How will Vulkan replace openGL in Blender in the near future?

The problem is, how do you abstract two very different APIs (Vulkan and OpenGL) without losing the benefits of either? This is neither a small nor simple task.

Particularly, I don’t think it’s a good idea to task inexperienced GSOC students with this, because that didn’t really pan out in the past and Vulkan is even harder to use than modern OpenGL.

I believe it would be better to investigate integration of an external abstraction layer like bgfx, which is already optimized for drawcall throughput on many legacy APIs.