1) That i don't want: Make an OpenGL based D3D_compiler, or translate D3D to OGL. When you try to represent HLSL to GLSL, many times "word to word" its impossible. That's why we call it emulation. So something that in HLSL needs 100flops to give result, translated or compiled to GLSL needs 120+flops, so its inefficient.
2) That i want: Vendors to give an HLSL front-end for their IL. So if i write an HLSL compiler will not be OGL based =inefficient, plus 10 times the work. For the IL its a front-end that is missing, but for a compiler the same thing is actually a back-end. A simple job is to write some Wine code and make MS_D3D to work with Wine (WineD3D work on Windows), then point the back-end extracted form the Windows driver(using Winetricks) to crate IL code, and all that inside a Wine Session. Its far less work than anything else.