Ardour is a GPL DAW that has ability to split buffers. Hence why all LV2 plugins always need to know the buffer size (not the sample rate, that's set).
This allows as you said, a buffer to work with timming that are between buffers.
I don't know how this would work in a live context, as Vuo would need to know in advanced where when to split the buffer. Which would mean that all incoming data (MIDI/OSC/controll) would need to be delayed by one buffer cycle.
I think that would be ok, given the benefit it would bring.
Alastair if you need custom logic in Vuo, remember that one can already make custom nodes quite easily with a bit of C knowledge. The Vuo team also has a great tutorial series on this aspect of Vuo as well.
Obviously if one is learning Python and JS then learning C isn't that much more of a jump. In fact its a not specifically an OOP language, so its much more direct in many cases. (however remember one could do OOP with C, but its much more complex - that is why C++ exists) :-)
In regard to future purchases, I'm still at a crossroads. I am a heavy user of Logic, so that isn't on the PC (an never will be). However I have been using GNU/Linux for many programming tasks and loving the simplicity of installing anything how I want, and changing anything I like.
For video Blackmagic Resolve is really the only serious player on GNU/Linux (as Adobe CC only supports Linux for their creative cloud servers).
Personally for me this probably means the purchase of more computers in the short term. :-(
Alastair remember that one aspect of Metal, DX12 & Vulkan is to make compute shaders part of the standard and easier to load. So if Vuo were to be ported to Metal (or Vulkan with a Metal translation layer- which has no overhead- such as MoltenVK), it may mean getting Compute for free! :-)
Thanks for the great info Jaymie! As always it looks like Apple has pressed fast forward on the EOL of OpenGL. Hopefully it will be positive for the industry, and for Vulkan (which didn't look like it was gaining traction on MacOS). All I know about Vulkan vs OpenGL is that it's very different, very low level, and not always faster (for high resolution outputs no; but for 1080 much faster).
(When looking at game benchmarks etc)
UPDATE: Just been playing with the 'Vulkan Traiangle' tutorials... looks like I am wrong, and Vulkan can swap out shaders on the fly, (at least if I recompile the shaders obviously...) Having a default way to compile shaders (with error feedback) is a nice change to the silence that was GLSL.