I'm watching the Blender contribution the most closely -- at this point last year it looked like their revision to the Cycles-X renderer was going to be effectively locked into NVidia if you wanted hardware acceleration, because only NVidia was providing any engineering support. They were already looking for an alternative for OpenGL because too many of the OpenGL drivers had been left to drift and Blender was tired of building workarounds for known driver bugs that were reported but never fixed. Blender 3.0 has just come out and is Apple Silicon native, but without Metal hardware acceleration for PBR. Thanks to Apple's support, 3.1 will likely add it, and the first pull requests have come in.
I think Apple may have decided that it was worth an FTE to keep Blender from becoming NVidia-only for GPU acceleration.
One other OSS project I follow pretty closely is the game engine Godot, which over the past couple years has rewritten its rendering engine to use Vulkan, partly because Apple's deprecation of OpenGL but also because their rendering engine was ready for a comprehensive rewrite. Godot 4 is in pre-alpha, and I honestly don't expect alpha before next June-ish, but I'm looking forward to it. I wouldn't mind it if Apple loaned them some engineering when it comes time to optimize the Godot-Vulkan-MoltenVK pipeline.
I think Apple may have decided that it was worth an FTE to keep Blender from becoming NVidia-only for GPU acceleration.
One other OSS project I follow pretty closely is the game engine Godot, which over the past couple years has rewritten its rendering engine to use Vulkan, partly because Apple's deprecation of OpenGL but also because their rendering engine was ready for a comprehensive rewrite. Godot 4 is in pre-alpha, and I honestly don't expect alpha before next June-ish, but I'm looking forward to it. I wouldn't mind it if Apple loaned them some engineering when it comes time to optimize the Godot-Vulkan-MoltenVK pipeline.