VK9 has reached it's 7th & 8th milestones. The primary features added to support these milestones include state blocks and initial alpha blending support. The code is available on github. Some of you may have noticed that codesampler.com is no longer online. Because of this I'll need to re-evaluate the future milestones because the samples are no longer available. I've started the process of evaluating alternatives and will make another announcement once I've updated the road map.
VK9 has reached it's 12th and 13th milestones. Reaching these milestones required the addition of limited lighting support and significant improvements to the texture stage support. The variables used for texture stages are now handled with specialization constants. What this means is that although they exist in the SPIR-V they should be optimized away when the SPIR-V is compiled into GPU instructions. This approach means that the GPU should only be running relevant code for fixed function. As part of initial lighting support both the light structures and material structure are available to the shaders being used to handle fixed function.
VK9 has reached it's 10th & 11th milestones. The primary features added to support these milestones were improvements to mipmapping & texture support. This release also includes a good number of performance improvements. The transformation matrices are now multiplied together before passing to the shader so they can fit into a push constant. The switch away from a buffer to a push constant for the transformation matrices caused a very noticeable performance improvement. For math glm has been replaced with eigen which improves the performance of matrix multiplication. In addition vectors and maps were replaced with small size optimized vectors and flat maps respectively which in my testing resulted in a performance improvement. Other smaller optimizations have been applied as well.