But why? Why do we need a thousand layers of emulation?
It's kind of like how Mesa's existing OpenGL drivers all switched to Gallium3D, which splits the Graphics driver into an agnostic front-end and a device-specific backend. Allows for a lot of re-use and optimization. I heard they're wanting to do something the same with their Vulkan drivers for the future as well.
Meanwhile, writing an OpenGL-on-Vulkan layer has been a plan for deprecating/simplifying driver support for OpenGL for quite a while now. Might as well focus efforts on that.