N;
+
+   if (this->without_array()->is_matrix()) {
+      const struct glsl_type *element_type;
+      const struct glsl_type *vec_type;
+      unsigned int array_len;
+
+      if (this->is_array()) {
+         element_type = this->without_array();
+         array_len = this->arrays_of_arrays_size();
+      } else {
+         element_type = this;
+         array_len = 1;
+      }
+
+      if (row_major) {
+         vec_type = get_instance(element_type->base_type,
+                                 element_type->matrix_columns, 1);
+
+         array_len *= element_type->vector_elements;
+      } else {
+         vec_type = get_instance(element_type->base_type,
+                                 element_type->vector_elements, 1);
+         array_len *= element_type->matrix_columns;
+      }
+      const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
+                                                                  array_len);
+
+      return array_type->std430_size(false);
+   }
+
+   if (this->is_array()) {
+      if (this->without_array()->is_record())
+         return this->arrays_of_arrays_size() *
+            this->without_array()->std430_size(row_major);
+      else
+         return this->arrays_of_arrays_size() *
+            this->without_array()->std430_base_alignment(row_major);
+   }
+
+   if (this->is_record() || this->is_interface()) {
+      unsigned size = 0;
+      unsigned max_align = 0;
+
+      for (unsigned i = 0; i < this->length; i++) {
+         bool field_row_major = row_major;
+         const enum glsl_matrix_layout matrix_layout =
+            glsl_matrix_layout(this->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;
+         }
+
+         const struct glsl_type *field_type = this->fields.structure[i].type;
+         unsigned align = field_type->std430_base_alignment(field_row_major);
+         size = glsl_align(size, align);
+         size += field_type->std430_size(field_row_major);
+
+         max_align = MAX2(align, max_align);
+      }
+      size = glsl_align(size, max_align);
+      return size;
+   }
+
+   assert(!"not reached");
+   return -1;
+}
+
+unsigned
+glsl_type::count_attribute_slots() const
+{
+   /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
+    *
+    *     "A scalar input counts the same amount against this limit as a vec4,
+    *     so applications may want to consider packing groups of four
+    *     unrelated float inputs together into a vector to better utilize the
+    *     capabilities of the underlying hardware. A matrix input will use up
+    *     multiple locations.  The number of locations used will equal the
+    *     number of columns in the matrix."
+    *
+    * The spec does not explicitly say how arrays are counted.  However, it
+    * should be safe to assume the total number of slots consumed by an array
+    * is the number of entries in the array multiplied by the number of slots
+    * consumed by a single element of the array.
+    *
+    * The spec says nothing about how structs are counted, because vertex
+    * attributes are not allowed to be (or contain) structs.  However, Mesa
+    * allows varying structs, the number of varying slots taken up by a
+    * varying struct is simply equal to the sum of the number of slots taken
+    * up by each element.
+    */
+   switch (this->base_type) {
+   case GLSL_TYPE_UINT:
+   case GLSL_TYPE_INT:
+   case GLSL_TYPE_FLOAT:
+   case GLSL_TYPE_BOOL:
+   case GLSL_TYPE_DOUBLE:
+      return this->matrix_columns;
+
+   case GLSL_TYPE_STRUCT:
+   case GLSL_TYPE_INTERFACE: {
+      unsigned size = 0;
+
+      for (unsigned i = 0; i < this->length; i++)
+         size += this->fields.structure[i].type->count_attribute_slots();
+
+      return size;
+   }
+
+   case GLSL_TYPE_ARRAY:
+      return this->length * this->fields.array->count_attribute_slots();
+
+   case GLSL_TYPE_SAMPLER:
+   case GLSL_TYPE_IMAGE:
+   case GLSL_TYPE_ATOMIC_UINT:
+   case GLSL_TYPE_VOID:
+   case GLSL_TYPE_SUBROUTINE:
+   case GLSL_TYPE_ERROR:
+      break;
+   }
+
+   assert(!"Unexpected type in count_attribute_slots()");
+
+   return 0;
+}
+
+int
+glsl_type::coordinate_components() const
+{
+   int size;
+
+   switch (sampler_dimensionality) {
+   case GLSL_SAMPLER_DIM_1D:
+   case GLSL_SAMPLER_DIM_BUF:
+      size = 1;
+      break;
+   case GLSL_SAMPLER_DIM_2D:
+   case GLSL_SAMPLER_DIM_RECT:
+   case GLSL_SAMPLER_DIM_MS:
+   case GLSL_SAMPLER_DIM_EXTERNAL:
+      size = 2;
+      break;
+   case GLSL_SAMPLER_DIM_3D:
+   case GLSL_SAMPLER_DIM_CUBE:
+      size = 3;
+      break;
+   default:
+      assert(!"Should not get here.");
+      size = 1;
+      break;
+   }
+
+   /* Array textures need an additional component for the array index, except
+    * for cubemap array images that behave like a 2D array of interleaved
+    * cubemap faces.
+    */
+   if (sampler_array &&
+       !(base_type == GLSL_TYPE_IMAGE &&
+         sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE))
+      size += 1;
+
+   return size;
+}
+
+/**
+ * Declarations of type flyweights (glsl_type::_foo_type) and
+ * convenience pointers (glsl_type::foo_type).
+ * @{
+ */
+#define DECL_TYPE(NAME, ...)                                    \
+   const glsl_type glsl_type::_##NAME##_type = glsl_type(__VA_ARGS__, #NAME); \
+   const glsl_type *const glsl_type::NAME##_type = &glsl_type::_##NAME##_type;
+
+#define STRUCT_TYPE(NAME)
+
+#include "builtin_type_macros.h"
+/** @} */
diff --git a/src/glsl/nir/glsl_types.h b/src/glsl/nir/glsl_types.h
new file mode 100644
index 0000000..3ec7642
--- /dev/null
+++ b/src/glsl/nir/glsl_types.h
@@ -0,0 +1,867 @@
+/* -*- c++ -*- */
+/*
+ * Copyright © 2009 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.
+ */
+
+#pragma once
+#ifndef GLSL_TYPES_H
+#define GLSL_TYPES_H
+
+#include <string.h>
+#include <assert.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct _mesa_glsl_parse_state;
+struct glsl_symbol_table;
+
+extern void
+_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state);
+
+extern void
+_mesa_glsl_release_types(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+enum glsl_base_type {
+   GLSL_TYPE_UINT = 0,
+   GLSL_TYPE_INT,
+   GLSL_TYPE_FLOAT,
+   GLSL_TYPE_DOUBLE,
+   GLSL_TYPE_BOOL,
+   GLSL_TYPE_SAMPLER,
+   GLSL_TYPE_IMAGE,
+   GLSL_TYPE_ATOMIC_UINT,
+   GLSL_TYPE_STRUCT,
+   GLSL_TYPE_INTERFACE,
+   GLSL_TYPE_ARRAY,
+   GLSL_TYPE_VOID,
+   GLSL_TYPE_SUBROUTINE,
+   GLSL_TYPE_ERROR
+};
+
+enum glsl_sampler_dim {
+   GLSL_SAMPLER_DIM_1D = 0,
+   GLSL_SAMPLER_DIM_2D,
+   GLSL_SAMPLER_DIM_3D,
+   GLSL_SAMPLER_DIM_CUBE,
+   GLSL_SAMPLER_DIM_RECT,
+   GLSL_SAMPLER_DIM_BUF,
+   GLSL_SAMPLER_DIM_EXTERNAL,
+   GLSL_SAMPLER_DIM_MS
+};
+
+enum glsl_interface_packing {
+   GLSL_INTERFACE_PACKING_STD140,
+   GLSL_INTERFACE_PACKING_SHARED,
+   GLSL_INTERFACE_PACKING_PACKED,
+   GLSL_INTERFACE_PACKING_STD430
+};
+
+enum glsl_matrix_layout {
+   /**
+    * The layout of the matrix is inherited from the object containing the
+    * matrix (the top level structure or the uniform block).
+    */
+   GLSL_MATRIX_LAYOUT_INHERITED,
+
+   /**
+    * Explicit column-major layout
+    *
+    * If a uniform block doesn't have an explicit layout set, it will default
+    * to this layout.
+    */
+   GLSL_MATRIX_LAYOUT_COLUMN_MAJOR,
+
+   /**
+    * Row-major layout
+    */
+   GLSL_MATRIX_LAYOUT_ROW_MAJOR
+};
+
+#ifdef __cplusplus
+#include "GL/gl.h"
+#include "util/ralloc.h"
+#include "main/mtypes.h" /* for gl_texture_index, C++'s enum rules are broken */
+
+struct glsl_type {
+   GLenum gl_type;
+   glsl_base_type base_type;
+
+   unsigned sampler_dimensionality:3; /**< \see glsl_sampler_dim */
+   unsigned sampler_shadow:1;
+   unsigned sampler_array:1;
+   unsigned sampler_type:2;    /**< Type of data returned using this
+				* sampler or image.  Only \c
+				* GLSL_TYPE_FLOAT, \c GLSL_TYPE_INT,
+				* and \c GLSL_TYPE_UINT are valid.
+				*/
+   unsigned interface_packing:2;
+
+   /* Callers of this ralloc-based new need not call delete. It's
+    * easier to just ralloc_free 'mem_ctx' (or any of its ancestors). */
+   static void* operator new(size_t size)
+   {
+      mtx_lock(&glsl_type::mutex);
+
+      /* mem_ctx should have been created by the static members */
+      assert(glsl_type::mem_ctx != NULL);
+
+      void *type;
+
+      type = ralloc_size(glsl_type::mem_ctx, size);
+      assert(type != NULL);
+
+      mtx_unlock(&glsl_type::mutex);
+
+      return type;
+   }
+
+   /* If the user *does* call delete, that's OK, we will just
+    * ralloc_free in that case. */
+   static void operator delete(void *type)
+   {
+      mtx_lock(&glsl_type::mutex);
+      ralloc_free(type);
+      mtx_unlock(&glsl_type::mutex);
+   }
+
+   /**
+    * \name Vector and matrix element counts
+    *
+    * For scalars, each of these values will be 1.  For non-numeric types
+    * these will be 0.
+    */
+   /*@{*/
+   uint8_t vector_elements;    /**< 1, 2, 3, or 4 vector elements. */
+   uint8_t matrix_columns;     /**< 1, 2, 3, or 4 matrix columns. */
+   /*@}*/
+
+   /**
+    * For \c GLSL_TYPE_ARRAY, this is the length of the array.  For
+    * \c GLSL_TYPE_STRUCT or \c GLSL_TYPE_INTERFACE, it is the number of
+    * elements in the structure and the number of values pointed to by
+    * \c fields.structure (below).
+    */
+   unsigned length;
+
+   /**
+    * Name of the data type
+    *
+    * Will never be \c NULL.
+    */
+   const char *name;
+
+   /**
+    * Subtype of composite data types.
+    */
+   union {
+      const struct glsl_type *array;            /**< Type of array elements. */
+      const struct glsl_type *parameters;       /**< Parameters to function. */
+      struct glsl_struct_field *structure;      /**< List of struct fields. */
+   } fields;
+
+   /**
+    * \name Pointers to various public type singletons
+    */
+   /*@{*/
+#undef  DECL_TYPE
+#define DECL_TYPE(NAME, ...) \
+   static const glsl_type *const NAME##_type;
+#undef  STRUCT_TYPE
+#define STRUCT_TYPE(NAME) \
+   static const glsl_type *const struct_##NAME##_type;
+#include "builtin_type_macros.h"
+   /*@}*/
+
+   /**
+    * Convenience accessors for vector types (shorter than get_instance()).
+    * @{
+    */
+   static const glsl_type *vec(unsigned components);
+   static const glsl_type *dvec(unsigned components);
+   static const glsl_type *ivec(unsigned components);
+   static const glsl_type *uvec(unsigned components);
+   static const glsl_type *bvec(unsigned components);
+   /**@}*/
+
+   /**
+    * For numeric and boolean derived types returns the basic scalar type
+    *
+    * If the type is a numeric or boolean scalar, vector, or matrix type,
+    * this function gets the scalar type of the individual components.  For
+    * all other types, including arrays of numeric or boolean types, the
+    * error type is returned.
+    */
+   const glsl_type *get_base_type() const;
+
+   /**
+    * Get the basic scalar type which this type aggregates.
+    *
+    * If the type is a numeric or boolean scalar, vector, or matrix, or an
+    * array of any of those, this function gets the scalar type of the
+    * individual components.  For structs and arrays of structs, this function
+    * returns the struct type.  For samplers and arrays of samplers, this
+    * function returns the sampler type.
+    */
+   const glsl_type *get_scalar_type() const;
+
+   /**
+    * Get the instance of a built-in scalar, vector, or matrix type
+    */
+   static const glsl_type *get_instance(unsigned base_type, unsigned rows,
+					unsigned columns);
+
+   /**
+    * Get the instance of a sampler type
+    */
+   static const glsl_type *get_sampler_instance(enum glsl_sampler_dim dim,
+                                                bool shadow,
+                                                bool array,
+                                                glsl_base_type type);
+
+
+   /**
+    * Get the instance of an array type
+    */
+   static const glsl_type *get_array_instance(const glsl_type *base,
+					      unsigned elements);
+
+   /**
+    * Get the instance of a record type
+    */
+   static const glsl_type *get_record_instance(const glsl_struct_field *fields,
+					       unsigned num_fields,
+					       const char *name);
+
+   /**
+    * Get the instance of an interface block type
+    */
+   static const glsl_type *get_interface_instance(const glsl_struct_field *fields,
+						  unsigned num_fields,
+						  enum glsl_interface_packing packing,
+						  const char *block_name);
+
+   /**
+    * Get the instance of an subroutine type
+    */
+   static const glsl_type *get_subroutine_instance(const char *subroutine_name);
+
+   /**
+    * Get the type resulting from a multiplication of \p type_a * \p type_b
+    */
+   static const glsl_type *get_mul_type(const glsl_type *type_a,
+                                        const glsl_type *type_b);
+
+   /**
+    * Query the total number of scalars that make up a scalar, vector or matrix
+    */
+   unsigned components() const
+   {
+      return vector_elements * matrix_columns;
+   }
+
+   /**
+    * Calculate the number of components slots required to hold this type
+    *
+    * This is used to determine how many uniform or varying locations a type
+    * might occupy.
+    */
+   unsigned component_slots() const;
+
+   /**
+    * Calculate offset between the base location of the struct in
+    * uniform storage and a struct member.
+    * For the initial call, length is the index of the member to find the
+    * offset for.
+    */
+   unsigned record_location_offset(unsigned length) const;
+
+   /**
+    * Calculate the number of unique values from glGetUniformLocation for the
+    * elements of the type.
+    *
+    * This is used to allocate slots in the UniformRemapTable, the amount of
+    * locations may not match with actual used storage space by the driver.
+    */
+   unsigned uniform_locations() const;
+
+   /**
+    * Calculate the number of attribute slots required to hold this type
+    *
+    * This implements the language rules of GLSL 1.50 for counting the number
+    * of slots used by a vertex attribute.  It also determines the number of
+    * varying slots the type will use up in the absence of varying packing
+    * (and thus, it can be used to measure the number of varying slots used by
+    * the varyings that are generated by lower_packed_varyings).
+    */
+   unsigned count_attribute_slots() const;
+
+
+   /**
+    * Alignment in bytes of the start of this type in a std140 uniform
+    * block.
+    */
+   unsigned std140_base_alignment(bool row_major) const;
+
+   /** Size in bytes of this type in a std140 uniform block.
+    *
+    * Note that this is not GL_UNIFORM_SIZE (which is the number of
+    * elements in the array)
+    */
+   unsigned std140_size(bool row_major) const;
+
+   /**
+    * Alignment in bytes of the start of this type in a std430 shader
+    * storage block.
+    */
+   unsigned std430_base_alignment(bool row_major) const;
+
+   /**
+    * Calculate array stride in bytes of this type in a std430 shader storage
+    * block.
+    */
+   unsigned std430_array_stride(bool row_major) const;
+
+   /**
+    * Size in bytes of this type in a std430 shader storage block.
+    *
+    * Note that this is not GL_BUFFER_SIZE
+    */
+   unsigned std430_size(bool row_major) const;
+
+   /**
+    * \brief Can this type be implicitly converted to another?
+    *
+    * \return True if the types are identical or if this type can be converted
+    *         to \c desired according to Section 4.1.10 of the GLSL spec.
+    *
+    * \verbatim
+    * From page 25 (31 of the pdf) of the GLSL 1.50 spec, Section 4.1.10
+    * Implicit Conversions:
+    *
+    *     In some situations, an expression and its type will be implicitly
+    *     converted to a different type. The following table shows all allowed
+    *     implicit conversions:
+    *
+    *     Type of expression | Can be implicitly converted to
+    *     --------------------------------------------------
+    *     int                  float
+    *     uint
+    *
+    *     ivec2                vec2
+    *     uvec2
+    *
+    *     ivec3                vec3
+    *     uvec3
+    *
+    *     ivec4                vec4
+    *     uvec4
+    *
+    *     There are no implicit array or structure conversions. For example,
+    *     an array of int cannot be implicitly converted to an array of float.
+    *     There are no implicit conversions between signed and unsigned
+    *     integers.
+    * \endverbatim
+    */
+   bool can_implicitly_convert_to(const glsl_type *desired,
+                                  _mesa_glsl_parse_state *state) const;
+
+   /**
+    * Query whether or not a type is a scalar (non-vector and non-matrix).
+    */
+   bool is_scalar() const
+   {
+      return (vector_elements == 1)
+	 && (base_type >= GLSL_TYPE_UINT)
+	 && (base_type <= GLSL_TYPE_BOOL);
+   }
+
+   /**
+    * Query whether or not a type is a vector
+    */
+   bool is_vector() const
+   {
+      return (vector_elements > 1)
+	 && (matrix_columns == 1)
+	 && (base_type >= GLSL_TYPE_UINT)
+	 && (base_type <= GLSL_TYPE_BOOL);
+   }
+
+   /**
+    * Query whether or not a type is a matrix
+    */
+   bool is_matrix() const
+   {
+      /* GLSL only has float matrices. */
+      return (matrix_columns > 1) && (base_type == GLSL_TYPE_FLOAT || base_type == GLSL_TYPE_DOUBLE);
+   }
+
+   /**
+    * Query whether or not a type is a non-array numeric type
+    */
+   bool is_numeric() const
+   {
+      return (base_type >= GLSL_TYPE_UINT) && (base_type <= GLSL_TYPE_DOUBLE);
+   }
+
+   /**
+    * Query whether or not a type is an integral type
+    */
+   bool is_integer() const
+   {
+      return (base_type == GLSL_TYPE_UINT) || (base_type == GLSL_TYPE_INT);
+   }
+
+   /**
+    * Query whether or not type is an integral type, or for struct and array
+    * types, contains an integral type.
+    */
+   bool contains_integer() const;
+
+   /**
+    * Query whether or not type is a double type, or for struct and array
+    * types, contains a double type.
+    */
+   bool contains_double() const;
+
+   /**
+    * Query whether or not a type is a float type
+    */
+   bool is_float() const
+   {
+      return base_type == GLSL_TYPE_FLOAT;
+   }
+
+   /**
+    * Query whether or not a type is a double type
+    */
+   bool is_double() const
+   {
+      return base_type == GLSL_TYPE_DOUBLE;
+   }
+
+   /**
+    * Query whether or not a type is a non-array boolean type
+    */
+   bool is_boolean() const
+   {
+      return base_type == GLSL_TYPE_BOOL;
+   }
+
+   /**
+    * Query whether or not a type is a sampler
+    */
+   bool is_sampler() const
+   {
+      return base_type == GLSL_TYPE_SAMPLER;
+   }
+
+   /**
+    * Query whether or not type is a sampler, or for struct and array
+    * types, contains a sampler.
+    */
+   bool contains_sampler() const;
+
+   /**
+    * Get the Mesa texture target index for a sampler type.
+    */
+   gl_texture_index sampler_index() const;
+
+   /**
+    * Query whether or not type is an image, or for struct and array
+    * types, contains an image.
+    */
+   bool contains_image() const;
+
+   /**
+    * Query whether or not a type is an image
+    */
+   bool is_image() const
+   {
+      return base_type == GLSL_TYPE_IMAGE;
+   }
+
+   /**
+    * Query whether or not a type is an array
+    */
+   bool is_array() const
+   {
+      return base_type == GLSL_TYPE_ARRAY;
+   }
+
+   /**
+    * Query whether or not a type is a record
+    */
+   bool is_record() const
+   {
+      return base_type == GLSL_TYPE_STRUCT;
+   }
+
+   /**
+    * Query whether or not a type is an interface
+    */
+   bool is_interface() const
+   {
+      return base_type == GLSL_TYPE_INTERFACE;
+   }
+
+   /**
+    * Query whether or not a type is the void type singleton.
+    */
+   bool is_void() const
+   {
+      return base_type == GLSL_TYPE_VOID;
+   }
+
+   /**
+    * Query whether or not a type is the error type singleton.
+    */
+   bool is_error() const
+   {
+      return base_type == GLSL_TYPE_ERROR;
+   }
+
+   /**
+    * Query if a type is unnamed/anonymous (named by the parser)
+    */
+
+   bool is_subroutine() const
+   {
+      return base_type == GLSL_TYPE_SUBROUTINE;
+   }
+   bool contains_subroutine() const;
+
+   bool is_anonymous() const
+   {
+      return !strncmp(name, "#anon", 5);
+   }
+
+   /**
+    * Get the type stripped of any arrays
+    *
+    * \return
+    * Pointer to the type of elements of the first non-array type for array
+    * types, or pointer to itself for non-array types.
+    */
+   const glsl_type *without_array() const
+   {
+      const glsl_type *t = this;
+
+      while (t->is_array())
+         t = t->fields.array;
+
+      return t;
+   }
+
+   /**
+    * Return the total number of elements in an array including the elements
+    * in arrays of arrays.
+    */
+   unsigned arrays_of_arrays_size() const
+   {
+      if (!is_array())
+         return 0;
+
+      unsigned size = length;
+      const glsl_type *base_type = fields.array;
+
+      while (base_type->is_array()) {
+         size = size * base_type->length;
+         base_type = base_type->fields.array;
+      }
+      return size;
+   }
+
+   /**
+    * Return the amount of atomic counter storage required for a type.
+    */
+   unsigned atomic_size() const
+   {
+      if (base_type == GLSL_TYPE_ATOMIC_UINT)
+         return ATOMIC_COUNTER_SIZE;
+      else if (is_array())
+         return length * fields.array->atomic_size();
+      else
+         return 0;
+   }
+
+   /**
+    * Return whether a type contains any atomic counters.
+    */
+   bool contains_atomic() const
+   {
+      return atomic_size() > 0;
+   }
+
+   /**
+    * Return whether a type contains any opaque types.
+    */
+   bool contains_opaque() const;
+
+   /**
+    * Query the full type of a matrix row
+    *
+    * \return
+    * If the type is not a matrix, \c glsl_type::error_type is returned.
+    * Otherwise a type matching the rows of the matrix is returned.
+    */
+   const glsl_type *row_type() const
+   {
+      return is_matrix()
+	 ? get_instance(base_type, matrix_columns, 1)
+	 : error_type;
+   }
+
+   /**
+    * Query the full type of a matrix column
+    *
+    * \return
+    * If the type is not a matrix, \c glsl_type::error_type is returned.
+    * Otherwise a type matching the columns of the matrix is returned.
+    */
+   const glsl_type *column_type() const
+   {
+      return is_matrix()
+	 ? get_instance(base_type, vector_elements, 1)
+	 : error_type;
+   }
+
+   /**
+    * Get the type of a structure field
+    *
+    * \return
+    * Pointer to the type of the named field.  If the type is not a structure
+    * or the named field does not exist, \c glsl_type::error_type is returned.
+    */
+   const glsl_type *field_type(const char *name) const;
+
+   /**
+    * Get the location of a field within a record type
+    */
+   int field_index(const char *name) const;
+
+   /**
+    * Query the number of elements in an array type
+    *
+    * \return
+    * The number of elements in the array for array types or -1 for non-array
+    * types.  If the number of elements in the array has not yet been declared,
+    * zero is returned.
+    */
+   int array_size() const
+   {
+      return is_array() ? length : -1;
+   }
+
+   /**
+    * Query whether the array size for all dimensions has been declared.
+    */
+   bool is_unsized_array() const
+   {
+      return is_array() && length == 0;
+   }
+
+   /**
+    * Return the number of coordinate components needed for this
+    * sampler or image type.
+    *
+    * This is based purely on the sampler's dimensionality.  For example, this
+    * returns 1 for sampler1D, and 3 for sampler2DArray.
+    *
+    * Note that this is often different than actual coordinate type used in
+    * a texturing built-in function, since those pack additional values (such
+    * as the shadow comparitor or projector) into the coordinate type.
+    */
+   int coordinate_components() const;
+
+   /**
+    * Compare a record type against another record type.
+    *
+    * This is useful for matching record types declared across shader stages.
+    */
+   bool record_compare(const glsl_type *b) const;
+
+private:
+
+   static mtx_t mutex;
+
+   /**
+    * ralloc context for all glsl_type allocations
+    *
+    * Set on the first call to \c glsl_type::new.
+    */
+   static void *mem_ctx;
+
+   void init_ralloc_type_ctx(void);
+
+   /** Constructor for vector and matrix types */
+   glsl_type(GLenum gl_type,
+	     glsl_base_type base_type, unsigned vector_elements,
+	     unsigned matrix_columns, const char *name);
+
+   /** Constructor for sampler or image types */
+   glsl_type(GLenum gl_type, glsl_base_type base_type,
+	     enum glsl_sampler_dim dim, bool shadow, bool array,
+	     unsigned type, const char *name);
+
+   /** Constructor for record types */
+   glsl_type(const glsl_struct_field *fields, unsigned num_fields,
+	     const char *name);
+
+   /** Constructor for interface types */
+   glsl_type(const glsl_struct_field *fields, unsigned num_fields,
+	     enum glsl_interface_packing packing, const char *name);
+
+   /** Constructor for array types */
+   glsl_type(const glsl_type *array, unsigned length);
+
+   /** Constructor for subroutine types */
+   glsl_type(const char *name);
+
+   /** Hash table containing the known array types. */
+   static struct hash_table *array_types;
+
+   /** Hash table containing the known record types. */
+   static struct hash_table *record_types;
+
+   /** Hash table containing the known interface types. */
+   static struct hash_table *interface_types;
+
+   /** Hash table containing the known subroutine types. */
+   static struct hash_table *subroutine_types;
+
+   static bool record_key_compare(const void *a, const void *b);
+   static unsigned record_key_hash(const void *key);
+
+   /**
+    * \name Built-in type flyweights
+    */
+   /*@{*/
+#undef  DECL_TYPE
+#define DECL_TYPE(NAME, ...) static const glsl_type _##NAME##_type;
+#undef  STRUCT_TYPE
+#define STRUCT_TYPE(NAME)        static const glsl_type _struct_##NAME##_type;
+#include "builtin_type_macros.h"
+   /*@}*/
+
+   /**
+    * \name Friend functions.
+    *
+    * These functions are friends because they must have C linkage and the
+    * need to call various private methods or access various private static
+    * data.
+    */
+   /*@{*/
+   friend void _mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *);
+   friend void _mesa_glsl_release_types(void);
+   /*@}*/
+};
+
+struct glsl_struct_field {
+   const struct glsl_type *type;
+   const char *name;
+
+   /**
+    * For interface blocks, gl_varying_slot corresponding to the input/output
+    * if this is a built-in input/output (i.e. a member of the built-in
+    * gl_PerVertex interface block); -1 otherwise.
+    *
+    * Ignored for structs.
+    */
+   int location;
+
+   /**
+    * For interface blocks, the interpolation mode (as in
+    * ir_variable::interpolation).  0 otherwise.
+    */
+   unsigned interpolation:2;
+
+   /**
+    * For interface blocks, 1 if this variable uses centroid interpolation (as
+    * in ir_variable::centroid).  0 otherwise.
+    */
+   unsigned centroid:1;
+
+   /**
+    * For interface blocks, 1 if this variable uses sample interpolation (as
+    * in ir_variable::sample). 0 otherwise.
+    */
+   unsigned sample:1;
+
+   /**
+    * Layout of the matrix.  Uses glsl_matrix_layout values.
+    */
+   unsigned matrix_layout:2;
+
+   /**
+    * For interface blocks, 1 if this variable is a per-patch input or output
+    * (as in ir_variable::patch). 0 otherwise.
+    */
+   unsigned patch:1;
+
+   /**
+    * For interface blocks, it has a value if this variable uses multiple vertex
+    * streams (as in ir_variable::stream). -1 otherwise.
+    */
+   int stream;
+
+
+   /**
+    * Image qualifiers, applicable to buffer variables defined in shader
+    * storage buffer objects (SSBOs)
+    */
+   unsigned image_read_only:1;
+   unsigned image_write_only:1;
+   unsigned image_coherent:1;
+   unsigned image_volatile:1;
+   unsigned image_restrict:1;
+
+   glsl_struct_field(const struct glsl_type *_type, const char *_name)
+      : type(_type), name(_name), location(-1), interpolation(0), centroid(0),
+        sample(0), matrix_layout(GLSL_MATRIX_LAYOUT_INHERITED), patch(0),
+        stream(-1)
+   {
+      /* empty */
+   }
+
+   glsl_struct_field()
+   {
+      /* empty */
+   }
+};
+
+static inline unsigned int
+glsl_align(unsigned int a, unsigned int align)
+{
+   return (a + align - 1) / align * align;
+}
+
+#undef DECL_TYPE
+#undef STRUCT_TYPE
+#endif /* __cplusplus */
+
+#endif /* GLSL_TYPES_H */
diff --git a/src/glsl/nir/nir_types.h b/src/glsl/nir/nir_types.h
index 49d6a65..5c1aeff 100644
--- a/src/glsl/nir/nir_types.h
+++ b/src/glsl/nir/nir_types.h
@@ -31,7 +31,7 @@
 
 /* C wrapper around glsl_types.h */
 
-#include "../glsl_types.h"
+#include "glsl_types.h"
 
 #ifdef __cplusplus
 extern "C" {
diff --git a/src/mesa/drivers/dri/i965/brw_cubemap_normalize.cpp b/src/mesa/drivers/dri/i965/brw_cubemap_normalize.cpp
index 3357129..33d2048 100644
--- a/src/mesa/drivers/dri/i965/brw_cubemap_normalize.cpp
+++ b/src/mesa/drivers/dri/i965/brw_cubemap_normalize.cpp
@@ -30,7 +30,7 @@
  * \author Eric Anholt <eric at anholt.net>
  */
 
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir.h"
 #include "program/prog_instruction.h" /* For WRITEMASK_* */
 
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index ba62fdd..7a4eab2 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -47,7 +47,7 @@
 #include "brw_dead_control_flow.h"
 #include "main/uniforms.h"
 #include "brw_fs_live_variables.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "program/sampler.h"
 
 using namespace brw;
diff --git a/src/mesa/drivers/dri/i965/brw_fs.h b/src/mesa/drivers/dri/i965/brw_fs.h
index e8b511f..29a009e 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.h
+++ b/src/mesa/drivers/dri/i965/brw_fs.h
@@ -48,7 +48,7 @@ extern "C" {
 #include "brw_wm.h"
 #include "intel_asm_annotation.h"
 }
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir.h"
 #include "glsl/nir/nir.h"
 #include "program/sampler.h"
diff --git a/src/mesa/drivers/dri/i965/brw_fs_channel_expressions.cpp b/src/mesa/drivers/dri/i965/brw_fs_channel_expressions.cpp
index 277b6cc..a13d001 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_channel_expressions.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_channel_expressions.cpp
@@ -45,7 +45,7 @@
 #include "brw_wm.h"
 #include "glsl/ir.h"
 #include "glsl/ir_expression_flattening.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 
 class ir_channel_expressions_visitor : public ir_hierarchical_visitor {
 public:
diff --git a/src/mesa/drivers/dri/i965/brw_fs_reg_allocate.cpp b/src/mesa/drivers/dri/i965/brw_fs_reg_allocate.cpp
index c3a037b..36388fa 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_reg_allocate.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_reg_allocate.cpp
@@ -27,7 +27,7 @@
 
 #include "brw_fs.h"
 #include "brw_cfg.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir_optimization.h"
 
 using namespace brw;
diff --git a/src/mesa/drivers/dri/i965/brw_fs_vector_splitting.cpp b/src/mesa/drivers/dri/i965/brw_fs_vector_splitting.cpp
index 6000e35..cab5af3 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_vector_splitting.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_vector_splitting.cpp
@@ -42,7 +42,7 @@
 #include "glsl/ir.h"
 #include "glsl/ir_visitor.h"
 #include "glsl/ir_rvalue_visitor.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "util/hash_table.h"
 
 static bool debug = false;
diff --git a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
index df1a7ed..5497f9f 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
@@ -43,7 +43,7 @@
 #include "brw_vec4.h"
 #include "brw_fs.h"
 #include "main/uniforms.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir_optimization.h"
 #include "program/sampler.h"
 
diff --git a/src/mesa/drivers/dri/i965/brw_lower_unnormalized_offset.cpp b/src/mesa/drivers/dri/i965/brw_lower_unnormalized_offset.cpp
index 8c59b9e..4219d47 100644
--- a/src/mesa/drivers/dri/i965/brw_lower_unnormalized_offset.cpp
+++ b/src/mesa/drivers/dri/i965/brw_lower_unnormalized_offset.cpp
@@ -31,7 +31,7 @@
  * \author Chris Forbes <chrisf at ijw.co.nz>
  */
 
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir.h"
 #include "glsl/ir_builder.h"
 
diff --git a/src/mesa/drivers/dri/i965/brw_schedule_instructions.cpp b/src/mesa/drivers/dri/i965/brw_schedule_instructions.cpp
index 4e43e5c..b710c60 100644
--- a/src/mesa/drivers/dri/i965/brw_schedule_instructions.cpp
+++ b/src/mesa/drivers/dri/i965/brw_schedule_instructions.cpp
@@ -29,7 +29,7 @@
 #include "brw_vec4.h"
 #include "brw_cfg.h"
 #include "brw_shader.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir_optimization.h"
 
 using namespace brw;
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index e4e2a18..9994e10 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -40,7 +40,7 @@
 #include "glsl/ir_optimization.h"
 #include "glsl/glsl_parser_extras.h"
 #include "glsl/glsl_symbol_table.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "program/ir_to_mesa.h"
 #include "program/program.h"
 #include "program/programopt.h"
diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h
index bec035c..2f88b65 100644
--- a/src/mesa/main/uniforms.h
+++ b/src/mesa/main/uniforms.h
@@ -27,7 +27,7 @@
 #define UNIFORMS_H
 
 #include "main/glheader.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir_uniform.h"
 #include "program/prog_parameter.h"
 
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index e81f459..61a5064 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -42,7 +42,7 @@
 #include "glsl/ir_optimization.h"
 #include "glsl/ir_uniform.h"
 #include "glsl/glsl_parser_extras.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/linker.h"
 #include "glsl/program.h"
 #include "program/hash_table.h"
diff --git a/src/mesa/program/sampler.cpp b/src/mesa/program/sampler.cpp
index 1198a3c..84e2504 100644
--- a/src/mesa/program/sampler.cpp
+++ b/src/mesa/program/sampler.cpp
@@ -24,7 +24,7 @@
  */
 
 #include "main/mtypes.h"
-#include "glsl/glsl_types.h"
+#include "glsl/nir/glsl_types.h"
 #include "glsl/ir.h"
 #include "glsl/ir_uniform.h"
 #include "glsl/ir_visitor.h"
-- 
2.4.3



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