Lets see how they manage Vulkan, which keeps getting extensions that NVidia and AMD first develop in DirectX anyway, like Raytracing and mesh shaders.
Google and Samsung had to adapt Microsoft's HLSL compiler to target SPIR-V, because plenty of game developers weren't willing to write GLSL, or to port their shaders.
For those that don't know shading languages HLSL is closer to C++ in language features, also similar to what PS4 uses, while GLSL is pretty much still stuck in being a C derived shading language.