OpenGL on Mac still works, but after the deprecation various things were broken which had to be worked around in GLFW, SDL2 etc (black screen after startup, vsync broken, ...), some of the problems were fixed in minor OS updates, it's back to a state now where it can be used (at least as a native debug-target for emscripten applications).
GL on Mac has a few peculiarities though: it's only supported up to 4.1, and (AFAIK) for post-2.x GL versions, only CoreProfile is supported, so existing code often still needs to be "ported" to work on Mac.
Shameless plug: If you're not locked into the GL API, check out the Sokol project, it's a set of C headers for writing tiny-cross-platform apps:
Since fairly recently there's also a shader-cross-compiling solution (write the shaders in GLSL 450, and translate to GLSL/MSL/HLSL via SPIR-V, complete with build-process- and IDE-integration):
And here are some samples (those also compile natively to Win32, macOS, Linux, iOS and Android):
Cheers,
-Floh.