wined3d/d3d8: Move todo about sw vp usage to d3d8.
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401110538a
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@ -1257,7 +1257,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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}
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wined3d_vertex_declaration = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->wined3d_vertex_declaration;
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/* Usage is missing ..*/
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/* Usage is missing ... Use SetRenderState to set the sw vp render state in SetVertexShader */
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hrc = IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, wined3d_vertex_declaration, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
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if (FAILED(hrc)) {
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@ -1586,15 +1586,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
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return WINED3DERR_INVALIDCALL;
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}
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#if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
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if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
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/* Foo */
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} else {
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/* Bar */
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}
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#endif
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return WINED3D_OK;
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}
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