Also they accepted the world has moved on and CUDA accepted C, C++ and Fortran since day 1.
Shortly thereafter they made the PTX Assembly format available and any language could easily target it for GPU execution.
OpenCL got stuck in a world of C with the same runtime compilation model as GLSL.
Only after loosing to CUDA they cave in and created SPIR and the SysCL C++ implementation.
And they have done it again with Vulkan.
While Metal and DX are object based, even the shader languages are C++ like, Vulkan is all about C.
Recently they decided to adopt NVidia's C++ wrapper.