Implement RegalPpca

Add Push/PopClientAttribute emulation for Regal, allowing the full
OpenGL 4.3 compatability profile pixel storage and vertex array client states to be
saved and restored.

These notes and the implementation are based on
glspec43.compatability.20120806.pdf, as well as
http://www.opengl.org/registry/specs/EXT/direct_state_access.txt

This is needed when running on top of a back-end which does not support it
(GLES2), when the caller is an more general OpenGL client.

Specifically, the state mentioned in Tables 23.4 - 23.8 identified as
"vertex array", and the state in Tables 23.34 and 23.35 identified as
"pixel-store" is what is saved and restored.

For the pixel store state, this was straightforward. For the vertex
array state, this was more involved than I initially expected, leading
to this rather large patch. Sorry.

I implemented this version with the following in mind:

  * The client state tracking should not constrain itself to the client
    state actually supported by the back-end. If the client for example
    calls glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE), we record and
    attempt to restore this change in state even if the back-end is
    GLES2 which does not support it. If the client never makes this
    call, then we never attempt to touch this state on restore.

    It is assumed that for GLES2 and other similarly restrictive
    back-ends that some other emulation layer will handle it as needed.

  * Primarily this change is about implementing emulated versions of
    glPushClientAttrib and glPopClientAttrib. All "global" client state
    is tracked. Note that some calls would set state inside a Vertex
    Array Object if one is bound, and this code ignores those calls
    since that goes beyond what was needed. Also, while it implements
    glGet for the purposes of constraining certain attribute count
    limits and other maximums, it does not otherwise implement any
    real functionality to get the shadowed client state.

  * Beyond the compatability profile specification, I only handled the
    Direct State Access extension, as there was already the RegalDsa
    module present to emulate it. I pass the calls through after
    shadowing the state, but in restoring state, I went and made the
    more stateful calls without using that extension.

  * I did my best to track the spec properly. There are a few corner
    cases I did not properly handle.

      1. This code does not know what buffers and vertex array objects,
         etc. are properly allocated. The specification calls for the
         interface to not allow an unallocated named object to be bound,
         which should mean that this shadowing interface should ignore
         the attempt.

      2. Between the glBegin() / glEnd() call pair, calls other than
         those to set single vertex attributes should fail. The
         specification calls out a limited set of functions which might
         not (10.8.5, after the errors box).

      3. I was uncertain what to do if a state saved on the stack
         contained a named object that was deleted. While I check the
         current state, and effectively unbind, I did not do so for the
         state stack. Some similar handling might need to be done for
         bound objects stored inside a Vertex Array Object.

As I neared the end of the work on this patch, I strongly felt that the
following should really be done further down the line:

  * With this change, Regal now has much redundancy in code that tracks
    client state. I was really tempted to help clean this up, but I
    don't feel like I have the time.

    I feel like the emulation layer should implement one or more modules
    to shadow OpenGL state, which should be all they do. I could see
    making them configurable so that for example if vertex array state
    was not needed, no attempt would be made to shadow it.

    Other modules can then "require" this layer to work. RegalPpca would
    then just implement the state stacks, and the Push/pop
    functionality.

    I'm hoping at least that you will find my implementation at least a
    good starting point for this unification. I checked it numerous
    times.

  * In working through this patch, I looked briefly at the code in
    RegalIff, RegalVao, and RegalPpc (the last of which is not
    apparently used, and appeared to be the closest to what I wanted to
    do in this patch). I used them to cross check my version, but I did
    not directly use them as I felt each of them was incomplete (not
    implementing all the interfaces, not consistently checking for bad
    parameters, ...)

    There are still some differences to call out, which should be
    resolved at part of the unification:

      1. RegalVao implements Vertex Array Objects assuming the back-end
         does not. If vertex array state were unified, it would still
         perform this function.
      2. RegalIff includes some code to handle the having only
         8 vertex attributes, and also maps the fixed-function
         attributes into generic attribute entries. The mapping seemed
         wrong, so I did not do it, but I'm sure the 8 vertex attribute
         restriction is important for some platform. Integrating the
         state tracking done by this module would also seem like the
         most work involved in a unification effort.
      3. RegalPpc implements state query functionality, which RegalPpca
         does not.