Sorry I disappeared after opening this one :sweat:
It's the holiday season ;-)
E.g. add STATE_VDECL, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), STATE_RENDER(WINED3D_RS_CLIPPING), STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE) handlers
This is kind of a problem since there is no ARB vertex FFP replacement. I haven't tried to stick those in the ARB fragment FFP table but it seems a bit awkward at best. I can give it a try though.
Technically this is divorced from FFP anyway. I.e. it should really go in the shader backend's state table, except that we don't have those.
I think putting it in the PS state table is fine, or at least not worse than what we already have, on the model of glsl_fragment_pipe_vs(). Or we could put it in state_clipping(). But having it in cs.c doesn't seem ideal.