I have also noticed this fixed function limitation in a D3D6 game, so it's definitely a legacy from pre-T&L times. I doubt it's much of an actual problem for D3D9 applications, but earlier APIs might be affected in some odd cases. So help me K0bin-wan Kenobi, you're my only hope.
Nothing extracted yet.
I was working on rewriting the FVF-based minimap in the game, and encountered a disparity between native D3D9 and DXVK during one of the iterations. A bug (white minimap) I caused by not accounting for a fog render state showed up natively, but not with DXVK.
D3D9:

DXVK:

The affected draw call has the following relevant states:
DrawPrimitiveUP, a line list.XYZRHW | DIFFUSEIn the original game, this artifact did not surface, because their FVF also had a
SPECULARcolor, a constant RGBA0, 0, 0, 255. I have confirmed that re-adding this vertex attribute "fixed" native D3D9 (the lines are no longer affected by fog), but the real fix on the game/mod side is to disable fog entirely.Regardless, even though ultimately this was an issue on the game side, D3D9 and DXVK behaved differently.
Software information
Hard Truck 2: King of the Road, using a development version of D2GI that wraps the game from D3D7 to D3D9, with additional fixes.
System information
Apitrace file(s)
N/A
Log files
N/A