- you've unlimited resources for testing and vetting drivers, and you're working for huge CAO software that can tell users what to use.
- you don't have huge resources and then your only hope if to use an abstracted API like Skia, GDI, bgfx, IGL, WebGPU, anything other than using OpenGL directly.
It will just never work everywhere if you use OpenGL directly, and you won't be able to debug the driver or find all OS x drivers x GPU combination you need to debug it.
Your OpenGL-specific skills (avoiding driver bugs) will have very little value, but 3D-specific skills could. It's a waste of time that is only rivalled by learning C++. I would concentrate on abstracted API that avoid those driver bugs, or even learning a game engine to stay topdown.