I will look into porting GL2DX to the xbox later this week, but from what I can see, the functions are limited, some are partial stubs, and others are commented out completly. I was also looking at TitaniumGL, which in windows does the same thing, but I dont think it supports anything after OpenGL 1.2 API. As for that project, which seems to have a lot more work done on it, it is a closed source library, so I will have to wait and see if the developer writes me back, and if they are interested in porting it to the 360, or will give me the code to do it myself. The other issue I have seen with GL2DX, is that it was written for DX11, where as far as I know the xbox only supports 9.0c and lower api, where Titanium GL is programmed to work all the way from windows 98 to windows 10.(Then again if you dont have a video card that supports opengl in windows 10, your issues are much bigger then I thought. )
Long story short it seems like a fun learning experience, but I am not going to make any promises, because I dont know how well the code I am starting with works, let alone how much of the systems resources it will take to convert all of the rendering math for DX, which would then be taken away from the app, game, or emulator you are trying to run. Also cant promise that it will work on all versions of the xbox kernel. You would think it would, but I cant promise it will.
Edit:
Just found GLDirect, which is an opensource 32bit library that uses a modified version of Mesa OpenGL library that wraps everything to DirectX 9. Should be much easier to port to the xbox, and already has 90% of the required code for the xbox360 port. I think I will use that as a starting point, as I know that Mesa libs support most GL calls, and functions.