http://en.wikipedia.org/wiki/Transform_and_Lighting
http://en.wikipedia.org/wiki/Transfo...g_and_Lighting
from what I understand, "T&L" is essential, and not yet replaced by any shaders in any GPU. Regardless of the programmable manipulation of pixel values and vertex values, there has to be a mechanism to transform the object 3D world coordiantes into the view frustrum, and onto the 2D screen. Furthermore, all polygon on the boundary of the view frustrum need to be clipped (those not in view ignored). So, like triangle setup, TCL is and for forseeable future will continue to exist. 
Now, not sure about the lighting part. In GF/GF2 series they were fixed function DOT3, gloss, specular, etc 
that's pretty much all pixel shaders now.
please read:
http://en.wikipedia.org/wiki/Graphics_pipeline