A Intel GPU might be behind Vulkan, WebGL2, DX12, D3D11, WebGPU, OpenGL4, GLES3.2,or Metal ... There are a similar nr of current GPU hw architectures as current GPU APIs, is there still a portability benefit from the API abstractions or are they just zero or negative sum competition?
Regarding hardware support, it needs a GPU capable of compute shaders (which rules out a bunch of the older or very low end mobile chips). There is a hardware abstraction layer which currently supports Vulkan, Direct3D12, and Metal, but I believe D3D11 could be added, as well as other lower level interfaces (I took a look at deko3d and was tempted to use that as a way to port to Nintendo Switch).