They haven't supported OpenGL for years anyway, so the fact they deprecate it now is irrelevant.
In any case, abstraction layers for macOS already exist.
And, going by your definition, if Apple only allows Metal, then no API will be cross-platform ever anyway.
---
* Removal of components which have been replaced by new standalone tools:
* FrameAnalysis - use https://github.com/GPUOpen-Tools/Radeon-GPUProfiler
---
...that Radeon-GPUProfiler is that tool which has only D3D12 and Vulkan support.
Look around for AMD's OpenGL activity more recently, there's not much, which isn't surprising because they've been lagging behind NVIDIA with their GL drivers since forever. I bet they're eager to close that chapter.
NVIDIA seems more committed to GL still, but without having all GPU vendors on board to continue supporting OpenGL, Khronos won't be able to do much to keep it alive.
That is not news, and that has nothing to do with the state of OpenGL.
Please, stop spreading misinformation about OpenGL.
Please don't make things up. OpenGL 4.6 was released in July 2017. According to Wikipedia, modern AMD and NVIDIA cards both gained driver support for it in April 2018. Intel drivers have support since May 2019.
Just leave it to die.
Then there is WebGL and OpenGL ES, widely used everywhere too.
So, no, it is not going anywhere. In fact, Khronos themselves have said so.
Also I think it's obvious but I'll say it anyway; it's not up to khronos it's up to developers. It doesn't matter if they continue to support OpenGL if developers move to some combination of dx11/12, Vulkan, and Metal.
WebGL and OpenGL ES aren't OpenGL. Their uptake or lack thereof in other arenas is orthogonal to whether people are moving away from OpenGL for game development.
WebGL and OpenGL ES are pretty much OpenGL. Formally they are different standards, but they are based all in OpenGL: if you know one, you know the others pretty well, which is what is important for developers as you agree in the second paragraph.
If it were true that lots of games were picking OpenGL, why is it so hard to make a long list of them? It's easy to make such a list for vulkan.