ctx->CurrentStack = &ctx->ProjectionMatrixStack;
break;
case GL_TEXTURE:
+ if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(texcoord unit)");
+ return;
+ }
ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
break;
case GL_COLOR: