I'm not sure what you are suggesting.
You want to program your GPU with x86 logic?
yes or cpu code programming without any gpu apis (dx, vulkan, gpu assembler), so kinda cuda but cpu programming only, think java cpu threads to vulkan
more clearly, make a new gpu api, virtual cpu api (free idea, public domain, free code)
I think you'll find that is out of scope for this project.
This is about implementing d3d9 - d3d11 through Vulkan to be able to play Windows games on Linux.
well x86/arm to vulkan translation layer, but just an idea, if not inside this project, take it or leave it
There's a reason why the GPU and CPU are distinct devices. They don't work the same and they have different strengths and weaknesses. What you're proposing is impossible and even if it wasn't, it would be a bad idea because GPUs are very slow at the type of work that CPUs do.
of course its possible, try threadripper, also try compute shaders. note: your assumptions, not the truth
That does that have to do with anything? Threadrippers are CPUs with a lot of cores. That's not the same as a GPU.
programming a gpu is like avx-512 instructions, or more like avx-20480 instructions, even if you are gpu, you will carry cpu instructions if you think you have to obey law
and what exactly does this have to do with D3D11->VK translation? Exactly, nothing.
Nothing extracted yet.
ie, map the gpu cores to virtual cpu cores (windows/linux) to be directly programmed with normal performance/efficiency core x86 program code logic