Revit and 3ds Max. Not to mention most of the entire Autodesk suite needed for coordination. They got Maya over to multi-platform and AutoCAD on both but apparently even when Mac was x86 strong, the 3ds Max code was just going to take too long (developer on their forum said 2-3 years just for foundations) to port over. And the percentage of Revit users willing to switch over to Mac or waiting on it is small and likely already on other programs like Vectorworks or Archicad.
If Blender can port its OpenGL code to ARM with some help from Apple, then Rhino3D has a chance to move to ARM. But if Apple depreciates it entirely and doesn't provide that option then perhaps another prominent crossover tool is gone. Same for Modo, Nuke, Houdini, etc. Apple's ideal target audience for easy porting is incredibly narrow.
SUMMARY This article explains how the OpenGL and OpenCL deprecation announcement by Apple will affect the Foundry products. MORE INFORMATION Apple have announced that they are deprecating OpenGL an...
support.foundry.com
It's been a long-standing issue. I know Apple can do a lot of accelerators and stuff with Metal but for crossplatform, it's just such a damn hassle to develop specifically for it. And moving forward, developing for more or less a self-contained platform.
As someone else mentioned, Solidworks. Plenty of professional applications will likely just stay Windows now and drop their Mac equivalent moving forward. Or possibly look at the state of Linux usage. Dropping support for Nvidia entirely long ago does not help Apple either. These programs do run better under Quadro/FirePro. When running $300,000 simulations, don't trust accurate viewport to any onboard GPU.