@avokado @pierogiburo @lisyarus I'm testing my assumptions and memory here, as I did try to hook #Vulkan to a framework at work about 2 years ago.
Afaik, despite the lot-of-typing, Vulkan also provides error cues for troubleshooting like nothing I've seen so far. Or are there better alternatives in regards of debugging? (Not talking about NVidia's or xcode's debuggers)
There's no other C++ native rendering framework that woud cater with a unified shader format without all the other connected bloat (like bgfx) now that Circle's effort was ditched. Right?
You can use modern ogl as the input for Vulkan though you'll depend on transpiling it to spirv and then to the platform specific format. I don't think this is an issue as I had an autoloading cmake job to handle this on file changes.
Macos is quite the divide here as the deprecated the ogl long ago and Metal, though it's quite good, is just different from DX.
To take into consideration, albeit this info is a bit dated, Khronos is not handling macos sdks itself, but used to delegate it to a subsidiary. Not sure if because of that, but the version of the standard that macos vulkan sdk provides might lag behind. I.e. macos might not provide the full feature set. Would make sense to check that before committing.