If we've given up on fixed-function hardware, as we seem to have, is there any reason we shouldn't just construct fixed-function shaders in wined3d_device_apply_stateblock(), and avoid having to worry about fixed-function at all in core wined3d?
I considered that, but shader compilation is a relatively heavy operation, and I wasn't sure that it would be a good idea to have it on that side of the CS. Maybe that's not something we need to worry about?
Not that it'd be hard to shift things appropriately.