The plan is to move as much GL code as possible to win32u, similarly to what's been done with vulkan. While I intend to keep the existing driver-specific GL backend (GLX, macos?), I win32u can use EGL more directly while delegating only the platform specific display and surface creation to the drivers.
At the same time, it could also make it possible to use EGL for memory DCs too, as osmesa is being removed from Mesa3D main branch (still going to be present in a separate historical branch iiuc).