Vulkan is Next-Gen OpenGL
Although, saying that, isn't there a way to query for a few sizes in D3D12? It's been a while since I've looked at the docs but I was sure a fair chunk of stuff had size/alignment restrictions which were queryable in some way...
NVIDIA will therefore provide a few Vulkan extensions from day zero, so that you as developer can enjoy less obstacles on your path to Vulkan. We will support consuming GLSL shader strings directly and not having to use SPIR-V.
This seems strange. Wouldn't it be easier as a source file than embedding it into the driver thus making the driver harder to maintain? I assume someone will release one later though.
SPIR-V is mandatory for Vulkan, this extension will allow usage of GLSL strings. Both extensions mentioned in the article target people with existing OpenGL code, who want to have a quicker go on evaluating Vulkan for their needs, or transitioning to it. For final applications, or applications made from scratch it is much more likely you would be using the open-source SPIR-V tools such as Google's https://github.com/google/shaderc
yes reworded it after seeing the confusion around it. As for development stage, I used that wording, as paperwork, polish, conformance tests... is part of the process as Khronos said in their December statement. If you just mean the header, yes that was frozen a while back.
Here is a new blog post on Vulkan https://developer.nvidia.com/engaging-voyage-vulkan
Begin & End commands are so '90ish