What I'm questioning is the slide and claim that in the future we should continue to develop some portable version of Mantle alongside DirectX/GL - that simply doesn't makes sense in my opinion unless there's an absolute failure to integrate the relevant improvements into those.
I'm starting to wonder from the statements of "X has been pushing for this for years" that maybe someone isn't moving to integrate, and Mantle is an attempt to force or bypass them.
Granted, I don't think all the PR about APIs evolving too slowly is entirely fair. Up until recently, I'm not sure GPUs could be trusted with a ball of string, much less broad access to global memory.
Maybe I'm reading too much into what Johan said but it didn't sound like that was the goal to me. It sounded like the intention - regardless of what the rest of the industry does - is to continue on a separate path with Mantle and develop it as they see fit. Maintaining veto rights (i.e. "well you can change that in DX but we're going to do it our way in Mantle") is no different than a proprietary API. If AMD intends to give up control of Mantle and the rest of the industry wants to accomplish the same result through DX/GL, are they going to happily go along with that?
Maybe that assumption breaks down when the #GPU lines<#platforms.
Like I noted earlier, a hardware-linked API isn't quite as bad if the platform holder is breaking the API anyway.
First, there is getting the changes put into the standards, which may involve hashing things out with Microsoft, the IHVs, CAD, mobile, whatever stakeholders.
Then, even if added to the APIs, a game dev has to consider the API support of the platform or instantiation thereof.
Including mobile, laptops, consoles, it's probably a tuple.
Renderer.works
{platform, ODM, OEM, OS, OS revision/fork, API, API revision?, telecom?, user needs to update the above?, user can't update the above?, OEM drivers?, deprecated device?, not deprecated but typical shoddy device support?}
OR
{AMD?,Intel?,Nvidia?,IMG?,Mali???}