OpenMP is a bad approach for the types of problems commonly encountered in games and graphics programming in my experience. Matt Pharr's excellent series of articles on the history of ISPC gives some good explanations of what programming models actually work well for graphics particularly:
http://pharr.org/matt/blog/2018/04/30/ispc-all.htmlAt the time I was doing most of my SPE work (helping to optimize launch titles at EA prior to the launch of the PS3) most titles weren't taking much advantage of them at all. We were a central team helping move some code that seemed like it would most benefit over, I was particularly involved in moving animation code to the SPEs. There weren't really any options for libraries to help at that point, other than things we were building internally, so it was almost all manual work.
Later on in the PS3 lifecycle people moved more and more code to the SPEs. To my knowledge most of that work was largely manual still. For a while I was project lead on EA's internal job/task management library which had had a big focus on supporting use of the SPEs but my involvement in it was mostly during the early part of the Xbox One / PS4 generation. The Frostbite graphics team in particular did a lot of interesting work shifting GPU work over to the SPEs (I think some of it they've talked about publicly) but I wasn't directly involved in that.