Indeed, Vulkan is the step in the right direction because it largely follows the path I was outlining, but it's still got ways to go because it assumes things and mixes in abstractions of its own, but more importantly because through its mere existence and the way how it is positioned it occupies space where nothing else has room to exist. Point being that Vulkan still requires you to play by someone else's rules of how they thought the API should work, which is detrimental in principle to "exokernels". So this is about exokernels, not about going full retard and programming a 100 billion transistor GPU on your own to draw pixels.
In case I wasn't able to elaborate: Vulkan looks like the part, it's certainly a sign of the people who started with the likes of DirectX have learned about the dead-end model they thought would work and are now finally seeing the "light", and I am arguing that whatever abstracts the GPU should just pretend it's a generic massively parallel computation unit with addressable memory of multiple kinds and places and so on -- without assuming it's for "graphics" (which it is less about today than ever before, what with AI etc).