Your comment sounds accurate from what little I know of the game community. But the reason it is fun to read about game programing is precisely because you guys are so willing to dive into the detail.
I was responding to a comment about Cairo graphics, which I assume is not much used in games. The kind of graphics I was thinking about is things like Cairo, Windows WPF, the Web.
That said: once upon a long time, OpenGL was supposed to be achieve efficiency by being high level so that the rendering stack could optimise your drawing better than you could. That idea didn't work so well and modern OpenGL seems to take the opposite approach.