The cost of virtual functions are usually greatly exaggerated in many posts on the subject. That is not to say they are free but assuming they are evil is simply short sighted. Basically you should only concern yourself with the overhead if you think the function in question is going to be called >10000 times a frame for instance. An example, say I have the two API calls:
"virtual void AddVertex(Vector3& v);" & "virtual void AddVertices(Vector<Vector3>& vs);"
If you add 100000 vertices with the first call the overhead of the indirection and lack of inlining is going to kill your performance. On the other hand, if you fill the vector with the vertices (where the addition is able to be inlined and optimized by the compiler) and then use the second call, there is very little overhead to be concerned with.
So, given that the 3D API's do not supply individual vertex get/set functions anymore and everything is in bulk containers such as vertex buffers and index buffers, there is almost nothing to be worried about regarding usage of virtual functions. My API wrapper around DX12, Vulkan & Metal is behind a bunch of pure virtual interfaces and performance does not change when I compile the DX12 lib statically and remove the interface layer. As such, I'm fairly confident that you should have no problems unless you do something silly like the above example.
Just keep in mind there are many caveats involved in this due to CPU variations, memory speed, cache hit/miss based on usage patterns etc and the only true way to get numbers is to profile something working. I would consider my comments as rule of thumb safety in most cases though.