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authorChad Versace <[email protected]>2015-11-03 14:19:45 -0800
committerChad Versace <[email protected]>2015-11-04 15:15:19 -0800
commit16b2a489dbd4db56fc9231f399a81685330e7e7c (patch)
treec8e76d598a5e651d0767f91bab5ec61bd34b0335 /src/vulkan/anv_meta_clear.c
parentc56727037a968c3ff433468827eff25a40f26a71 (diff)
anv: Move meta clear code to new file anv_meta_clear.c
anv_meta.c currently handles blits, copies, clears, and resolves. The clear code is about to grow, and anv_meta.c is already busting at the seams.
Diffstat (limited to 'src/vulkan/anv_meta_clear.c')
-rw-r--r--src/vulkan/anv_meta_clear.c552
1 files changed, 552 insertions, 0 deletions
diff --git a/src/vulkan/anv_meta_clear.c b/src/vulkan/anv_meta_clear.c
new file mode 100644
index 00000000000..3a6a369bfc1
--- /dev/null
+++ b/src/vulkan/anv_meta_clear.c
@@ -0,0 +1,552 @@
+/*
+ * Copyright © 2015 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "anv_meta.h"
+#include "anv_meta_clear.h"
+#include "anv_nir_builder.h"
+#include "anv_private.h"
+
+struct clear_instance_data {
+ struct anv_vue_header vue_header;
+ VkClearColorValue color;
+};
+
+static void
+meta_emit_clear(struct anv_cmd_buffer *cmd_buffer,
+ int num_instances,
+ struct clear_instance_data *instance_data,
+ VkClearDepthStencilValue ds_clear_value)
+{
+ struct anv_device *device = cmd_buffer->device;
+ struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
+ struct anv_state state;
+ uint32_t size;
+
+ const float vertex_data[] = {
+ /* Rect-list coordinates */
+ 0.0, 0.0, ds_clear_value.depth,
+ fb->width, 0.0, ds_clear_value.depth,
+ fb->width, fb->height, ds_clear_value.depth,
+
+ /* Align to 16 bytes */
+ 0.0, 0.0, 0.0,
+ };
+
+ size = sizeof(vertex_data) + num_instances * sizeof(*instance_data);
+ state = anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, size, 16);
+
+ /* Copy in the vertex and instance data */
+ memcpy(state.map, vertex_data, sizeof(vertex_data));
+ memcpy(state.map + sizeof(vertex_data), instance_data,
+ num_instances * sizeof(*instance_data));
+
+ struct anv_buffer vertex_buffer = {
+ .device = cmd_buffer->device,
+ .size = size,
+ .bo = &device->dynamic_state_block_pool.bo,
+ .offset = state.offset
+ };
+
+ anv_CmdBindVertexBuffers(anv_cmd_buffer_to_handle(cmd_buffer), 0, 2,
+ (VkBuffer[]) {
+ anv_buffer_to_handle(&vertex_buffer),
+ anv_buffer_to_handle(&vertex_buffer)
+ },
+ (VkDeviceSize[]) {
+ 0,
+ sizeof(vertex_data)
+ });
+
+ if (cmd_buffer->state.pipeline != anv_pipeline_from_handle(device->meta_state.clear.pipeline))
+ anv_CmdBindPipeline(anv_cmd_buffer_to_handle(cmd_buffer),
+ VK_PIPELINE_BIND_POINT_GRAPHICS,
+ device->meta_state.clear.pipeline);
+
+ ANV_CALL(CmdDraw)(anv_cmd_buffer_to_handle(cmd_buffer),
+ 3, num_instances, 0, 0);
+}
+
+void
+anv_cmd_buffer_clear_attachments(struct anv_cmd_buffer *cmd_buffer,
+ struct anv_render_pass *pass,
+ const VkClearValue *clear_values)
+{
+ struct anv_meta_saved_state saved_state;
+
+ if (pass->has_stencil_clear_attachment)
+ anv_finishme("stencil clear");
+
+ /* FINISHME: Rethink how we count clear attachments in light of
+ * 0.138.2 -> 0.170.2 diff.
+ */
+ if (pass->num_color_clear_attachments == 0 &&
+ !pass->has_depth_clear_attachment)
+ return;
+
+ struct clear_instance_data instance_data[pass->num_color_clear_attachments];
+ uint32_t color_attachments[pass->num_color_clear_attachments];
+ uint32_t ds_attachment = VK_ATTACHMENT_UNUSED;
+ VkClearDepthStencilValue ds_clear_value = {0};
+
+ int layer = 0;
+ for (uint32_t i = 0; i < pass->attachment_count; i++) {
+ const struct anv_render_pass_attachment *att = &pass->attachments[i];
+
+ if (anv_format_is_color(att->format)) {
+ if (att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
+ instance_data[layer] = (struct clear_instance_data) {
+ .vue_header = {
+ .RTAIndex = i,
+ .ViewportIndex = 0,
+ .PointWidth = 0.0
+ },
+ .color = clear_values[i].color,
+ };
+ color_attachments[layer] = i;
+ layer++;
+ }
+ } else {
+ if (att->format->depth_format &&
+ att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
+ assert(ds_attachment == VK_ATTACHMENT_UNUSED);
+ ds_attachment = i;
+ ds_clear_value = clear_values[ds_attachment].depthStencil;
+ }
+
+ if (att->format->has_stencil &&
+ att->stencil_load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
+ anv_finishme("stencil clear");
+ }
+ }
+ }
+
+ anv_cmd_buffer_save(cmd_buffer, &saved_state,
+ (1 << VK_DYNAMIC_STATE_VIEWPORT));
+ cmd_buffer->state.dynamic.viewport.count = 0;
+
+ struct anv_subpass subpass = {
+ .input_count = 0,
+ .color_count = pass->num_color_clear_attachments,
+ .color_attachments = color_attachments,
+ .depth_stencil_attachment = ds_attachment,
+ };
+
+ anv_cmd_buffer_begin_subpass(cmd_buffer, &subpass);
+
+ meta_emit_clear(cmd_buffer, pass->num_color_clear_attachments,
+ instance_data, ds_clear_value);
+
+ /* Restore API state */
+ anv_cmd_buffer_restore(cmd_buffer, &saved_state);
+}
+
+static nir_shader *
+build_nir_vertex_shader(bool attr_flat)
+{
+ nir_builder b;
+
+ const struct glsl_type *vertex_type = glsl_vec4_type();
+
+ nir_builder_init_simple_shader(&b, MESA_SHADER_VERTEX);
+
+ nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vertex_type, "a_pos");
+ pos_in->data.location = VERT_ATTRIB_GENERIC0;
+ nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
+ vertex_type, "gl_Position");
+ pos_in->data.location = VARYING_SLOT_POS;
+ nir_copy_var(&b, pos_out, pos_in);
+
+ /* Add one more pass-through attribute. For clear shaders, this is used
+ * to store the color and for blit shaders it's the texture coordinate.
+ */
+ const struct glsl_type *attr_type = glsl_vec4_type();
+ nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in,
+ attr_type, "a_attr");
+ attr_in->data.location = VERT_ATTRIB_GENERIC1;
+ nir_variable *attr_out = nir_variable_create(b.shader, nir_var_shader_out,
+ attr_type, "v_attr");
+ attr_out->data.location = VARYING_SLOT_VAR0;
+ attr_out->data.interpolation = attr_flat ? INTERP_QUALIFIER_FLAT :
+ INTERP_QUALIFIER_SMOOTH;
+ nir_copy_var(&b, attr_out, attr_in);
+
+ return b.shader;
+}
+
+static nir_shader *
+build_nir_clear_fragment_shader(void)
+{
+ nir_builder b;
+
+ const struct glsl_type *color_type = glsl_vec4_type();
+
+ nir_builder_init_simple_shader(&b, MESA_SHADER_FRAGMENT);
+
+ nir_variable *color_in = nir_variable_create(b.shader, nir_var_shader_in,
+ color_type, "v_attr");
+ color_in->data.location = VARYING_SLOT_VAR0;
+ color_in->data.interpolation = INTERP_QUALIFIER_FLAT;
+ nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
+ color_type, "f_color");
+ color_out->data.location = FRAG_RESULT_DATA0;
+ nir_copy_var(&b, color_out, color_in);
+
+ return b.shader;
+}
+
+void
+anv_device_init_meta_clear_state(struct anv_device *device)
+{
+ struct anv_shader_module vsm = {
+ .nir = build_nir_vertex_shader(true),
+ };
+
+ struct anv_shader_module fsm = {
+ .nir = build_nir_clear_fragment_shader(),
+ };
+
+ VkShader vs;
+ anv_CreateShader(anv_device_to_handle(device),
+ &(VkShaderCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO,
+ .module = anv_shader_module_to_handle(&vsm),
+ .pName = "main",
+ }, &vs);
+
+ VkShader fs;
+ anv_CreateShader(anv_device_to_handle(device),
+ &(VkShaderCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO,
+ .module = anv_shader_module_to_handle(&fsm),
+ .pName = "main",
+ }, &fs);
+
+ /* We use instanced rendering to clear multiple render targets. We have two
+ * vertex buffers: the first vertex buffer holds per-vertex data and
+ * provides the vertices for the clear rectangle. The second one holds
+ * per-instance data, which consists of the VUE header (which selects the
+ * layer) and the color (Vulkan supports per-RT clear colors).
+ */
+ VkPipelineVertexInputStateCreateInfo vi_create_info = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
+ .bindingCount = 2,
+ .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
+ {
+ .binding = 0,
+ .strideInBytes = 12,
+ .stepRate = VK_VERTEX_INPUT_STEP_RATE_VERTEX
+ },
+ {
+ .binding = 1,
+ .strideInBytes = 32,
+ .stepRate = VK_VERTEX_INPUT_STEP_RATE_INSTANCE
+ },
+ },
+ .attributeCount = 3,
+ .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
+ {
+ /* VUE Header */
+ .location = 0,
+ .binding = 1,
+ .format = VK_FORMAT_R32G32B32A32_UINT,
+ .offsetInBytes = 0
+ },
+ {
+ /* Position */
+ .location = 1,
+ .binding = 0,
+ .format = VK_FORMAT_R32G32B32_SFLOAT,
+ .offsetInBytes = 0
+ },
+ {
+ /* Color */
+ .location = 2,
+ .binding = 1,
+ .format = VK_FORMAT_R32G32B32A32_SFLOAT,
+ .offsetInBytes = 16
+ }
+ }
+ };
+
+ anv_graphics_pipeline_create(anv_device_to_handle(device),
+ &(VkGraphicsPipelineCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
+
+ .stageCount = 2,
+ .pStages = (VkPipelineShaderStageCreateInfo[]) {
+ {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_VERTEX,
+ .shader = vs,
+ .pSpecializationInfo = NULL
+ }, {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_FRAGMENT,
+ .shader = fs,
+ .pSpecializationInfo = NULL,
+ }
+ },
+ .pVertexInputState = &vi_create_info,
+ .pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
+ .topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
+ .primitiveRestartEnable = false,
+ },
+ .pViewportState = &(VkPipelineViewportStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
+ .viewportCount = 1,
+ .scissorCount = 1,
+ },
+ .pRasterState = &(VkPipelineRasterStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_RASTER_STATE_CREATE_INFO,
+ .depthClipEnable = true,
+ .rasterizerDiscardEnable = false,
+ .fillMode = VK_FILL_MODE_SOLID,
+ .cullMode = VK_CULL_MODE_NONE,
+ .frontFace = VK_FRONT_FACE_CCW
+ },
+ .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
+ .rasterSamples = 1,
+ .sampleShadingEnable = false,
+ .pSampleMask = (VkSampleMask[]) { UINT32_MAX },
+ },
+ .pDepthStencilState = &(VkPipelineDepthStencilStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
+ .depthTestEnable = true,
+ .depthWriteEnable = true,
+ .depthCompareOp = VK_COMPARE_OP_ALWAYS,
+ .depthBoundsTestEnable = false,
+ .stencilTestEnable = true,
+ .front = (VkStencilOpState) {
+ .stencilPassOp = VK_STENCIL_OP_REPLACE,
+ .stencilCompareOp = VK_COMPARE_OP_ALWAYS,
+ },
+ .back = (VkStencilOpState) {
+ .stencilPassOp = VK_STENCIL_OP_REPLACE,
+ .stencilCompareOp = VK_COMPARE_OP_ALWAYS,
+ },
+ },
+ .pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = (VkPipelineColorBlendAttachmentState []) {
+ { .channelWriteMask = VK_CHANNEL_A_BIT |
+ VK_CHANNEL_R_BIT | VK_CHANNEL_G_BIT | VK_CHANNEL_B_BIT },
+ }
+ },
+ .pDynamicState = &(VkPipelineDynamicStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
+ .dynamicStateCount = 9,
+ .pDynamicStates = (VkDynamicState[]) {
+ VK_DYNAMIC_STATE_VIEWPORT,
+ VK_DYNAMIC_STATE_SCISSOR,
+ VK_DYNAMIC_STATE_LINE_WIDTH,
+ VK_DYNAMIC_STATE_DEPTH_BIAS,
+ VK_DYNAMIC_STATE_BLEND_CONSTANTS,
+ VK_DYNAMIC_STATE_DEPTH_BOUNDS,
+ VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
+ VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
+ VK_DYNAMIC_STATE_STENCIL_REFERENCE,
+ },
+ },
+ .flags = 0,
+ .renderPass = anv_render_pass_to_handle(&anv_meta_dummy_renderpass),
+ .subpass = 0,
+ },
+ &(struct anv_graphics_pipeline_create_info) {
+ .use_repclear = true,
+ .disable_viewport = true,
+ .disable_vs = true,
+ .use_rectlist = true
+ },
+ &device->meta_state.clear.pipeline);
+
+ anv_DestroyShader(anv_device_to_handle(device), vs);
+ anv_DestroyShader(anv_device_to_handle(device), fs);
+ ralloc_free(vsm.nir);
+ ralloc_free(fsm.nir);
+}
+
+void anv_CmdClearColorImage(
+ VkCmdBuffer cmdBuffer,
+ VkImage _image,
+ VkImageLayout imageLayout,
+ const VkClearColorValue* pColor,
+ uint32_t rangeCount,
+ const VkImageSubresourceRange* pRanges)
+{
+ ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer);
+ ANV_FROM_HANDLE(anv_image, image, _image);
+ struct anv_meta_saved_state saved_state;
+
+ anv_cmd_buffer_save(cmd_buffer, &saved_state,
+ (1 << VK_DYNAMIC_STATE_VIEWPORT));
+ cmd_buffer->state.dynamic.viewport.count = 0;
+
+ for (uint32_t r = 0; r < rangeCount; r++) {
+ for (uint32_t l = 0; l < pRanges[r].mipLevels; l++) {
+ for (uint32_t s = 0; s < pRanges[r].arraySize; s++) {
+ struct anv_image_view iview;
+ anv_image_view_init(&iview, cmd_buffer->device,
+ &(VkImageViewCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
+ .image = _image,
+ .viewType = VK_IMAGE_VIEW_TYPE_2D,
+ .format = image->format->vk_format,
+ .channels = {
+ VK_CHANNEL_SWIZZLE_R,
+ VK_CHANNEL_SWIZZLE_G,
+ VK_CHANNEL_SWIZZLE_B,
+ VK_CHANNEL_SWIZZLE_A
+ },
+ .subresourceRange = {
+ .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
+ .baseMipLevel = pRanges[r].baseMipLevel + l,
+ .mipLevels = 1,
+ .baseArrayLayer = pRanges[r].baseArrayLayer + s,
+ .arraySize = 1
+ },
+ },
+ cmd_buffer);
+
+ VkFramebuffer fb;
+ anv_CreateFramebuffer(anv_device_to_handle(cmd_buffer->device),
+ &(VkFramebufferCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = (VkImageView[]) {
+ anv_image_view_to_handle(&iview),
+ },
+ .width = iview.extent.width,
+ .height = iview.extent.height,
+ .layers = 1
+ }, &fb);
+
+ VkRenderPass pass;
+ anv_CreateRenderPass(anv_device_to_handle(cmd_buffer->device),
+ &(VkRenderPassCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = &(VkAttachmentDescription) {
+ .sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION,
+ .format = iview.format->vk_format,
+ .loadOp = VK_ATTACHMENT_LOAD_OP_LOAD,
+ .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
+ .initialLayout = VK_IMAGE_LAYOUT_GENERAL,
+ .finalLayout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ .subpassCount = 1,
+ .pSubpasses = &(VkSubpassDescription) {
+ .sType = VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION,
+ .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
+ .inputCount = 0,
+ .colorCount = 1,
+ .pColorAttachments = &(VkAttachmentReference) {
+ .attachment = 0,
+ .layout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ .pResolveAttachments = NULL,
+ .depthStencilAttachment = (VkAttachmentReference) {
+ .attachment = VK_ATTACHMENT_UNUSED,
+ .layout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ .preserveCount = 1,
+ .pPreserveAttachments = &(VkAttachmentReference) {
+ .attachment = 0,
+ .layout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ },
+ .dependencyCount = 0,
+ }, &pass);
+
+ ANV_CALL(CmdBeginRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer),
+ &(VkRenderPassBeginInfo) {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
+ .renderArea = {
+ .offset = { 0, 0, },
+ .extent = {
+ .width = iview.extent.width,
+ .height = iview.extent.height,
+ },
+ },
+ .renderPass = pass,
+ .framebuffer = fb,
+ .clearValueCount = 1,
+ .pClearValues = NULL,
+ }, VK_RENDER_PASS_CONTENTS_INLINE);
+
+ struct clear_instance_data instance_data = {
+ .vue_header = {
+ .RTAIndex = 0,
+ .ViewportIndex = 0,
+ .PointWidth = 0.0
+ },
+ .color = *pColor,
+ };
+
+ meta_emit_clear(cmd_buffer, 1, &instance_data,
+ (VkClearDepthStencilValue) {0});
+
+ ANV_CALL(CmdEndRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer));
+ }
+ }
+ }
+
+ /* Restore API state */
+ anv_cmd_buffer_restore(cmd_buffer, &saved_state);
+}
+
+void anv_CmdClearDepthStencilImage(
+ VkCmdBuffer cmdBuffer,
+ VkImage image,
+ VkImageLayout imageLayout,
+ const VkClearDepthStencilValue* pDepthStencil,
+ uint32_t rangeCount,
+ const VkImageSubresourceRange* pRanges)
+{
+ stub();
+}
+
+void anv_CmdClearColorAttachment(
+ VkCmdBuffer cmdBuffer,
+ uint32_t colorAttachment,
+ VkImageLayout imageLayout,
+ const VkClearColorValue* pColor,
+ uint32_t rectCount,
+ const VkRect3D* pRects)
+{
+ stub();
+}
+
+void anv_CmdClearDepthStencilAttachment(
+ VkCmdBuffer cmdBuffer,
+ VkImageAspectFlags aspectMask,
+ VkImageLayout imageLayout,
+ const VkClearDepthStencilValue* pDepthStencil,
+ uint32_t rectCount,
+ const VkRect3D* pRects)
+{
+ stub();
+}