Programming GPU compute outside CUDA is still quite painful; the developer experience of tools is terrible and the ecosystem has a lot of catching up to do. I'm most bullish on WebGPU going forward, but there are definite growing pains.
Also all major graphics vendors tend to create their hardware designs in collaboration with Microsoft as part of DirectX, and eventually add them as extensions to Khronos APIs.
So it hardly matters what Khronos is doing with Vulkan.
That's pretty sickening, I hope the EU will give them a rap across the knuckles for that. Very anti-competitive.
Hardware Transformation and Lighting, CG/HLSL, RayTracing, MeshShaders and more recently DirectStorage, are all examples of features that appeared first in DirectX, with AMD or NVidia hardware implementation, before showing up as OpenGL or Vulkan extension.
Btw, this is one of the reasons I feel a bit burned by MoltenVK, as it happily and silently translates correct SPIR-V into MSL that's lacking the correct barriers. In my experience, GPU translation layers are some of the leakiest abstractions around.
[1]: https://raphlinus.github.io/gpu/2021/11/17/prefix-sum-portab...