Moving the client specific extension filtering to the PE side, and tracking supported and enabled extension lists as bitfields. This makes it possible to store the client/host supported/enabled extension list on the vulkan objects, making it easily available and shareable with win32u.
The goal is to then move the Vulkan device and instance wrappers to win32u, to benefit from their infrastructure (function pointer loading, etc), but also because D3DKMT will have to create Vulkan objects on its own for timeline and shared D3D12 fences, and allowing it to create Vulkan wrapped objects will make things easier than having a mix of host handles (in the D3DKMT stack) and wrapped handles (in the Vulkan stack).