Header file clean-up:
[mesa.git] / src / mesa / main / attrib.c
index 70c5141a2006f973488728ef393aad888d4576c7..aabea8c066a9659a3ed1cc79c72777c6d582656e 100644 (file)
@@ -1,21 +1,21 @@
-/* $Id: attrib.c,v 1.12 1999/11/22 18:28:39 brianp Exp $ */
+/* $Id: attrib.c,v 1.75 2002/10/24 23:57:19 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
- * Version:  3.1
- * 
- * Copyright (C) 1999  Brian Paul   All Rights Reserved.
- * 
+ * Version:  4.1
+ *
+ * Copyright (C) 1999-2002  Brian Paul   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"),
  * 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 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
  * 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 "attrib.h"
+#include "blend.h"
+#include "buffers.h"
+#include "colormac.h"
 #include "context.h"
-#include "glmisc.h"
+#include "depth.h"
 #include "enable.h"
 #include "enums.h"
-#include "mem.h"
+#include "fog.h"
+#include "hint.h"
+#include "light.h"
+#include "lines.h"
+#include "matrix.h"
+#include "points.h"
+#include "polygon.h"
 #include "simple_list.h"
+#include "stencil.h"
+#include "texobj.h"
 #include "texstate.h"
-#include "types.h"
-#endif
-
-
+#include "mtypes.h"
+#include "math/m_xform.h"
 
 
 /*
  * Allocate a new attribute state node.  These nodes have a
  * "kind" value and a pointer to a struct of state data.
  */
-static struct gl_attrib_node *new_attrib_node( GLbitfield kind )
+static struct gl_attrib_node *
+new_attrib_node( GLbitfield kind )
 {
    struct gl_attrib_node *an = MALLOC_STRUCT(gl_attrib_node);
    if (an) {
@@ -57,53 +65,20 @@ static struct gl_attrib_node *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->P = src->P;
-   dest->M = src->M;
-   dest->MinMagThresh = src->MinMagThresh;
-   dest->Palette = src->Palette;
-   dest->Complete = src->Complete;
-   dest->SampleFunc = src->SampleFunc;
-}
-
-
-
-void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
+void
+_mesa_PushAttrib(GLbitfield mask)
 {
    struct gl_attrib_node *newnode;
    struct gl_attrib_node *head;
 
-   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushAttrib");
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
 
-   if (MESA_VERBOSE&VERBOSE_API)
-      fprintf(stderr, "glPushAttrib %x\n", mask);
+   if (MESA_VERBOSE & VERBOSE_API)
+      _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
 
-   if (ctx->AttribStackDepth>=MAX_ATTRIB_STACK_DEPTH) {
-      gl_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
+   if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
+      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
       return;
    }
 
@@ -133,6 +108,7 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
 
    if (mask & GL_CURRENT_BIT) {
       struct gl_current_attrib *attr;
+      FLUSH_CURRENT( ctx, 0 );
       attr = MALLOC_STRUCT( gl_current_attrib );
       MEMCPY( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
       newnode = new_attrib_node( GL_CURRENT_BIT );
@@ -159,10 +135,11 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
       attr->AlphaTest = ctx->Color.AlphaEnabled;
       attr->AutoNormal = ctx->Eval.AutoNormal;
       attr->Blend = ctx->Color.BlendEnabled;
-      for (i=0;i<MAX_CLIP_PLANES;i++) {
-         attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
-      }
+      attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
       attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
+      attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
+      attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
+      attr->Separable2D = ctx->Pixel.Separable2DEnabled;
       attr->CullFace = ctx->Polygon.CullFlag;
       attr->DepthTest = ctx->Depth.Test;
       attr->Dither = ctx->Color.DitherFlag;
@@ -173,6 +150,8 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
       attr->Lighting = ctx->Light.Enabled;
       attr->LineSmooth = ctx->Line.SmoothFlag;
       attr->LineStipple = ctx->Line.StippleFlag;
+      attr->Histogram = ctx->Pixel.HistogramEnabled;
+      attr->MinMax = ctx->Pixel.MinMaxEnabled;
       attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
       attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
       attr->Map1Color4 = ctx->Eval.Map1Color4;
@@ -184,6 +163,7 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
       attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
       attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
       attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
+      MEMCPY(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
       attr->Map2Color4 = ctx->Eval.Map2Color4;
       attr->Map2Index = ctx->Eval.Map2Index;
       attr->Map2Normal = ctx->Eval.Map2Normal;
@@ -193,8 +173,12 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
       attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
       attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
       attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
+      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;
       attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
       attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
@@ -203,10 +187,19 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
       attr->RescaleNormals = ctx->Transform.RescaleNormals;
       attr->Scissor = ctx->Scissor.Enabled;
       attr->Stencil = ctx->Stencil.Enabled;
-      attr->Texture = ctx->Texture.Enabled;
+      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++) {
+         attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
          attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
       }
+      /* GL_NV_vertex_program */
+      attr->VertexProgram = ctx->VertexProgram.Enabled;
+      attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
+      attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
       newnode = new_attrib_node( GL_ENABLE_BIT );
       newnode->data = attr;
       newnode->next = head;
@@ -245,6 +238,7 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
 
    if (mask & GL_LIGHTING_BIT) {
       struct gl_light_attrib *attr;
+      FLUSH_CURRENT(ctx, 0);   /* flush material changes */
       attr = MALLOC_STRUCT( gl_light_attrib );
       MEMCPY( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
       newnode = new_attrib_node( GL_LIGHTING_BIT );
@@ -336,19 +330,30 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
    if (mask & GL_TEXTURE_BIT) {
       struct gl_texture_attrib *attr;
       GLuint u;
-      /* Take care of texture object reference counters */
+      /* Bump the texture object reference counts so that they don't
+       * inadvertantly get deleted.
+       */
       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-        ctx->Texture.Unit[u].CurrentD[1]->RefCount++;
-        ctx->Texture.Unit[u].CurrentD[2]->RefCount++;
-        ctx->Texture.Unit[u].CurrentD[3]->RefCount++;
+        ctx->Texture.Unit[u].Current1D->RefCount++;
+        ctx->Texture.Unit[u].Current2D->RefCount++;
+        ctx->Texture.Unit[u].Current3D->RefCount++;
+        ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
+        ctx->Texture.Unit[u].CurrentRect->RefCount++;
       }
       attr = MALLOC_STRUCT( gl_texture_attrib );
       MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
       /* copy state of the currently bound texture objects */
       for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-         copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].CurrentD[1]);
-         copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].CurrentD[2]);
-         copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].CurrentD[3]);
+         _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
+                                   attr->Unit[u].Current1D);
+         _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
+                                   attr->Unit[u].Current2D);
+         _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
+                                   attr->Unit[u].Current3D);
+         _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
+                                   attr->Unit[u].CurrentCubeMap);
+         _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
+                                   attr->Unit[u].CurrentRect);
       }
       newnode = new_attrib_node( GL_TEXTURE_BIT );
       newnode->data = attr;
@@ -376,25 +381,398 @@ void gl_PushAttrib( GLcontext* ctx, GLbitfield mask )
       head = newnode;
    }
 
+   /* GL_ARB_multisample */
+   if (mask & GL_MULTISAMPLE_BIT_ARB) {
+      struct gl_multisample_attrib *attr;
+      attr = MALLOC_STRUCT( gl_multisample_attrib );
+      MEMCPY( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
+      newnode = new_attrib_node( GL_MULTISAMPLE_BIT_ARB );
+      newnode->data = attr;
+      newnode->next = head;
+      head = newnode;
+   }
+
    ctx->AttribStack[ctx->AttribStackDepth] = head;
    ctx->AttribStackDepth++;
 }
 
 
 
+static void
+pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
+{
+   GLuint i;
+
+#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)         \
+       if ((VALUE) != (NEWVALUE)) {                    \
+          _mesa_set_enable( ctx, ENUM, (NEWVALUE) );   \
+       }
+
+   TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
+   TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
+
+   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),
+                          (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
+   }
+
+   TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
+                   GL_COLOR_MATERIAL);
+   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);
+   TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
+                   GL_CONVOLUTION_1D);
+   TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
+                   GL_CONVOLUTION_2D);
+   TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
+                   GL_SEPARABLE_2D);
+   TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
+   TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
+   TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
+   TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
+                   GL_LINE_STIPPLE);
+   TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
+                   GL_INDEX_LOGIC_OP);
+   TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
+                   GL_COLOR_LOGIC_OP);
+
+   TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
+   TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
+   TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
+   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
+                   GL_MAP1_TEXTURE_COORD_1);
+   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
+                   GL_MAP1_TEXTURE_COORD_2);
+   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
+                   GL_MAP1_TEXTURE_COORD_3);
+   TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
+                   GL_MAP1_TEXTURE_COORD_4);
+   TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
+                   GL_MAP1_VERTEX_3);
+   TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
+                   GL_MAP1_VERTEX_4);
+   for (i = 0; i < 16; i++) {
+      TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
+                      GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
+   }
+
+   TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
+   TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
+   TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
+   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
+                   GL_MAP2_TEXTURE_COORD_1);
+   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
+                   GL_MAP2_TEXTURE_COORD_2);
+   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
+                   GL_MAP2_TEXTURE_COORD_3);
+   TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
+                   GL_MAP2_TEXTURE_COORD_4);
+   TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
+                   GL_MAP2_VERTEX_3);
+   TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
+                   GL_MAP2_VERTEX_4);
+   for (i = 0; i < 16; i++) {
+      TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
+                      GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
+   }
+
+   TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
+   TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
+   TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
+                   GL_RESCALE_NORMAL_EXT);
+   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) {
+      TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
+                      GL_POINT_SPRITE_NV);
+   }
+   TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
+                   GL_POLYGON_OFFSET_POINT);
+   TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
+                   GL_POLYGON_OFFSET_LINE);
+   TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
+                   GL_POLYGON_OFFSET_FILL);
+   TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
+                   GL_POLYGON_SMOOTH);
+   TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
+                   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);
+   /* XXX two-sided stencil */
+   TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
+                   GL_MULTISAMPLE_ARB);
+   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
+                   enable->SampleAlphaToCoverage,
+                   GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
+   TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
+                   enable->SampleAlphaToOne,
+                   GL_SAMPLE_ALPHA_TO_ONE_ARB);
+   TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
+                   enable->SampleCoverage,
+                   GL_SAMPLE_COVERAGE_ARB);
+   TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
+                   enable->SampleCoverageInvert,
+                   GL_SAMPLE_COVERAGE_INVERT_ARB);
+   /* GL_NV_vertex_program */
+   TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
+                   enable->VertexProgram,
+                   GL_VERTEX_PROGRAM_NV);
+   TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
+                   enable->VertexProgramPointSize,
+                   GL_VERTEX_PROGRAM_POINT_SIZE_NV);
+   TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
+                   enable->VertexProgramTwoSide,
+                   GL_VERTEX_PROGRAM_TWO_SIDE_NV);
+
+#undef TEST_AND_UPDATE
+
+   /* texture unit enables */
+   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+      if (ctx->Texture.Unit[i].Enabled != enable->Texture[i]) {
+         ctx->Texture.Unit[i].Enabled = enable->Texture[i];
+         if (ctx->Driver.Enable) {
+            if (ctx->Driver.ActiveTexture) {
+               (*ctx->Driver.ActiveTexture)(ctx, i);
+            }
+            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
+                             (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
+            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
+                             (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
+            (*ctx->Driver.Enable)( ctx, GL_TEXTURE_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) );
+         }
+      }
+
+      if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
+         ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
+         if (ctx->Driver.Enable) {
+            if (ctx->Driver.ActiveTexture) {
+               (*ctx->Driver.ActiveTexture)(ctx, i);
+            }
+            if (enable->TexGen[i] & S_BIT)
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
+            else
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
+            if (enable->TexGen[i] & T_BIT)
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
+            else
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
+            if (enable->TexGen[i] & R_BIT)
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
+            else
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
+            if (enable->TexGen[i] & Q_BIT)
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
+            else
+               (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
+         }
+      }
+   }
+
+   if (ctx->Driver.ActiveTexture) {
+      (*ctx->Driver.ActiveTexture)(ctx, ctx->Texture.CurrentUnit);
+   }
+}
+
+
+static void
+pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
+{
+   GLuint u;
+
+   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+      const struct gl_texture_unit *unit = &texAttrib->Unit[u];
+      GLuint i;
+
+      _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
+      _mesa_set_enable(ctx, GL_TEXTURE_1D,
+              (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
+      _mesa_set_enable(ctx, GL_TEXTURE_2D,
+              (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
+      _mesa_set_enable(ctx, GL_TEXTURE_3D,
+              (GLboolean) (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 & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
+      }
+      if (ctx->Extensions.NV_texture_rectangle) {
+         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
+             (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
+      }
+      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
+      _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
+      _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
+      _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
+      _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
+      _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
+      _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
+      _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);
+      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_ALPHA_SCALE,
+                       1 << unit->CombineScaleShiftA);
+      }
+
+      /* Restore texture object state */
+      for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
+         GLenum target = 0;
+         const struct gl_texture_object *obj = NULL;
+         GLfloat bordColor[4];
+
+         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:
+            if (!ctx->Extensions.ARB_texture_cube_map)
+               continue;
+            target = GL_TEXTURE_CUBE_MAP_ARB;
+            obj = &unit->SavedCubeMap;
+            break;
+         case 4:
+            if (!ctx->Extensions.NV_texture_rectangle)
+               continue;
+            target = GL_TEXTURE_RECTANGLE_NV;
+            obj = &unit->SavedRect;
+            break;
+         default:
+            ; /* silence warnings */
+         }
+
+         _mesa_BindTexture(target, obj->Name);
+
+         bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
+         bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
+         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_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);
+         _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
+         _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_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
+         _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,
+                                obj->ShadowAmbient);
+         }
+
+      }
+   }
+   _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--;
+      ctx->Texture.Unit[u].CurrentRect->RefCount--;
+   }
+}
+
+
 /*
  * This function is kind of long just because we have to call a lot
  * of device driver functions to update device driver state.
+ *
+ * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
+ * in order to restore GL state.  This isn't terribly efficient but it
+ * ensures that dirty flags and any derived state gets updated correctly.
+ * We could at least check if the value to restore equals the current value
+ * and then skip the Mesa call.
  */
-void gl_PopAttrib( GLcontext* ctx )
+void
+_mesa_PopAttrib(void)
 {
    struct gl_attrib_node *attr, *next;
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
 
-   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopAttrib");
-
-
-   if (ctx->AttribStackDepth==0) {
-      gl_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
+   if (ctx->AttribStackDepth == 0) {
+      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
       return;
    }
 
@@ -403,231 +781,179 @@ void gl_PopAttrib( GLcontext* ctx )
 
    while (attr) {
 
-      if (MESA_VERBOSE&VERBOSE_API)
-        fprintf(stderr, "glPopAttrib %s\n", gl_lookup_enum_by_nr(attr->kind));
+      if (MESA_VERBOSE & VERBOSE_API) {
+         _mesa_debug(ctx, "glPopAttrib %s\n",
+                     _mesa_lookup_enum_by_nr(attr->kind));
+      }
 
       switch (attr->kind) {
          case GL_ACCUM_BUFFER_BIT:
-            MEMCPY( &ctx->Accum, attr->data, sizeof(struct gl_accum_attrib) );
+            {
+               const struct gl_accum_attrib *accum;
+               accum = (const struct gl_accum_attrib *) attr->data;
+               _mesa_ClearAccum(accum->ClearColor[0],
+                                accum->ClearColor[1],
+                                accum->ClearColor[2],
+                                accum->ClearColor[3]);
+            }
             break;
          case GL_COLOR_BUFFER_BIT:
             {
-               GLenum oldDrawBuffer = ctx->Color.DrawBuffer;
-               GLenum oldAlphaFunc = ctx->Color.AlphaFunc;
-               GLubyte oldAlphaRef = ctx->Color.AlphaRef;
-               GLenum oldBlendSrc = ctx->Color.BlendSrcRGB;
-               GLenum oldBlendDst = ctx->Color.BlendDstRGB;
-               MEMCPY( &ctx->Color, attr->data,
-                       sizeof(struct gl_colorbuffer_attrib) );
-               if (ctx->Color.DrawBuffer != oldDrawBuffer) {
-                  _mesa_DrawBuffer( ctx->Color.DrawBuffer);
-               }
-               if ((ctx->Color.AlphaFunc != oldAlphaFunc ||
-                    ctx->Color.AlphaRef != oldAlphaRef) &&
-                   ctx->Driver.AlphaFunc)
-                  (*ctx->Driver.AlphaFunc)( ctx, ctx->Color.AlphaFunc,
-                                            ctx->Color.AlphaRef / 255.0F);
-               if ((ctx->Color.BlendSrcRGB != oldBlendSrc ||
-                    ctx->Color.BlendSrcRGB != oldBlendDst) &&
-                   ctx->Driver.BlendFunc)
-                  (*ctx->Driver.BlendFunc)( ctx, ctx->Color.BlendSrcRGB,
-                                            ctx->Color.BlendDstRGB);
+               const struct gl_colorbuffer_attrib *color;
+               color = (const struct gl_colorbuffer_attrib *) attr->data;
+               _mesa_ClearIndex((GLfloat) color->ClearIndex);
+               _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);
+               _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
+               _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);
+               _mesa_BlendColor(color->BlendColor[0],
+                                color->BlendColor[1],
+                                color->BlendColor[2],
+                                color->BlendColor[3]);
+               _mesa_LogicOp(color->LogicOp);
+               _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
+                                color->ColorLogicOpEnabled);
+               _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
+                                color->IndexLogicOpEnabled);
+               _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
             }
             break;
          case GL_CURRENT_BIT:
+           FLUSH_CURRENT( ctx, 0 );
             MEMCPY( &ctx->Current, attr->data,
                    sizeof(struct gl_current_attrib) );
             break;
          case GL_DEPTH_BUFFER_BIT:
             {
-               GLenum oldDepthFunc = ctx->Depth.Func;
-               GLboolean oldDepthMask = ctx->Depth.Mask;
-               GLfloat oldDepthClear = ctx->Depth.Clear;
-               MEMCPY( &ctx->Depth, attr->data,
-                       sizeof(struct gl_depthbuffer_attrib) );
-               if (ctx->Depth.Func != oldDepthFunc && ctx->Driver.DepthFunc)
-                  (*ctx->Driver.DepthFunc)( ctx, ctx->Depth.Func );
-               if (ctx->Depth.Mask != oldDepthMask && ctx->Driver.DepthMask)
-                  (*ctx->Driver.DepthMask)( ctx, ctx->Depth.Mask );
-               if (ctx->Depth.Clear != oldDepthClear && ctx->Driver.ClearDepth)
-                  (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
+               const struct gl_depthbuffer_attrib *depth;
+               depth = (const struct gl_depthbuffer_attrib *) attr->data;
+               _mesa_DepthFunc(depth->Func);
+               _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:
             {
                const struct gl_enable_attrib *enable;
                enable = (const struct gl_enable_attrib *) attr->data;
-
-#define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM)         \
-       if ((VALUE) != (NEWVALUE)) {                    \
-          _mesa_set_enable( ctx, ENUM, (NEWVALUE) );   \
-       }
-
-               TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
-               TEST_AND_UPDATE(ctx->Transform.Normalize, enable->AutoNormal, GL_NORMALIZE);
-               TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
-               {
-                  GLuint i;
-                  for (i=0;i<MAX_CLIP_PLANES;i++) {
-                     if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
-                        _mesa_set_enable( ctx, (GLenum) (GL_CLIP_PLANE0 + i), enable->ClipPlane[i] );
-                  }
-               }
-               TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, GL_COLOR_MATERIAL);
-               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);
-               TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
-               TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
-               TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
-               TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple, GL_LINE_STIPPLE);
-               TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp, GL_INDEX_LOGIC_OP);
-               TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp, GL_COLOR_LOGIC_OP);
-               TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
-               TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
-               TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
-               TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1, GL_MAP1_TEXTURE_COORD_1);
-               TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2, GL_MAP1_TEXTURE_COORD_2);
-               TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3, GL_MAP1_TEXTURE_COORD_3);
-               TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4, GL_MAP1_TEXTURE_COORD_4);
-               TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3, GL_MAP1_VERTEX_3);
-               TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4, GL_MAP1_VERTEX_4);
-               TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
-               TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
-               TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
-               TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1, GL_MAP2_TEXTURE_COORD_1);
-               TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2, GL_MAP2_TEXTURE_COORD_2);
-               TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3, GL_MAP2_TEXTURE_COORD_3);
-               TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4, GL_MAP2_TEXTURE_COORD_4);
-               TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3, GL_MAP2_VERTEX_3);
-               TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4, GL_MAP2_VERTEX_4);
-               TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
-               TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals, GL_RESCALE_NORMAL_EXT);
-               TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth, GL_POINT_SMOOTH);
-               TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint, GL_POLYGON_OFFSET_POINT);
-               TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine, GL_POLYGON_OFFSET_LINE);
-               TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill, GL_POLYGON_OFFSET_FILL);
-               TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth, GL_POLYGON_SMOOTH);
-               TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple, 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->Texture.Enabled != enable->Texture) {
-                  ctx->Texture.Enabled = enable->Texture;
-                  if (ctx->Driver.Enable) {
-                     if (ctx->Driver.ActiveTexture)
-                        (*ctx->Driver.ActiveTexture)( ctx, 0 );
-                     (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE0_1D) );
-                     (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE0_2D) );
-                     (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE0_3D) );
-                     if (ctx->Driver.ActiveTexture)
-                        (*ctx->Driver.ActiveTexture)( ctx, 1 );
-                     (*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D, (GLboolean) (enable->Texture & TEXTURE1_1D) );
-                     (*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D, (GLboolean) (enable->Texture & TEXTURE1_2D) );
-                     (*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D, (GLboolean) (enable->Texture & TEXTURE1_3D) );
-                     if (ctx->Driver.ActiveTexture)
-                        (*ctx->Driver.ActiveTexture)( ctx, ctx->Texture.CurrentUnit );
-                  }
-               }
-#undef TEST_AND_UPDATE
-               {
-                  GLuint i;
-                  for (i=0; i<MAX_TEXTURE_UNITS; i++) {
-                     if (ctx->Texture.Unit[i].TexGenEnabled != enable->TexGen[i]) {
-                        ctx->Texture.Unit[i].TexGenEnabled = enable->TexGen[i];
-
-                       /* ctx->Enabled recalculated in state change
-                           processing */
-                       
-                        if (ctx->Driver.Enable) {
-                           if (ctx->Driver.ActiveTexture)
-                              (*ctx->Driver.ActiveTexture)( ctx, i );
-                           if (enable->TexGen[i] & S_BIT)
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_TRUE);
-                           else
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_S, GL_FALSE);
-                           if (enable->TexGen[i] & T_BIT)
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_TRUE);
-                           else
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_T, GL_FALSE);
-                           if (enable->TexGen[i] & R_BIT)
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_TRUE);
-                           else
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_R, GL_FALSE);
-                           if (enable->TexGen[i] & Q_BIT)
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
-                           else
-                              (*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
-                        }
-                     }
-                  }
-                  if (ctx->Driver.ActiveTexture)
-                     (*ctx->Driver.ActiveTexture)( ctx, ctx->Texture.CurrentUnit );
-               }
+               pop_enable_group(ctx, enable);
+              ctx->NewState |= _NEW_ALL;
             }
             break;
          case GL_EVAL_BIT:
             MEMCPY( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
+           ctx->NewState |= _NEW_EVAL;
             break;
          case GL_FOG_BIT:
             {
-               GLboolean anyChange = (GLboolean) (memcmp( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) ) != 0);
-               MEMCPY( &ctx->Fog, attr->data, sizeof(struct gl_fog_attrib) );
-               if (anyChange && ctx->Driver.Fogfv) {
-                  const GLfloat mode = (GLfloat) ctx->Fog.Mode;
-                  const GLfloat density = ctx->Fog.Density;
-                  const GLfloat start = ctx->Fog.Start;
-                  const GLfloat end = ctx->Fog.End;
-                  const GLfloat index = ctx->Fog.Index;
-                  (*ctx->Driver.Fogfv)( ctx, GL_FOG_MODE, &mode);
-                  (*ctx->Driver.Fogfv)( ctx, GL_FOG_DENSITY, &density );
-                  (*ctx->Driver.Fogfv)( ctx, GL_FOG_START, &start );
-                  (*ctx->Driver.Fogfv)( ctx, GL_FOG_END, &end );
-                  (*ctx->Driver.Fogfv)( ctx, GL_FOG_INDEX, &index );
-                  (*ctx->Driver.Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color );
-               }
-              ctx->Enabled &= ENABLE_FOG;
-              if (ctx->Fog.Enabled) ctx->Enabled |= ENABLE_FOG;
+               const struct gl_fog_attrib *fog;
+               fog = (const struct gl_fog_attrib *) attr->data;
+               _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
+               _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
+               _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
+               _mesa_Fogf(GL_FOG_START, fog->Start);
+               _mesa_Fogf(GL_FOG_END, fog->End);
+               _mesa_Fogf(GL_FOG_INDEX, fog->Index);
+               _mesa_Fogi(GL_FOG_MODE, fog->Mode);
             }
             break;
          case GL_HINT_BIT:
-            MEMCPY( &ctx->Hint, attr->data, sizeof(struct gl_hint_attrib) );
-            if (ctx->Driver.Hint) {
-               (*ctx->Driver.Hint)( ctx, GL_PERSPECTIVE_CORRECTION_HINT,
-                                    ctx->Hint.PerspectiveCorrection );
-               (*ctx->Driver.Hint)( ctx, GL_POINT_SMOOTH_HINT,
-                                    ctx->Hint.PointSmooth);
-               (*ctx->Driver.Hint)( ctx, GL_LINE_SMOOTH_HINT,
-                                    ctx->Hint.LineSmooth );
-               (*ctx->Driver.Hint)( ctx, GL_POLYGON_SMOOTH_HINT,
-                                    ctx->Hint.PolygonSmooth );
-               (*ctx->Driver.Hint)( ctx, GL_FOG_HINT, ctx->Hint.Fog );
+            {
+               const struct gl_hint_attrib *hint;
+               hint = (const struct gl_hint_attrib *) attr->data;
+               _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
+                          hint->PerspectiveCorrection );
+               _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
+               _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
+               _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
+               _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);
             }
             break;
          case GL_LIGHTING_BIT:
-            MEMCPY( &ctx->Light, attr->data, sizeof(struct gl_light_attrib) );
-            if (ctx->Driver.Enable) {
+            {
                GLuint i;
+               const struct gl_light_attrib *light;
+               light = (const struct gl_light_attrib *) attr->data;
+               /* 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 );
+              
                for (i = 0; i < MAX_LIGHTS; i++) {
-                  GLenum light = (GLenum) (GL_LIGHT0 + i);
-                  (*ctx->Driver.Enable)( ctx, light, ctx->Light.Light[i].Enabled );
+                  GLenum lgt = (GLenum) (GL_LIGHT0 + 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 );
                }
-               (*ctx->Driver.Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled );
+               /* light model */
+               _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
+                                  light->Model.Ambient);
+               _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
+                                 (GLfloat) light->Model.LocalViewer);
+               _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
+                                 (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 */
+               _mesa_ColorMaterial(light->ColorMaterialFace,
+                                   light->ColorMaterialMode);
+               _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
+                                light->ColorMaterialEnabled);
             }
-            if (ctx->Light.ShadeModel == GL_FLAT)
-               ctx->TriangleCaps |= DD_FLATSHADE;
-            else
-               ctx->TriangleCaps &= ~DD_FLATSHADE;
-            if (ctx->Driver.ShadeModel)
-               (*ctx->Driver.ShadeModel)(ctx, ctx->Light.ShadeModel);
-           ctx->Enabled &= ~ENABLE_LIGHT;
-           if (ctx->Light.Enabled && !is_empty_list(&ctx->Light.EnabledList))
-              ctx->Enabled |= ENABLE_LIGHT;
             break;
          case GL_LINE_BIT:
-            MEMCPY( &ctx->Line, attr->data, sizeof(struct gl_line_attrib) );
-            if (ctx->Driver.Enable) {
-               (*ctx->Driver.Enable)( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
-               (*ctx->Driver.Enable)( ctx, GL_LINE_STIPPLE, ctx->Line.StippleFlag );
+            {
+               const struct gl_line_attrib *line;
+               line = (const struct gl_line_attrib *) attr->data;
+               _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
+               _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
+               _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
+               _mesa_LineWidth(line->Width);
             }
             break;
          case GL_LIST_BIT:
@@ -635,114 +961,148 @@ void gl_PopAttrib( GLcontext* ctx )
             break;
          case GL_PIXEL_MODE_BIT:
             MEMCPY( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
+           ctx->NewState |= _NEW_PIXEL;
             break;
          case GL_POINT_BIT:
-            MEMCPY( &ctx->Point, attr->data, sizeof(struct gl_point_attrib) );
-            if (ctx->Driver.Enable)
-               (*ctx->Driver.Enable)( ctx, GL_POINT_SMOOTH, ctx->Point.SmoothFlag );
+            {
+               const struct gl_point_attrib *point;
+               point = (const struct gl_point_attrib *) attr->data;
+               _mesa_PointSize(point->Size);
+               _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
+               if (ctx->Extensions.EXT_point_parameters) {
+                  _mesa_PointParameterfvEXT(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,
+                                           point->Threshold);
+               }
+               if (ctx->Extensions.NV_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);
+               }
+            }
             break;
          case GL_POLYGON_BIT:
             {
-               GLenum oldFrontMode = ctx->Polygon.FrontMode;
-               GLenum oldBackMode = ctx->Polygon.BackMode;
-               MEMCPY( &ctx->Polygon, attr->data,
-                       sizeof(struct gl_polygon_attrib) );
-               if ((ctx->Polygon.FrontMode != oldFrontMode ||
-                    ctx->Polygon.BackMode != oldBackMode) &&
-                   ctx->Driver.PolygonMode) {
-                  (*ctx->Driver.PolygonMode)( ctx, GL_FRONT, ctx->Polygon.FrontMode);
-                  (*ctx->Driver.PolygonMode)( ctx, GL_BACK, ctx->Polygon.BackMode);
-               }
-              if (ctx->Driver.CullFace)
-                 ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode );
-
-              if (ctx->Driver.FrontFace)
-                 ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace );
-
-               if (ctx->Driver.Enable)
-                  (*ctx->Driver.Enable)( ctx, GL_POLYGON_SMOOTH, ctx->Polygon.SmoothFlag );
+               const struct gl_polygon_attrib *polygon;
+               polygon = (const struct gl_polygon_attrib *) attr->data;
+               _mesa_CullFace(polygon->CullFaceMode);
+               _mesa_FrontFace(polygon->FrontFace);
+               _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
+               _mesa_PolygonMode(GL_BACK, polygon->BackMode);
+               _mesa_PolygonOffset(polygon->OffsetFactor,
+                                   polygon->OffsetUnits);
+               _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
+               _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
+               _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
+               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
+                                polygon->OffsetPoint);
+               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
+                                polygon->OffsetLine);
+               _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
+                                polygon->OffsetFill);
             }
             break;
         case GL_POLYGON_STIPPLE_BIT:
            MEMCPY( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
+           ctx->NewState |= _NEW_POLYGONSTIPPLE;
+           if (ctx->Driver.PolygonStipple)
+              ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
            break;
          case GL_SCISSOR_BIT:
-            MEMCPY( &ctx->Scissor, attr->data,
-                   sizeof(struct gl_scissor_attrib) );
-            if (ctx->Driver.Enable)
-               (*ctx->Driver.Enable)( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
-           if (ctx->Driver.Scissor)
-              ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y,
-                                   ctx->Scissor.Width, ctx->Scissor.Height );
+            {
+               const struct gl_scissor_attrib *scissor;
+               scissor = (const struct gl_scissor_attrib *) attr->data;
+               _mesa_Scissor(scissor->X, scissor->Y,
+                             scissor->Width, scissor->Height);
+               _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
+            }
             break;
          case GL_STENCIL_BUFFER_BIT:
-            MEMCPY( &ctx->Stencil, attr->data,
-                   sizeof(struct gl_stencil_attrib) );
-            if (ctx->Driver.StencilFunc)
-               (*ctx->Driver.StencilFunc)( ctx, ctx->Stencil.Function,
-                                   ctx->Stencil.Ref, ctx->Stencil.ValueMask);
-            if (ctx->Driver.StencilMask)
-               (*ctx->Driver.StencilMask)( ctx, ctx->Stencil.WriteMask );
-            if (ctx->Driver.StencilOp)
-               (*ctx->Driver.StencilOp)( ctx, ctx->Stencil.FailFunc,
-                              ctx->Stencil.ZFailFunc, ctx->Stencil.ZPassFunc);
-            if (ctx->Driver.ClearStencil)
-               (*ctx->Driver.ClearStencil)( ctx, ctx->Stencil.Clear );
-            if (ctx->Driver.Enable)
-               (*ctx->Driver.Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
-           ctx->TriangleCaps &= ~DD_STENCIL;
-           if (ctx->Stencil.Enabled)
-              ctx->TriangleCaps |= DD_STENCIL;
-
+            {
+               const GLint face = 0; /* XXX stencil two side */
+               const struct gl_stencil_attrib *stencil;
+               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[face], stencil->Ref[face],
+                                 stencil->ValueMask[face]);
+               _mesa_StencilMask(stencil->WriteMask[face]);
+               _mesa_StencilOp(stencil->FailFunc[face],
+                               stencil->ZFailFunc[face],
+                               stencil->ZPassFunc[face]);
+            }
             break;
          case GL_TRANSFORM_BIT:
-            MEMCPY( &ctx->Transform, attr->data,
-                   sizeof(struct gl_transform_attrib) );
-            if (ctx->Driver.Enable) {
-               (*ctx->Driver.Enable)( ctx, GL_NORMALIZE, ctx->Transform.Normalize );
-               (*ctx->Driver.Enable)( ctx, GL_RESCALE_NORMAL_EXT, ctx->Transform.RescaleNormals );
+            {
+               GLuint i;
+               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)
+                  _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+               /* restore clip planes */
+               for (i = 0; i < MAX_CLIP_PLANES; i++) {
+                  const GLuint mask = 1 << 1;
+                  const GLfloat *eyePlane = xform->EyeUserPlane[i];
+                  COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
+                  if (xform->ClipPlanesEnabled & mask) {
+                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
+                  }
+                  else {
+                     _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
+                  }
+                  if (ctx->Driver.ClipPlane)
+                     ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
+               }
+
+               /* normalize/rescale */
+               if (xform->Normalize != ctx->Transform.Normalize)
+                  _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
+               if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
+                  _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
+                                   ctx->Transform.RescaleNormals);
             }
-           ctx->Enabled &= ~(ENABLE_NORMALIZE|ENABLE_RESCALE);
-           if (ctx->Transform.Normalize) ctx->Enabled |= ENABLE_NORMALIZE;
-           if (ctx->Transform.RescaleNormals) ctx->Enabled |= ENABLE_RESCALE;
             break;
          case GL_TEXTURE_BIT:
             /* Take care of texture object reference counters */
             {
-               GLuint u;
-               for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                 ctx->Texture.Unit[u].CurrentD[1]->RefCount--;
-                 ctx->Texture.Unit[u].CurrentD[2]->RefCount--;
-                 ctx->Texture.Unit[u].CurrentD[3]->RefCount--;
-               }
-               MEMCPY( &ctx->Texture, attr->data,
-                       sizeof(struct gl_texture_attrib) );
-               /* restore state of the currently bound texture objects */
-               for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-                  copy_texobj_state( ctx->Texture.Unit[u].CurrentD[1],
-                                     &(ctx->Texture.Unit[u].Saved1D) );
-                  copy_texobj_state( ctx->Texture.Unit[u].CurrentD[2],
-                                     &(ctx->Texture.Unit[u].Saved2D) );
-                  copy_texobj_state( ctx->Texture.Unit[u].CurrentD[3],
-                                     &(ctx->Texture.Unit[u].Saved3D) );
-                  gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[1] );
-                  gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[2] );
-                  gl_put_texobj_on_dirty_list( ctx, ctx->Texture.Unit[u].CurrentD[3] );
-
-               }
+               const struct gl_texture_attrib *texture;
+               texture = (const struct gl_texture_attrib *) attr->data;
+               pop_texture_group(ctx, texture);
+              ctx->NewState |= _NEW_TEXTURE;
             }
             break;
-         case GL_VIEWPORT_BIT: 
-        {
-           struct gl_viewport_attrib *v = 
-              (struct gl_viewport_attrib *)attr->data;
-           
-           _mesa_Viewport( v->X, v->Y, v->Width, v->Height );
-           _mesa_DepthRange( v->Near, v->Far );
-           break;
-        }
+         case GL_VIEWPORT_BIT:
+            {
+               const struct gl_viewport_attrib *vp;
+               vp = (const struct gl_viewport_attrib *) attr->data;
+               _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
+               _mesa_DepthRange(vp->Near, vp->Far);
+            }
+            break;
+         case GL_MULTISAMPLE_BIT_ARB:
+            {
+               const struct gl_multisample_attrib *ms;
+               ms = (const struct gl_multisample_attrib *) attr->data;
+               _mesa_SampleCoverageARB(ms->SampleCoverageValue,
+                                       ms->SampleCoverageInvert);
+            }
+            break;
+
          default:
-            gl_problem( ctx, "Bad attrib flag in PopAttrib");
+            _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
             break;
       }
 
@@ -751,8 +1111,6 @@ void gl_PopAttrib( GLcontext* ctx )
       FREE( attr );
       attr = next;
    }
-
-   ctx->NewState = NEW_ALL;
 }
 
 
@@ -760,15 +1118,17 @@ void gl_PopAttrib( GLcontext* ctx )
 #define GL_CLIENT_UNPACK_BIT (1<<21)
 
 
-void gl_PushClientAttrib( GLcontext *ctx, GLbitfield mask )
+void
+_mesa_PushClientAttrib(GLbitfield mask)
 {
    struct gl_attrib_node *newnode;
    struct gl_attrib_node *head;
 
-   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushClientAttrib");
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
 
-   if (ctx->ClientAttribStackDepth>=MAX_CLIENT_ATTRIB_STACK_DEPTH) {
-      gl_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
+   if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
+      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
       return;
    }
 
@@ -810,14 +1170,16 @@ void gl_PushClientAttrib( GLcontext *ctx, GLbitfield mask )
 
 
 
-void gl_PopClientAttrib( GLcontext *ctx )
+void
+_mesa_PopClientAttrib(void)
 {
    struct gl_attrib_node *attr, *next;
 
-   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopClientAttrib");
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
 
-   if (ctx->ClientAttribStackDepth==0) {
-      gl_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
+   if (ctx->ClientAttribStackDepth == 0) {
+      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
       return;
    }
 
@@ -829,17 +1191,20 @@ void gl_PopClientAttrib( GLcontext *ctx )
          case GL_CLIENT_PACK_BIT:
             MEMCPY( &ctx->Pack, attr->data,
                     sizeof(struct gl_pixelstore_attrib) );
+           ctx->NewState |= _NEW_PACKUNPACK;
             break;
          case GL_CLIENT_UNPACK_BIT:
             MEMCPY( &ctx->Unpack, attr->data,
                     sizeof(struct gl_pixelstore_attrib) );
+           ctx->NewState |= _NEW_PACKUNPACK;
             break;
          case GL_CLIENT_VERTEX_ARRAY_BIT:
             MEMCPY( &ctx->Array, attr->data,
                    sizeof(struct gl_array_attrib) );
+           ctx->NewState |= _NEW_ARRAY;
             break;
          default:
-            gl_problem( ctx, "Bad attrib flag in PopClientAttrib");
+            _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
             break;
       }
 
@@ -848,41 +1213,4 @@ void gl_PopClientAttrib( GLcontext *ctx )
       FREE( attr );
       attr = next;
    }
-
-   ctx->NewState = NEW_ALL;
-}
-
-
-
-void
-_mesa_PushAttrib( GLbitfield mask )
-{
-   GET_CURRENT_CONTEXT(ctx);
-   gl_PushAttrib(ctx, mask);
 }
-
-
-void
-_mesa_PopAttrib( void )
-{
-   GET_CURRENT_CONTEXT(ctx);
-   gl_PopAttrib(ctx);
-}
-
-
-void
-_mesa_PushClientAttrib( GLbitfield mask )
-{
-   GET_CURRENT_CONTEXT(ctx);
-   gl_PushClientAttrib(ctx, mask);
-}
-
-
-void
-_mesa_PopClientAttrib( void )
-{
-   GET_CURRENT_CONTEXT(ctx);
-   gl_PopClientAttrib(ctx);
-}
-
-