I named it RasterizationPipelineCreateInfo and not
GraphicsPipelineCreateInfo because there's now a
RayTracingPipelineCreateInfo as well, which is *also* graphics, and it
would be confusing for everyone except people already drowned in Vulkan
naming quirks.
Since depth/stencil images can't be linear, I needed buffer/image copies
to test those, and conversely to test buffer/image copies I needed image
clears.
A pretty big chunk of work, and it led to a discovery of a SwiftShader
bug, which I will work around next. First Vulkan driver workaround, so
the whole scaffolding needs to get added as well.