mesa: remove incorrect refcounting adjustment in adjust_buffer_object_ref_counts()
[mesa.git] / src / mesa / main / attrib.c
index a7f90155bb6bc0882132f663bbfb1befea27738d..218e0aeb6b750913d1a75f995938423c88104418 100644 (file)
@@ -1,10 +1,9 @@
-/* $Id: attrib.c,v 1.67 2002/06/15 02:38:15 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  4.1
+ * Version:  7.3
  *
- * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
+ * Copyright (C) 2009  VMware, Inc.   All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  */
 
-
-#ifdef PC_HEADER
-#include "all.h"
-#else
 #include "glheader.h"
+#include "imports.h"
 #include "accum.h"
+#include "arrayobj.h"
 #include "attrib.h"
 #include "blend.h"
 #include "buffers.h"
+#include "bufferobj.h"
+#include "clear.h"
 #include "colormac.h"
+#include "colortab.h"
 #include "context.h"
 #include "depth.h"
 #include "enable.h"
 #include "light.h"
 #include "lines.h"
 #include "matrix.h"
-#include "mem.h"
+#include "multisample.h"
 #include "points.h"
 #include "polygon.h"
+#include "scissor.h"
 #include "simple_list.h"
 #include "stencil.h"
+#include "texenv.h"
+#include "texgen.h"
 #include "texobj.h"
+#include "texparam.h"
 #include "texstate.h"
+#include "varray.h"
 #include "mtypes.h"
 #include "math/m_xform.h"
-#endif
 
+/**
+ * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
+ */
+struct texture_state
+{
+   struct gl_texture_attrib Texture;  /**< The usual context state */
+
+   /** to save per texture object state (wrap modes, filters, etc): */
+   struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
 
+   /**
+    * To save references to texture objects (so they don't get accidentally
+    * deleted while saved in the attribute stack).
+    */
+   struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
+};
 
 
-/*
+/**
  * Allocate a new attribute state node.  These nodes have a
  * "kind" value and a pointer to a struct of state data.
  */
@@ -72,45 +91,7 @@ new_attrib_node( GLbitfield kind )
 }
 
 
-
-/*
- * Copy texture object state from one texture object to another.
- */
-static void
-copy_texobj_state( struct gl_texture_object *dest,
-                   const struct gl_texture_object *src )
-{
-   dest->Name = src->Name;
-   /*
-   dest->Dimensions = src->Dimensions;
-   */
-   dest->Priority = src->Priority;
-   dest->BorderColor[0] = src->BorderColor[0];
-   dest->BorderColor[1] = src->BorderColor[1];
-   dest->BorderColor[2] = src->BorderColor[2];
-   dest->BorderColor[3] = src->BorderColor[3];
-   dest->WrapS = src->WrapS;
-   dest->WrapT = src->WrapT;
-   dest->WrapR = src->WrapR;
-   dest->MinFilter = src->MinFilter;
-   dest->MagFilter = src->MagFilter;
-   dest->MinLod = src->MinLod;
-   dest->MaxLod = src->MaxLod;
-   dest->BaseLevel = src->BaseLevel;
-   dest->MaxLevel = src->MaxLevel;
-   dest->MaxAnisotropy = src->MaxAnisotropy;
-   dest->CompareFlag = src->CompareFlag;
-   dest->CompareOperator = src->CompareOperator;
-   dest->ShadowAmbient = src->ShadowAmbient;
-   dest->_MaxLevel = src->_MaxLevel;
-   dest->_MaxLambda = src->_MaxLambda;
-   dest->Palette = src->Palette;
-   dest->Complete = src->Complete;
-}
-
-
-
-void
+void GLAPIENTRY
 _mesa_PushAttrib(GLbitfield mask)
 {
    struct gl_attrib_node *newnode;
@@ -142,9 +123,13 @@ _mesa_PushAttrib(GLbitfield mask)
    }
 
    if (mask & GL_COLOR_BUFFER_BIT) {
+      GLuint i;
       struct gl_colorbuffer_attrib *attr;
       attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
       MEMCPY( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
+      /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
+      for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
+         attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
       newnode = new_attrib_node( GL_COLOR_BUFFER_BIT );
       newnode->data = attr;
       newnode->next = head;
@@ -182,6 +167,9 @@ _mesa_PushAttrib(GLbitfield mask)
       attr->Blend = ctx->Color.BlendEnabled;
       attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
       attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
+      for (i = 0; i < COLORTABLE_MAX; i++) {
+         attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
+      }
       attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
       attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
       attr->Separable2D = ctx->Pixel.Separable2DEnabled;
@@ -189,7 +177,7 @@ _mesa_PushAttrib(GLbitfield mask)
       attr->DepthTest = ctx->Depth.Test;
       attr->Dither = ctx->Color.DitherFlag;
       attr->Fog = ctx->Fog.Enabled;
-      for (i=0;i<MAX_LIGHTS;i++) {
+      for (i = 0; i < ctx->Const.MaxLights; i++) {
          attr->Light[i] = ctx->Light.Light[i].Enabled;
       }
       attr->Lighting = ctx->Light.Enabled;
@@ -221,7 +209,6 @@ _mesa_PushAttrib(GLbitfield mask)
       MEMCPY(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
       attr->Normalize = ctx->Transform.Normalize;
       attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
-      attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
       attr->PointSmooth = ctx->Point.SmoothFlag;
       attr->PointSprite = ctx->Point.PointSprite;
       attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
@@ -232,14 +219,16 @@ _mesa_PushAttrib(GLbitfield mask)
       attr->RescaleNormals = ctx->Transform.RescaleNormals;
       attr->Scissor = ctx->Scissor.Enabled;
       attr->Stencil = ctx->Stencil.Enabled;
+      attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
       attr->MultisampleEnabled = ctx->Multisample.Enabled;
       attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
       attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
       attr->SampleCoverage = ctx->Multisample.SampleCoverage;
       attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
-      for (i=0; i<MAX_TEXTURE_UNITS; i++) {
+      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
          attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
          attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
+         attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
       }
       /* GL_NV_vertex_program */
       attr->VertexProgram = ctx->VertexProgram.Enabled;
@@ -316,6 +305,8 @@ _mesa_PushAttrib(GLbitfield mask)
       struct gl_pixel_attrib *attr;
       attr = MALLOC_STRUCT( gl_pixel_attrib );
       MEMCPY( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
+      /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
+      attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
       newnode = new_attrib_node( GL_PIXEL_MODE_BIT );
       newnode->data = attr;
       newnode->next = head;
@@ -373,28 +364,61 @@ _mesa_PushAttrib(GLbitfield mask)
    }
 
    if (mask & GL_TEXTURE_BIT) {
-      struct gl_texture_attrib *attr;
+      struct texture_state *texstate = CALLOC_STRUCT(texture_state);
       GLuint u;
-      /* Bump the texture object reference counts so that they don't
-       * inadvertantly get deleted.
+
+      if (!texstate) {
+         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
+         goto end;
+      }
+
+      _mesa_lock_context_textures(ctx);
+
+      /* copy/save the bulk of texture state here */
+      _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
+
+      /* Save references to the currently bound texture objects so they don't
+       * accidentally get deleted while referenced in the attribute stack.
        */
       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-        ctx->Texture.Unit[u].Current1D->RefCount++;
-        ctx->Texture.Unit[u].Current2D->RefCount++;
-        ctx->Texture.Unit[u].Current3D->RefCount++;
-        ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_INDEX],
+                                ctx->Texture.Unit[u].Current1D);
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_INDEX],
+                                ctx->Texture.Unit[u].Current2D);
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_3D_INDEX],
+                                ctx->Texture.Unit[u].Current3D);
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_CUBE_INDEX],
+                                ctx->Texture.Unit[u].CurrentCubeMap);
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_RECT_INDEX],
+                                ctx->Texture.Unit[u].CurrentRect);
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_ARRAY_INDEX],
+                                ctx->Texture.Unit[u].Current1DArray);
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_ARRAY_INDEX],
+                                ctx->Texture.Unit[u].Current2DArray);
       }
-      attr = MALLOC_STRUCT( gl_texture_attrib );
-      MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
-      /* copy state of the currently bound texture objects */
+
+      /* copy state/contents of the currently bound texture objects */
       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-         copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].Current1D);
-         copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
-         copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
-         copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
+         _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_INDEX],
+                                   ctx->Texture.Unit[u].Current1D);
+         _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_INDEX],
+                                   ctx->Texture.Unit[u].Current2D);
+         _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_3D_INDEX],
+                                   ctx->Texture.Unit[u].Current3D);
+         _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_CUBE_INDEX],
+                                   ctx->Texture.Unit[u].CurrentCubeMap);
+         _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_RECT_INDEX],
+                                   ctx->Texture.Unit[u].CurrentRect);
+         _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_ARRAY_INDEX],
+                                   ctx->Texture.Unit[u].Current1DArray);
+         _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_ARRAY_INDEX],
+                                   ctx->Texture.Unit[u].Current2DArray);
       }
+
+      _mesa_unlock_context_textures(ctx);
+
       newnode = new_attrib_node( GL_TEXTURE_BIT );
-      newnode->data = attr;
+      newnode->data = texstate;
       newnode->next = head;
       head = newnode;
    }
@@ -430,6 +454,7 @@ _mesa_PushAttrib(GLbitfield mask)
       head = newnode;
    }
 
+end:
    ctx->AttribStack[ctx->AttribStackDepth] = head;
    ctx->AttribStackDepth++;
 }
@@ -452,12 +477,21 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
    for (i=0;i<MAX_CLIP_PLANES;i++) {
       const GLuint mask = 1 << i;
       if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
-         _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
-                          (enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE);
+         _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
+                          (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
    }
 
    TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
                    GL_COLOR_MATERIAL);
+   TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
+                   enable->ColorTable[COLORTABLE_PRECONVOLUTION],
+                   GL_COLOR_TABLE);
+   TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
+                   enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
+                   GL_POST_CONVOLUTION_COLOR_TABLE);
+   TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
+                   enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
+                   GL_POST_COLOR_MATRIX_COLOR_TABLE);
    TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
    TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
    TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
@@ -524,11 +558,9 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
    TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
                    enable->RasterPositionUnclipped,
                    GL_RASTER_POSITION_UNCLIPPED_IBM);
-   TEST_AND_UPDATE(ctx->Pixel.PixelTextureEnabled, enable->PixelTexture,
-                   GL_POINT_SMOOTH);
    TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
                    GL_POINT_SMOOTH);
-   if (ctx->Extensions.NV_point_sprite) {
+   if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
       TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
                       GL_POINT_SPRITE_NV);
    }
@@ -544,6 +576,9 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
                    GL_POLYGON_STIPPLE);
    TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
    TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
+   if (ctx->Extensions.EXT_stencil_two_side) {
+      TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
+   }
    TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
                    GL_MULTISAMPLE_ARB);
    TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
@@ -558,16 +593,16 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
    TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
                    enable->SampleCoverageInvert,
                    GL_SAMPLE_COVERAGE_INVERT_ARB);
-   /* GL_NV_vertex_program */
+   /* GL_ARB_vertex_program, GL_NV_vertex_program */
    TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
                    enable->VertexProgram,
-                   GL_VERTEX_PROGRAM_NV);
+                   GL_VERTEX_PROGRAM_ARB);
    TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
                    enable->VertexProgramPointSize,
-                   GL_VERTEX_PROGRAM_POINT_SIZE_NV);
+                   GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
    TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
                    enable->VertexProgramTwoSide,
-                   GL_VERTEX_PROGRAM_TWO_SIDE_NV);
+                   GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
 
 #undef TEST_AND_UPDATE
 
@@ -580,11 +615,17 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
                (*ctx->Driver.ActiveTexture)(ctx, i);
             }
             (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
-                             (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
+                             (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
             (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
-                             (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
+                             (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
             (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
-                             (GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
+                             (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
+            if (ctx->Extensions.ARB_texture_cube_map)
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
+                          (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
+            if (ctx->Extensions.NV_texture_rectangle)
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
+                          (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
          }
       }
 
@@ -612,6 +653,9 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
                (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
          }
       }
+
+      /* GL_SGI_texture_color_table */
+      ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
    }
 
    if (ctx->Driver.ActiveTexture) {
@@ -620,25 +664,38 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
 }
 
 
+/**
+ * Pop/restore texture attribute/group state.
+ */
 static void
-pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
+pop_texture_group(GLcontext *ctx, struct texture_state *texstate)
 {
    GLuint u;
 
+   _mesa_lock_context_textures(ctx);
+
    for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-      const struct gl_texture_unit *unit = &texAttrib->Unit[u];
-      GLuint numObjs, i;
+      const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
+      GLuint tgt;
 
       _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
       _mesa_set_enable(ctx, GL_TEXTURE_1D,
-              (GLboolean) (unit->Enabled & TEXTURE0_1D ? GL_TRUE : GL_FALSE));
+                       (unit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE);
       _mesa_set_enable(ctx, GL_TEXTURE_2D,
-              (GLboolean) (unit->Enabled & TEXTURE0_2D ? GL_TRUE : GL_FALSE));
+                       (unit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE);
       _mesa_set_enable(ctx, GL_TEXTURE_3D,
-              (GLboolean) (unit->Enabled & TEXTURE0_3D ? GL_TRUE : GL_FALSE));
+                       (unit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE);
       if (ctx->Extensions.ARB_texture_cube_map) {
          _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
-             (GLboolean) (unit->Enabled & TEXTURE0_CUBE ? GL_TRUE : GL_FALSE));
+                     (unit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE);
+      }
+      if (ctx->Extensions.NV_texture_rectangle) {
+         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
+                     (unit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE);
+      }
+      if (ctx->Extensions.SGI_texture_color_table) {
+         _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
+                          unit->ColorTableEnabled);
       }
       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
       _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
@@ -650,78 +707,94 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
       _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
       _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
       _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
-      _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
-      _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
-      _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
-      _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
+      /* Eye plane done differently to avoid re-transformation */
+      {
+         struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
+         COPY_4FV(destUnit->EyePlaneS, unit->EyePlaneS);
+         COPY_4FV(destUnit->EyePlaneT, unit->EyePlaneT);
+         COPY_4FV(destUnit->EyePlaneR, unit->EyePlaneR);
+         COPY_4FV(destUnit->EyePlaneQ, unit->EyePlaneQ);
+         if (ctx->Driver.TexGen) {
+            ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->EyePlaneS);
+            ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->EyePlaneT);
+            ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->EyePlaneR);
+            ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
+         }
+      }
+      _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
+                       ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
+      _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
+                       ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
+      _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
+                       ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
+      _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
+                       ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
       if (ctx->Extensions.EXT_texture_lod_bias) {
          _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
                        GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
       }
       if (ctx->Extensions.EXT_texture_env_combine ||
           ctx->Extensions.ARB_texture_env_combine) {
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
-                       unit->CombineModeRGB);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
-                       unit->CombineModeA);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
-                       unit->CombineSourceRGB[0]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
-                       unit->CombineSourceRGB[1]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
-                       unit->CombineSourceRGB[2]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
-                       unit->CombineSourceA[0]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
-                       unit->CombineSourceA[1]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
-                       unit->CombineSourceA[2]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
-                       unit->CombineOperandRGB[0]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
-                       unit->CombineOperandRGB[1]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
-                       unit->CombineOperandRGB[2]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
-                       unit->CombineOperandA[0]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
-                       unit->CombineOperandA[1]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
-                       unit->CombineOperandA[2]);
-         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
-                       1 << unit->CombineScaleShiftRGB);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
+                       unit->Combine.ModeRGB);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
+                       unit->Combine.ModeA);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
+                       unit->Combine.SourceRGB[0]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
+                       unit->Combine.SourceRGB[1]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
+                       unit->Combine.SourceRGB[2]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
+                       unit->Combine.SourceA[0]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
+                       unit->Combine.SourceA[1]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
+                       unit->Combine.SourceA[2]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
+                       unit->Combine.OperandRGB[0]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
+                       unit->Combine.OperandRGB[1]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
+                       unit->Combine.OperandRGB[2]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
+                       unit->Combine.OperandA[0]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
+                       unit->Combine.OperandA[1]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
+                       unit->Combine.OperandA[2]);
+         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
+                       1 << unit->Combine.ScaleShiftRGB);
          _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
-                       1 << unit->CombineScaleShiftA);
+                       1 << unit->Combine.ScaleShiftA);
       }
 
-      /* Restore texture object state */
-      numObjs = ctx->Extensions.ARB_texture_cube_map ? 4 : 3;
-
-      for (i = 0; i < numObjs; i++) {
-         GLenum target = 0;
+      /* Restore texture object state for each target */
+      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
          const struct gl_texture_object *obj = NULL;
          GLfloat bordColor[4];
+         GLenum target;
 
-         switch (i) {
-         case 0:
-            target = GL_TEXTURE_1D;
-            obj = &unit->Saved1D;
-            break;
-         case 1:
-            target = GL_TEXTURE_2D;
-            obj = &unit->Saved2D;
-            break;
-         case 2:
-            target = GL_TEXTURE_3D;
-            obj = &unit->Saved3D;
-            break;
-         case 3:
-            target = GL_TEXTURE_CUBE_MAP_ARB;
-            obj = &unit->SavedCubeMap;
-            break;
-         default:
-            ; /* silence warnings */
+         obj = &texstate->SavedObj[u][tgt];
+
+         /* don't restore state for unsupported targets to prevent
+          * raising GL errors.
+          */
+         if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
+             !ctx->Extensions.ARB_texture_cube_map) {
+            continue;
+         }
+         else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
+                  !ctx->Extensions.NV_texture_rectangle) {
+            continue;
          }
+         else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
+                   obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
+                  !ctx->Extensions.MESA_texture_array) {
+            continue;
+         }
+
+         target = obj->Target;
 
          _mesa_BindTexture(target, obj->Name);
 
@@ -730,8 +803,8 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
          bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
          bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);
 
-         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
          _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
+         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
          _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
          _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
          _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
@@ -739,38 +812,29 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
          _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
          _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
          _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
+         _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, obj->LodBias);
          _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
-         _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
+         if (target != GL_TEXTURE_RECTANGLE_ARB)
+            _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
          if (ctx->Extensions.EXT_texture_filter_anisotropic) {
             _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
                                 obj->MaxAnisotropy);
          }
-         if (ctx->Extensions.SGIX_shadow) {
-            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
-                                obj->CompareFlag);
-            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
-                                obj->CompareOperator);
-         }
-         if (ctx->Extensions.SGIX_shadow_ambient) {
-            _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
-                                CHAN_TO_FLOAT(obj->ShadowAmbient));
+         if (ctx->Extensions.ARB_shadow_ambient) {
+            _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
+                                obj->CompareFailValue);
          }
+      }
 
+      /* remove saved references to the texture objects */
+      for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+         _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
       }
    }
-   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
-                          + texAttrib->CurrentUnit);
 
-   /* "un-bump" the texture object reference counts.  We did that so they
-    * wouldn't inadvertantly get deleted while they were still referenced
-    * inside the attribute state stack.
-    */
-   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-      ctx->Texture.Unit[u].Current1D->RefCount--;
-      ctx->Texture.Unit[u].Current2D->RefCount--;
-      ctx->Texture.Unit[u].Current3D->RefCount--;
-      ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
-   }
+   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
+
+   _mesa_unlock_context_textures(ctx);
 }
 
 
@@ -784,7 +848,7 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
  * We could at least check if the value to restore equals the current value
  * and then skip the Mesa call.
  */
-void
+void GLAPIENTRY
 _mesa_PopAttrib(void)
 {
    struct gl_attrib_node *attr, *next;
@@ -822,25 +886,61 @@ _mesa_PopAttrib(void)
                const struct gl_colorbuffer_attrib *color;
                color = (const struct gl_colorbuffer_attrib *) attr->data;
                _mesa_ClearIndex((GLfloat) color->ClearIndex);
-               _mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
-                                CHAN_TO_FLOAT(color->ClearColor[1]),
-                                CHAN_TO_FLOAT(color->ClearColor[2]),
-                                CHAN_TO_FLOAT(color->ClearColor[3]));
+               _mesa_ClearColor(color->ClearColor[0],
+                                color->ClearColor[1],
+                                color->ClearColor[2],
+                                color->ClearColor[3]);
                _mesa_IndexMask(color->IndexMask);
                _mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
                                (GLboolean) (color->ColorMask[1] != 0),
                                (GLboolean) (color->ColorMask[2] != 0),
                                (GLboolean) (color->ColorMask[3] != 0));
-               _mesa_DrawBuffer(color->DrawBuffer);
+               {
+                  /* Need to determine if more than one color output is
+                   * specified.  If so, call glDrawBuffersARB, else call
+                   * glDrawBuffer().  This is a subtle, but essential point
+                   * since GL_FRONT (for example) is illegal for the former
+                   * function, but legal for the later.
+                   */
+                  GLboolean multipleBuffers = GL_FALSE;
+                 GLuint i;
+
+                 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
+                    if (color->DrawBuffer[i] != GL_NONE) {
+                       multipleBuffers = GL_TRUE;
+                       break;
+                    }
+                  }
+                  /* Call the API_level functions, not _mesa_drawbuffers()
+                   * since we need to do error checking on the pop'd
+                   * GL_DRAW_BUFFER.
+                   * Ex: if GL_FRONT were pushed, but we're popping with a
+                   * user FBO bound, GL_FRONT will be illegal and we'll need
+                   * to record that error.  Per OpenGL ARB decision.
+                   */
+                  if (multipleBuffers)
+                     _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
+                                          color->DrawBuffer);
+                  else
+                     _mesa_DrawBuffer(color->DrawBuffer[0]);
+               }
                _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
-               _mesa_AlphaFunc(color->AlphaFunc,
-                               CHAN_TO_FLOAT(color->AlphaRef));
+               _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
                _mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
                _mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
                                           color->BlendDstRGB,
                                           color->BlendSrcA,
                                           color->BlendDstA);
-               _mesa_BlendEquation(color->BlendEquation);
+              /* This special case is because glBlendEquationSeparateEXT
+               * cannot take GL_LOGIC_OP as a parameter.
+               */
+              if ( color->BlendEquationRGB == color->BlendEquationA ) {
+                 _mesa_BlendEquation(color->BlendEquationRGB);
+              }
+              else {
+                 _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
+                                                color->BlendEquationA);
+              }
                _mesa_BlendColor(color->BlendColor[0],
                                 color->BlendColor[1],
                                 color->BlendColor[2],
@@ -866,9 +966,6 @@ _mesa_PopAttrib(void)
                _mesa_ClearDepth(depth->Clear);
                _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
                _mesa_DepthMask(depth->Mask);
-               if (ctx->Extensions.HP_occlusion_test)
-                  _mesa_set_enable(ctx, GL_OCCLUSION_TEST_HP,
-                                   depth->OcclusionTest);
             }
             break;
          case GL_ENABLE_BIT:
@@ -908,9 +1005,8 @@ _mesa_PopAttrib(void)
                _mesa_Hint(GL_FOG_HINT, hint->Fog);
                _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
                           hint->ClipVolumeClipping);
-               if (ctx->Extensions.ARB_texture_compression)
-                  _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
-                             hint->TextureCompression);
+              _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
+                         hint->TextureCompression);
             }
             break;
          case GL_LIGHTING_BIT:
@@ -921,30 +1017,25 @@ _mesa_PopAttrib(void)
                /* lighting enable */
                _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
                /* per-light state */
-
-              if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) 
-                 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+               if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
+                  _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
               
-               for (i = 0; i < MAX_LIGHTS; i++) {
-                  GLenum lgt = (GLenum) (GL_LIGHT0 + i);
+               for (i = 0; i < ctx->Const.MaxLights; i++) {
                  const struct gl_light *l = &light->Light[i];
-                 GLfloat tmp[4];
-                  _mesa_set_enable(ctx, lgt, l->Enabled);
-                 _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
-                 _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
-                 _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
-                 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
-                 _mesa_Lightfv( lgt, GL_POSITION, tmp );
-                 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
-                 _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
-                 _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
-                 _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
-                 _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION, 
-                                &l->ConstantAttenuation );
-                 _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION, 
-                                &l->LinearAttenuation );
-                 _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION, 
-                                &l->QuadraticAttenuation );
+                  _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
+                 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
+                 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
+                 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
+                 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
+                 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
+                 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
+                 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
+                 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
+                              &l->ConstantAttenuation);
+                 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
+                              &l->LinearAttenuation);
+                 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
+                              &l->QuadraticAttenuation);
                }
                /* light model */
                _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
@@ -955,9 +1046,6 @@ _mesa_PopAttrib(void)
                                  (GLfloat) light->Model.TwoSide);
                _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
                                  (GLfloat) light->Model.ColorControl);
-               /* materials */
-               MEMCPY(ctx->Light.Material, light->Material,
-                      2 * sizeof(struct gl_material));
                /* shade model */
                _mesa_ShadeModel(light->ShadeModel);
                /* color material */
@@ -965,6 +1053,9 @@ _mesa_PopAttrib(void)
                                    light->ColorMaterialMode);
                _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
                                 light->ColorMaterialEnabled);
+               /* materials */
+               MEMCPY(&ctx->Light.Material, &light->Material,
+                      sizeof(struct gl_material));
             }
             break;
          case GL_LINE_BIT:
@@ -982,6 +1073,8 @@ _mesa_PopAttrib(void)
             break;
          case GL_PIXEL_MODE_BIT:
             MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
+            /* XXX what other pixel state needs to be set by function calls? */
+            _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
            ctx->NewState |= _NEW_PIXEL;
             break;
          case GL_POINT_BIT:
@@ -990,21 +1083,29 @@ _mesa_PopAttrib(void)
                point = (const struct gl_point_attrib *) attr->data;
                _mesa_PointSize(point->Size);
                _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
-               _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+               if (ctx->Extensions.EXT_point_parameters) {
+                  _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
                                          point->Params);
-               _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize);
-               _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize);
-               _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
+                  _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
+                                        point->MinSize);
+                  _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
+                                        point->MaxSize);
+                  _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
                                         point->Threshold);
-               if (ctx->Extensions.NV_point_sprite) {
+               }
+               if (ctx->Extensions.NV_point_sprite
+                  || ctx->Extensions.ARB_point_sprite) {
                   GLuint u;
                   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
                      _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
                                    (GLint) point->CoordReplace[u]);
                   }
                   _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
-                  _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
-                                          ctx->Point.SpriteRMode);
+                  if (ctx->Extensions.NV_point_sprite)
+                     _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
+                                           ctx->Point.SpriteRMode);
+                  _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
+                                        (GLfloat)ctx->Point.SpriteOrigin);
                }
             }
             break;
@@ -1050,11 +1151,30 @@ _mesa_PopAttrib(void)
                stencil = (const struct gl_stencil_attrib *) attr->data;
                _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
                _mesa_ClearStencil(stencil->Clear);
-               _mesa_StencilFunc(stencil->Function, stencil->Ref,
-                                 stencil->ValueMask);
-               _mesa_StencilMask(stencil->WriteMask);
-               _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc,
-                               stencil->ZPassFunc);
+               if (ctx->Extensions.EXT_stencil_two_side) {
+                  _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
+                                   stencil->TestTwoSide);
+                  _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
+                                             ? GL_BACK : GL_FRONT);
+               }
+               /* front state */
+               _mesa_StencilFuncSeparate(GL_FRONT,
+                                         stencil->Function[0],
+                                         stencil->Ref[0],
+                                         stencil->ValueMask[0]);
+               _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
+               _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
+                                       stencil->ZFailFunc[0],
+                                       stencil->ZPassFunc[0]);
+               /* back state */
+               _mesa_StencilFuncSeparate(GL_BACK,
+                                         stencil->Function[1],
+                                         stencil->Ref[1],
+                                         stencil->ValueMask[1]);
+               _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
+               _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
+                                       stencil->ZFailFunc[1],
+                                       stencil->ZPassFunc[1]);
             }
             break;
          case GL_TRANSFORM_BIT:
@@ -1063,8 +1183,7 @@ _mesa_PopAttrib(void)
                const struct gl_transform_attrib *xform;
                xform = (const struct gl_transform_attrib *) attr->data;
                _mesa_MatrixMode(xform->MatrixMode);
-
-               if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
+               if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
                   _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
 
                /* restore clip planes */
@@ -1093,9 +1212,9 @@ _mesa_PopAttrib(void)
          case GL_TEXTURE_BIT:
             /* Take care of texture object reference counters */
             {
-               const struct gl_texture_attrib *texture;
-               texture = (const struct gl_texture_attrib *) attr->data;
-               pop_texture_group(ctx, texture);
+               struct texture_state *texstate
+                  = (struct texture_state *) attr->data;
+               pop_texture_group(ctx, texstate);
               ctx->NewState |= _NEW_TEXTURE;
             }
             break;
@@ -1129,11 +1248,56 @@ _mesa_PopAttrib(void)
 }
 
 
+/**
+ * Helper for incrementing/decrementing vertex buffer object reference
+ * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
+ */
+static void
+adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
+{
+   GLuint i;
+   array->ArrayObj->Vertex.BufferObj->RefCount += step;
+   array->ArrayObj->Normal.BufferObj->RefCount += step;
+   array->ArrayObj->Color.BufferObj->RefCount += step;
+   array->ArrayObj->SecondaryColor.BufferObj->RefCount += step;
+   array->ArrayObj->FogCoord.BufferObj->RefCount += step;
+   array->ArrayObj->Index.BufferObj->RefCount += step;
+   array->ArrayObj->EdgeFlag.BufferObj->RefCount += step;
+   for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
+      array->ArrayObj->TexCoord[i].BufferObj->RefCount += step;
+   for (i = 0; i < VERT_ATTRIB_MAX; i++)
+      array->ArrayObj->VertexAttrib[i].BufferObj->RefCount += step;
+}
+
+
+/**
+ * Copy gl_pixelstore_attrib from src to dst, updating buffer
+ * object refcounts.
+ */
+static void
+copy_pixelstore(GLcontext *ctx,
+                struct gl_pixelstore_attrib *dst,
+                const struct gl_pixelstore_attrib *src)
+{
+   dst->Alignment = src->Alignment;
+   dst->RowLength = src->RowLength;
+   dst->SkipPixels = src->SkipPixels;
+   dst->SkipRows = src->SkipRows;
+   dst->ImageHeight = src->ImageHeight;
+   dst->SkipImages = src->SkipImages;
+   dst->SwapBytes = src->SwapBytes;
+   dst->LsbFirst = src->LsbFirst;
+   dst->ClientStorage = src->ClientStorage;
+   dst->Invert = src->Invert;
+   _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
+}
+
+
 #define GL_CLIENT_PACK_BIT (1<<20)
 #define GL_CLIENT_UNPACK_BIT (1<<21)
 
 
-void
+void GLAPIENTRY
 _mesa_PushClientAttrib(GLbitfield mask)
 {
    struct gl_attrib_node *newnode;
@@ -1147,35 +1311,53 @@ _mesa_PushClientAttrib(GLbitfield mask)
       return;
    }
 
-   /* Build linked list of attribute nodes which save all attribute */
-   /* groups specified by the mask. */
+   /* Build linked list of attribute nodes which save all attribute
+    * groups specified by the mask.
+    */
    head = NULL;
 
    if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
       struct gl_pixelstore_attrib *attr;
       /* packing attribs */
-      attr = MALLOC_STRUCT( gl_pixelstore_attrib );
-      MEMCPY( attr, &ctx->Pack, sizeof(struct gl_pixelstore_attrib) );
+      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
+      copy_pixelstore(ctx, attr, &ctx->Pack);
       newnode = new_attrib_node( GL_CLIENT_PACK_BIT );
       newnode->data = attr;
       newnode->next = head;
       head = newnode;
       /* unpacking attribs */
-      attr = MALLOC_STRUCT( gl_pixelstore_attrib );
-      MEMCPY( attr, &ctx->Unpack, sizeof(struct gl_pixelstore_attrib) );
+      attr = CALLOC_STRUCT( gl_pixelstore_attrib );
+      copy_pixelstore(ctx, attr, &ctx->Unpack);
       newnode = new_attrib_node( GL_CLIENT_UNPACK_BIT );
       newnode->data = attr;
       newnode->next = head;
       head = newnode;
    }
+
    if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
       struct gl_array_attrib *attr;
+      struct gl_array_object *obj;
+
       attr = MALLOC_STRUCT( gl_array_attrib );
+      obj = MALLOC_STRUCT( gl_array_object );
+
+#if FEATURE_ARB_vertex_buffer_object
+      /* increment ref counts since we're copying pointers to these objects */
+      ctx->Array.ArrayBufferObj->RefCount++;
+      ctx->Array.ElementArrayBufferObj->RefCount++;
+#endif
+
       MEMCPY( attr, &ctx->Array, sizeof(struct gl_array_attrib) );
+      MEMCPY( obj, ctx->Array.ArrayObj, sizeof(struct gl_array_object) );
+
+      attr->ArrayObj = obj;
+
       newnode = new_attrib_node( GL_CLIENT_VERTEX_ARRAY_BIT );
       newnode->data = attr;
       newnode->next = head;
       head = newnode;
+      /* bump reference counts on buffer objects */
+      adjust_buffer_object_ref_counts(&ctx->Array, 1);
    }
 
    ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
@@ -1185,10 +1367,10 @@ _mesa_PushClientAttrib(GLbitfield mask)
 
 
 
-void
+void GLAPIENTRY
 _mesa_PopClientAttrib(void)
 {
-   struct gl_attrib_node *attr, *next;
+   struct gl_attrib_node *node, *next;
 
    GET_CURRENT_CONTEXT(ctx);
    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
@@ -1199,33 +1381,114 @@ _mesa_PopClientAttrib(void)
    }
 
    ctx->ClientAttribStackDepth--;
-   attr = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
+   node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
 
-   while (attr) {
-      switch (attr->kind) {
+   while (node) {
+      switch (node->kind) {
          case GL_CLIENT_PACK_BIT:
-            MEMCPY( &ctx->Pack, attr->data,
-                    sizeof(struct gl_pixelstore_attrib) );
+            {
+               struct gl_pixelstore_attrib *store =
+                  (struct gl_pixelstore_attrib *) node->data;
+               copy_pixelstore(ctx, &ctx->Pack, store);
+               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
+            }
            ctx->NewState |= _NEW_PACKUNPACK;
             break;
          case GL_CLIENT_UNPACK_BIT:
-            MEMCPY( &ctx->Unpack, attr->data,
-                    sizeof(struct gl_pixelstore_attrib) );
+            {
+               struct gl_pixelstore_attrib *store =
+                  (struct gl_pixelstore_attrib *) node->data;
+               copy_pixelstore(ctx, &ctx->Unpack, store);
+               _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
+            }
            ctx->NewState |= _NEW_PACKUNPACK;
             break;
-         case GL_CLIENT_VERTEX_ARRAY_BIT:
-            MEMCPY( &ctx->Array, attr->data,
-                   sizeof(struct gl_array_attrib) );
+         case GL_CLIENT_VERTEX_ARRAY_BIT: {
+           struct gl_array_attrib * data =
+             (struct gl_array_attrib *) node->data;
+
+            adjust_buffer_object_ref_counts(&ctx->Array, -1);
+        
+            ctx->Array.ActiveTexture = data->ActiveTexture;
+           if (data->LockCount != 0)
+              _mesa_LockArraysEXT(data->LockFirst, data->LockCount);
+           else if (ctx->Array.LockCount)
+              _mesa_UnlockArraysEXT();
+
+           _mesa_BindVertexArrayAPPLE( data->ArrayObj->Name );
+           
+#if FEATURE_ARB_vertex_buffer_object
+            _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
+                                data->ArrayBufferObj->Name);
+            _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
+                                data->ElementArrayBufferObj->Name);
+#endif
+
+           MEMCPY( ctx->Array.ArrayObj, data->ArrayObj,
+                   sizeof( struct gl_array_object ) );
+
+           FREE( data->ArrayObj );
+           
+           /* FIXME: Should some bits in ctx->Array->NewState also be set
+            * FIXME: here?  It seems like it should be set to inclusive-or
+            * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
+            */
+
            ctx->NewState |= _NEW_ARRAY;
             break;
+        }
          default:
             _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
             break;
       }
 
-      next = attr->next;
-      FREE( attr->data );
-      FREE( attr );
-      attr = next;
+      next = node->next;
+      FREE( node->data );
+      FREE( node );
+      node = next;
+   }
+}
+
+
+/**
+ * Free any attribute state data that might be attached to the context.
+ */
+void
+_mesa_free_attrib_data(GLcontext *ctx)
+{
+   while (ctx->AttribStackDepth > 0) {
+      struct gl_attrib_node *attr, *next;
+
+      ctx->AttribStackDepth--;
+      attr = ctx->AttribStack[ctx->AttribStackDepth];
+
+      while (attr) {
+         if (attr->kind == GL_TEXTURE_BIT) {
+            struct texture_state *texstate = (struct texture_state*)attr->data;
+            GLuint u, tgt;
+            /* clear references to the saved texture objects */
+            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+               for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+                  _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
+               }
+            }
+         }
+         else {
+            /* any other chunks of state that requires special handling? */
+         }
+
+         next = attr->next;
+         _mesa_free(attr->data);
+         _mesa_free(attr);
+         attr = next;
+      }
    }
 }
+
+
+void _mesa_init_attrib( GLcontext *ctx )
+{
+   /* Renderer and client attribute stacks */
+   ctx->AttribStackDepth = 0;
+   ctx->ClientAttribStackDepth = 0;
+}