this project seeks to draw vector graphics directly using gpu.
Does this project assume any other operating system level infrastructure? If so, which OS -- Linux, Windows, BSD, ...?
Vulkan is simply the lowest-level approach currently available among the major APIs. Piet is an example of a rendering engine that stands on top of Vulkan: it still needs application code to be a complete renderer, but it provides higher level abstractions that speak in the desired domain language(shapes, vector data, etc.).
this paper explains it well
https://w3.impa.br/~diego/projects/GanEtAl14/
Or the OP's earlier blog post
https://raphlinus.github.io/rust/graphics/gpu/2019/05/08/mod...
Regarding hardware support, it needs a GPU capable of compute shaders (which rules out a bunch of the older or very low end mobile chips). There is a hardware abstraction layer which currently supports Vulkan, Direct3D12, and Metal, but I believe D3D11 could be added, as well as other lower level interfaces (I took a look at deko3d and was tempted to use that as a way to port to Nintendo Switch).
https://github.com/linebender/piet#backends
https://github.com/linebender/druid/tree/master/druid-shell/...
Background: This actually seems related to a pet project of mine, tinkering with graphics rendering on an FPGA. An application-side 2D renderer would be very interesting to me to better understand the application side of it, when building the hardware side. Especially when it is a renderer that uses a presumably modern approach of using shaders for everything, making the hardware side insanely flexible, and because there are already plenty of other renderers to understand a static rendering pipeline.