The easiness of porting is always exaggerated, first of all, all 8 and 16 bit home computers had their own ways, the game consoles for the most part ignore Khronos, and still there is a thriving market, because game devs contrary to FOSS folks, implement a middleware engine during breakfast, and move on with their lives.
Secondly, thanks to extension spaghetti from Khronos APIs, the portability across devices, OS and computing platforms is hardly much different than coding to multiple graphics backends.
There are hardly any Khronos APIs related content at game conferences, that isn't done by Khronos themselves.
So even without coding agents it has never been that industry relevant, other than on open source communities.
Secondly, thanks to extension spaghetti from Khronos APIs, the portability across devices, OS and computing platforms is hardly much different than coding to multiple graphics backends.
There are hardly any Khronos APIs related content at game conferences, that isn't done by Khronos themselves.
So even without coding agents it has never been that industry relevant, other than on open source communities.