I agree with this above.
And even if ARM on Windows becomes popular I don’t think it will change a thing.
They still use DX12, OpenGL and Vulkan for one. The Os will still be different too.
I don’t expect it to change anything for Mac Gaming or App support.
It is not like there are a lot of Linux ports of games and apps because it is x86…
While I'm not certain, I believe the original question was simply support for ARM which by itself would make things like WINE/GPTK faster if they don't have to do Rosetta translation on top of Windows/GPU API emulation.
=============
But more generally neither ARM CPUs nor even GPU APIs are a major stumbling block for porting. I still see this repeated everywhere but it isn't actually true anymore. Most games, even AAA, use Unity/Unreal/some off the shelf engine. I won't say that native porting to Macs/Linux to ARM or not is merely a click away when using those tools, but the technical side isn't the holdup. The most common game engines all have Metal/Vulkan backends and the ability to make games for whatever platform the developer wants, that flexibility is one of the reasons why they are so popular.
The real issue is support costs versus the perceived size of the gaming market. Why bother with any cost to porting at all, and then the higher cost of supporting a platform, if the perceived tiny Mac or Linux gaming base is just going to get the game somewhere else like a console, phone, or Windows gaming PC? That's why we even see games like Genshin Impact come out for Android, iOS, PC, console, but not Mac or Linux. Obviously porting to Mac or Linux isn't the issue - the "hard part" of doing that's practically already been done - e.g. for Mac, it's on iOS already - and they still won't do it.