Hi David and other folks,

I am testing SwiftShader on a Debian 12 machine without hardware 
acceleration. It seems that SwiftShader is still enabled (I saw swiftshader 
in Chrome://gpu) in Chrome 139. Is this the expected behavior?

Also, I am curious about software rendering alternatives on Linux machines. 
Similar to WARP, do you have any plans to replace SwiftShader with MESA 
llvmpipe on Linux? I know there are also some Linux VM users who might also 
be affected by this removal.

Thanks!
Rui

On Wednesday, July 9, 2025 at 11:35:32 AM UTC-4 David Adrian wrote:

> An update: We added an enterprise policy 
> <https://chromeenterprise.google/policies/#EnableUnsafeSwiftShader> that 
> allows users to re-enable Swiftshader. This should help with the managed VM 
> / remote desktop use-case.
>
> In Chrome 139, we will start experimenting (via Finch/partial deployments) 
> with:
>
>    - Removing Swiftshader support on MacOS and Linux
>    - Replacing Swiftshader with WARP on Windows
>    - Removing the OOM fallback to Swiftshader/WARP, so that it is not 
>    attacker-triggerable on arbitrary devices
>
>
> On Thursday, April 24, 2025 at 9:55:58 AM UTC-4 David Adrian wrote:
>
>> As it stands now, we are hopeful we can swap out to WARP on Windows 
>> without any drop in coverage for software rendering (i.e. simultaneously 
>> with removing SwiftShader). Experimental support and testing for this will 
>> begin in Chrome 137.
>>
>> On Thursday, April 10, 2025 at 12:47:33 PM UTC-4 Julie Powell wrote:
>>
>>> WebGL emulation is critical for many US entities that are running thin 
>>> client machines which don’t have access to a GPU. So far, the organizations 
>>> we’ve spoken to are on Windows so simultaneously putting an automatic 
>>> fallback to WARP in place once the fallback to SwiftShader is removed – 
>>> avoiding a period of time when a command line override would be required – 
>>> will allow them to continue operating. We have verified that the following 
>>> organizations are dependent on this capability (note that there are many 
>>> more outside of this list, both in the private and public sector): 
>>> Department of the Interior Bureau of Land Management, Office of Wildland 
>>> Fire, National Park Service, U.S. Geologic Survey, U.S. Fish and Wildlife 
>>> Service, Bureau of Indian Affairs, Air Force DCGS, Army Tactical Edge Node, 
>>> DCGS-Army, DCGS-USMC, USMC, USAF, USDA, NGA, DIA, Census, DHS, CISA, 
>>> FirstNet/NTIA (Commerce), NCIS, DTRA, STRATCOM, EUCOM, Idaho National 
>>> Guard, some universities, K-12 schools, National Geographic, and more.
>>>
>>> I am working with colleagues and international distributors to gauge the 
>>> usage of VMs running Linux which are doing web mapping and don’t have 
>>> access to GPU resources. I will come back with an update when I have one. 
>>>
>>> On Monday, March 24, 2025 at 12:56:08 PM UTC-7 Matt George wrote:
>>>
>>>> Hi Rick, AFAIK it's only Windows, but currently reaching out to see if 
>>>> it's different for our distributors in Europe. 
>>>>
>>>> Matt
>>>> On Monday, March 24, 2025 at 10:38:19 AM UTC-7 Rick Byers wrote:
>>>>
>>>>> Thanks for chiming in Matt. Is the scenario you described Windows-only 
>>>>> (in which case we should be good with WARP), or also Linux?
>>>>>
>>>>> Rick
>>>>>
>>>>> On Mon, Mar 24, 2025 at 1:22 PM Matt George <matt...@gmail.com> wrote:
>>>>>
>>>>>> Very happy to hear about exploring the use of WARP on windows.
>>>>>>
>>>>>> Just wanted to chime in that from the Esri perspective, we also have 
>>>>>> a large number of users accessing our maps SDK from VMs without a GPU. 
>>>>>> This 
>>>>>> is done for security reasons, & not uncommon for public sector clients. 
>>>>>> We 
>>>>>> have a special codepath where when we detect software emulation is being 
>>>>>> used, we only render every X frames & then use css transforms 
>>>>>> in-between. 
>>>>>> This is fairly usable, though of course it's a much worse experience 
>>>>>> than 
>>>>>> having a GPU. 
>>>>>>
>>>>> On Tuesday, March 11, 2025 at 1:11:42 AM UTC-7 Ashley Gullen wrote:
>>>>>>
>>>>>>> Thanks for the update David - that sounds like a much less 
>>>>>>> disruptive approach than removing it completely.
>>>>>>>
>>>>>>>
>>>>>>> On Mon, 10 Mar 2025 at 19:26, David Adrian <dad...@google.com> 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> To cover the testing use case, we have provided a CLI flag to 
>>>>>>>> enable SwiftShader. This has been in the release notes since November. 
>>>>>>>> If 
>>>>>>>> this is insufficient, we could add an enterprise policy. 
>>>>>>>>
>>>>>>>> However, rather than attempt a straight removal, we are going to 
>>>>>>>> take a multi-pronged approach to attempt to simultaneously reduce the 
>>>>>>>> situations where SwiftShader is available, while maintaining 
>>>>>>>> compatibility with devices that require it due to the GPU blocklist.
>>>>>>>>
>>>>>>>>    - SwiftShader is already unused on many Mac clients, since it 
>>>>>>>>    does not support ARM. We will run an experiment where we fully 
>>>>>>>> remove it on 
>>>>>>>>    Mac, where usage is much smaller. We expect this will be ~fine.
>>>>>>>>    - Similarly, we will try the same on Linux, although this may 
>>>>>>>>    not go as well, as there are not a large number of ARM Linux 
>>>>>>>> clients.
>>>>>>>>    - We will experiment with removing the automatic fallback to 
>>>>>>>>    SwiftShader after 3 OOMs, limiting it to just the devices without a 
>>>>>>>> GPU or 
>>>>>>>>    on the GPU blocklist. This should reduce the attack surface across 
>>>>>>>> the 
>>>>>>>>    board, as attackers would be unable to arbitrarily cause 
>>>>>>>> SwiftShader to be 
>>>>>>>>    used. In conjunction with this, we'll see if we can leverage Warp 
>>>>>>>> on 
>>>>>>>>    Windows.
>>>>>>>>
>>>>>>>> If we can get to a state where SwiftShader is off by default on Mac 
>>>>>>>> and Linux, and replaced with Warp on Windows aside from the CLI flag, 
>>>>>>>> and 
>>>>>>>> the fallback is not triggerable by an attacker on systems with a 
>>>>>>>> "normal" 
>>>>>>>> GPU, we'll be in much better shape from a security standpoint.
>>>>>>>>
>>>>>>>> We will update this thread with the progress and results of these 
>>>>>>>> experiments as they roll out.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Mon, Mar 3, 2025 at 2:27 PM Rick Byers <rby...@chromium.org> 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> +1 that providing temporary enterprise policy exceptions is standard 
>>>>>>>>> practice <https://www.chromium.org/developers/enterprise-changes/> 
>>>>>>>>> for breaking changes that we predict may have enterprise impact. 
>>>>>>>>>
>>>>>>>>> Rick
>>>>>>>>>
>>>>>>>>> On Mon, Mar 3, 2025 at 2:24 PM Erik Anderson <
>>>>>>>>> erik.a...@microsoft.com> wrote:
>>>>>>>>>
>>>>>>>>>> Hi Geoff,
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> My suggestion re: a policy was not to have one that is supported 
>>>>>>>>>> indefinitely.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Many high-risk deprecations have had a policy lasting for, I 
>>>>>>>>>> believe, as little as 3 major version releases. Having such a thing 
>>>>>>>>>> helps 
>>>>>>>>>> mitigate the concern that the risk analysis was way off (which could 
>>>>>>>>>> then 
>>>>>>>>>> mean needing to do a stable respin if your risk analysis was off). 
>>>>>>>>>> If a 
>>>>>>>>>> policy is available, impacted enterprises can quickly 
>>>>>>>>>> self-remediate, 
>>>>>>>>>> report what broke once you flip over the default, and have a little 
>>>>>>>>>> bit 
>>>>>>>>>> more of a window to plan mitigations tied to the removal of the 
>>>>>>>>>> policy 
>>>>>>>>>> (since they’d now be aware of what broke and why).
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Thanks,
>>>>>>>>>>
>>>>>>>>>> Erik
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> *From:* Ken Russell <k...@chromium.org> 
>>>>>>>>>> *Sent:* Monday, March 3, 2025 10:39 AM
>>>>>>>>>> *To:* Ashley Gullen <ash...@scirra.com>
>>>>>>>>>> *Cc:* Geoff Lang <geof...@google.com>; Erik Anderson <
>>>>>>>>>> erik.a...@microsoft.com>; Rick Byers <rby...@chromium.org>; 
>>>>>>>>>> David Adrian <dad...@google.com>; blink-dev <blin...@chromium.org>; 
>>>>>>>>>> geof...@chromium.org <geof...@chromium.org>
>>>>>>>>>> *Subject:* Re: [EXTERNAL] Re: [blink-dev] Intent to Remove: 
>>>>>>>>>> SwiftShader Fallback
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> It's feasible, but a significant amount of engineering work that 
>>>>>>>>>> our (Chrome Graphics) team would not be able to prioritize versus 
>>>>>>>>>> other 
>>>>>>>>>> current work that would impact a larger user base.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> -Ken
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> On Fri, Feb 28, 2025 at 9:45 AM 'Ashley Gullen' via blink-dev <
>>>>>>>>>> blin...@chromium.org> wrote:
>>>>>>>>>>
>>>>>>>>>> Is it feasible to have SwiftShader (or WARP) run in its own 
>>>>>>>>>> process with a stronger sandbox?
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> On Fri, 28 Feb 2025 at 15:25, Geoff Lang <geof...@google.com> 
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Hey Erik, Ashley, Rick,
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> I want to be clear that I think having high WebGL availability is 
>>>>>>>>>> a good thing. I don't think that users with software WebGL have a 
>>>>>>>>>> great 
>>>>>>>>>> experience but it's likely better than no availability, at least for 
>>>>>>>>>> drawing static things. What pushes this over the line and warrants 
>>>>>>>>>> this 
>>>>>>>>>> discussion is that JITing code in the GPU process is a huge 
>>>>>>>>>> vulnerability 
>>>>>>>>>> and is a rapidly increasing attack target. 
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> We're investigating WARP as an alternative on Windows. You are 
>>>>>>>>>> right that a large portion of the SwiftShader fallback is on 
>>>>>>>>>> machines with 
>>>>>>>>>> no GPUs (headless or VMs). There are just many unknowns about the 
>>>>>>>>>> quality 
>>>>>>>>>> and security of WARP, it will take a while to be confident in such a 
>>>>>>>>>> change 
>>>>>>>>>> and it still does not resolve the issue of JITing code in the weakly 
>>>>>>>>>> sandboxed GPU process.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Regarding corporate policy, I'd much rather have these users fall 
>>>>>>>>>> back in the same way as everyone else and work towards lowering the 
>>>>>>>>>> number 
>>>>>>>>>> of users in this position.  It would mean supporting and testing a 
>>>>>>>>>> feature 
>>>>>>>>>> only used by enterprise users when we have no visibility into 
>>>>>>>>>> crashes, bugs 
>>>>>>>>>> or vulnerabilities that they face.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> We're also disabling software fallback due to a crashes in the 
>>>>>>>>>> GPU driver (as opposed to blocklisted GPU). Right now any user can 
>>>>>>>>>> fairly 
>>>>>>>>>> easily trigger a GPU crash and fall back to software WebGL which 
>>>>>>>>>> opens up 
>>>>>>>>>> vulnerabilities to all users instead of the 2.7%.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Geoff
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> On Thu, Feb 27, 2025 at 3:28 PM Erik Anderson <
>>>>>>>>>> erik.a...@microsoft.com> wrote:
>>>>>>>>>>
>>>>>>>>>> Hi David,
>>>>>>>>>>
>>>>>>>>>> The initial message states that SwiftShader primarily covers 
>>>>>>>>>> older Windows devices. Beyond those, there are a non-trivial set of 
>>>>>>>>>> enterprise users that use thin clients to connect to a remote 
>>>>>>>>>> Windows 
>>>>>>>>>> device which is often running in a VM without access to a physical 
>>>>>>>>>> GPU.
>>>>>>>>>>
>>>>>>>>>> For example, this applies to the Microsoft Dev Box offering (
>>>>>>>>>> https://azure.microsoft.com/en-us/products/dev-box/). 
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Unfortunately, enterprise clients often turn off telemetry. So, I 
>>>>>>>>>> would assume any UMA-derived metrics to be undercounting the 
>>>>>>>>>> population.
>>>>>>>>>>
>>>>>>>>>> It’s likely there are certain line-of-business and/or 
>>>>>>>>>> consumer-oriented sites that have a hard dependency on WebGL to be 
>>>>>>>>>> fully 
>>>>>>>>>> functional.
>>>>>>>>>>
>>>>>>>>>> Have you considered, on Windows, targeting WARP (
>>>>>>>>>> https://learn.microsoft.com/en-us/windows/win32/direct3darticles/directx-warp)
>>>>>>>>>>  
>>>>>>>>>> instead? I don’t know if there are other viable alternatives on 
>>>>>>>>>> other OSes, 
>>>>>>>>>> but if the primary impacted clients are Windows perhaps that would 
>>>>>>>>>> be a 
>>>>>>>>>> sufficient mitigation.
>>>>>>>>>>
>>>>>>>>>> To help enterprise customers reason about how much this is going 
>>>>>>>>>> to impact them, it would be helpful to have an enterprise policy to 
>>>>>>>>>> control 
>>>>>>>>>> this. This is a common pattern for potentially high-impact changes.
>>>>>>>>>>
>>>>>>>>>> In its initial phase, the policy would enable motivated 
>>>>>>>>>> enterprises to forcibly disable SwiftShader as a scream test. And 
>>>>>>>>>> after you 
>>>>>>>>>> switch over the default, it could enable enterprises caught unaware 
>>>>>>>>>> to have 
>>>>>>>>>> some additional window of time to plan mitigations (by re-enabling 
>>>>>>>>>> it via 
>>>>>>>>>> policy) before you proceed with fully deprecating support and remove 
>>>>>>>>>> the 
>>>>>>>>>> policy.
>>>>>>>>>>
>>>>>>>>>> Can you comment on if you plan to add such a policy or, if not, 
>>>>>>>>>> why not?
>>>>>>>>>>
>>>>>>>>>> Thanks!
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> *From:* 'Ashley Gullen' via blink-dev <blin...@chromium.org> 
>>>>>>>>>> *Sent:* Thursday, February 27, 2025 4:14 AM
>>>>>>>>>> *To:* Rick Byers <rby...@chromium.org>
>>>>>>>>>> *Cc:* David Adrian <dad...@google.com>; blink-dev <
>>>>>>>>>> blin...@chromium.org>; geof...@chromium.org <geof...@chromium.org
>>>>>>>>>> >
>>>>>>>>>> *Subject:* [EXTERNAL] Re: [blink-dev] Intent to Remove: 
>>>>>>>>>> SwiftShader Fallback
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Thanks for the response Rick, I agree with much of what you've 
>>>>>>>>>> said and I think your views and suggested workarounds are all 
>>>>>>>>>> generally 
>>>>>>>>>> reasonable.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> I just realised I previously responded to this thread but only 
>>>>>>>>>> replied to David - for transparency I've copied my previous response 
>>>>>>>>>> below.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> I can confirm all content made with Construct since about 2018 
>>>>>>>>>> requires WebGL to work and will show an error message if WebGL is 
>>>>>>>>>> unavailable. I've included a screenshot of the message Construct 
>>>>>>>>>> content 
>>>>>>>>>> published to the web will display when WebGL is not supported, 
>>>>>>>>>> saying 
>>>>>>>>>> "Software update needed", since that has usually been the best 
>>>>>>>>>> advice in 
>>>>>>>>>> that situation in the past. As my previous message says we long ago 
>>>>>>>>>> removed 
>>>>>>>>>> any other fallback and are now likely too dependent on WebGL to 
>>>>>>>>>> feasibly 
>>>>>>>>>> reimplement a canvas2d fallback.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Some other thoughts about workarounds/mitigations:
>>>>>>>>>>
>>>>>>>>>>    - A swiftshader WASM module would at least give us a 
>>>>>>>>>>    workaround, but if that was something like a ~10 MB+ module it 
>>>>>>>>>> would be a 
>>>>>>>>>>    very high download overhead which we'd be obligated to include in 
>>>>>>>>>> every 
>>>>>>>>>>    Construct export for compatibility
>>>>>>>>>>    - Swiftshader could be removed from insecure origins with 
>>>>>>>>>>    little impact to us, and using a permission policy for cross-site 
>>>>>>>>>> iframes 
>>>>>>>>>>    should be straightforward to work with
>>>>>>>>>>    - If it helps reduce the attack surface, we could live with 
>>>>>>>>>>    SwiftShader support for WebGL 1 only (no WebGL 2) with minimum 
>>>>>>>>>> capabilities 
>>>>>>>>>>    (no extensions).
>>>>>>>>>>    - A permission prompt to the user is not ideal but better 
>>>>>>>>>>    than nothing, and I imagine it would be tricky to explain to a 
>>>>>>>>>> normal web 
>>>>>>>>>>    user though the prompt message (and makes obtaining a WebGL 
>>>>>>>>>> context 
>>>>>>>>>>    async...)
>>>>>>>>>>    - Regarding getting WebGL to work on more devices, as I 
>>>>>>>>>>    mentioned in my previous message, reviewing the GPU blocklist to 
>>>>>>>>>> re-enable 
>>>>>>>>>>    WebGL for older devices if drivers have been updated or 
>>>>>>>>>> workarounds for 
>>>>>>>>>>    issues can be found would help reduce the number of devices 
>>>>>>>>>> subject to 
>>>>>>>>>>    SwiftShader. Being able to enable at least WebGL 1 will still 
>>>>>>>>>> help with 
>>>>>>>>>>    Construct content.
>>>>>>>>>>    - If a software fallback can be securely implemented for 
>>>>>>>>>>    WebGPU, Construct has a WebGPU renderer too now so that would 
>>>>>>>>>> give us a 
>>>>>>>>>>    workaround (and potentially for any other WebGL content - AFAIK 
>>>>>>>>>> many widely 
>>>>>>>>>>    used libraries like three.js now either support WebGPU or are 
>>>>>>>>>> working on it)
>>>>>>>>>>
>>>>>>>>>> Thanks for the consideration all.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Copy of my previous message:
>>>>>>>>>>
>>>>>>>>>> -----
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> OK, thanks for the information. I just want to point out that 
>>>>>>>>>> even stopping WebGL content for only 2.7% of users is still 
>>>>>>>>>> potentially 
>>>>>>>>>> very disruptive. Consider a web game on Poki that requires WebGL and 
>>>>>>>>>> gets a 
>>>>>>>>>> million players. With this change, now 27,000 users will see a 
>>>>>>>>>> "WebGL not 
>>>>>>>>>> supported" error message. That's then potentially a huge number of 
>>>>>>>>>> new 
>>>>>>>>>> support requests to deal with.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> > Can you share the number for Construct about what percentage of 
>>>>>>>>>> your users are using the SwiftShader fallback? Again, our numbers 
>>>>>>>>>> indicate 
>>>>>>>>>> that these are primarily older Windows workstations.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> For the Construct editor itself, it is around 3%, so that seems 
>>>>>>>>>> in line. But the key point here is that Construct is middleware: it 
>>>>>>>>>> is a 
>>>>>>>>>> tool our users develop web games in and then publish independently 
>>>>>>>>>> of us. 
>>>>>>>>>> It is much more important that WebGL works for players of those 
>>>>>>>>>> games than 
>>>>>>>>>> it does for Construct itself.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Lots of people use older Windows workstations. We've had issues 
>>>>>>>>>> before where for example a graphics driver bug affecting WebGL 1 
>>>>>>>>>> caused a 
>>>>>>>>>> great deal of trouble in a South American market, even though I 
>>>>>>>>>> suspect it 
>>>>>>>>>> only affected a small percentage of devices - see 
>>>>>>>>>> https://issues.chromium.org/issues/40941645 which was never 
>>>>>>>>>> resolved. There are probably places in the world where there are 
>>>>>>>>>> large 
>>>>>>>>>> numbers of people using older Windows workstations. I fear that 
>>>>>>>>>> pulling 
>>>>>>>>>> WebGL support from those devices may result in much higher numbers 
>>>>>>>>>> of 
>>>>>>>>>> unsupported users, and many more support requests, in the specific 
>>>>>>>>>> markets 
>>>>>>>>>> where such devices are common.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Is there anything that can be done to mitigate this change? Given 
>>>>>>>>>> SwiftShader allowed WebGL to be considered ubiquitous for many 
>>>>>>>>>> years, 
>>>>>>>>>> engines like Construct long ago removed any fallback for systems 
>>>>>>>>>> that do 
>>>>>>>>>> not support WebGL; we moved forward assuming we could rely on WebGL, 
>>>>>>>>>> and so 
>>>>>>>>>> now it's probably infeasible to bring back any fallback as we have 
>>>>>>>>>> too many 
>>>>>>>>>> key features that fundamentally require WebGL. Could SwiftShader be 
>>>>>>>>>> adapted 
>>>>>>>>>> to not use JIT? Could some other fallback be found? Could the GPU 
>>>>>>>>>> blocklist 
>>>>>>>>>> be revised to enable WebGL on as many older devices as possible?
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> I think the number of affected users should be <1% to minimise 
>>>>>>>>>> the impact from such a change. At web scale 2.7% is still a lot. 
>>>>>>>>>> Perhaps 
>>>>>>>>>> with revising the GPU blocklist and adding more workarounds this is 
>>>>>>>>>> feasible. I fear if this goes ahead without any mitigation, it will 
>>>>>>>>>> cause a 
>>>>>>>>>> great deal of trouble and is exactly the kind of thing sceptics of 
>>>>>>>>>> the web 
>>>>>>>>>> will bring up to say that web technology sucks, browsers can't be 
>>>>>>>>>> trusted, 
>>>>>>>>>> and people should just develop desktop games instead.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> On Tue, 25 Feb 2025 at 22:31, Rick Byers <rby...@chromium.org> 
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Sorry for the delay from API owners, as discussed on chat the 
>>>>>>>>>> chromestatus entry wasn't set up properly to request API owner 
>>>>>>>>>> review (now 
>>>>>>>>>> fixed).
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> This is a tricky one indeed (thanks for your input Ashley!). It 
>>>>>>>>>> looks 
>>>>>>>>>> like 
>>>>>>>>>> <https://chromestatus.com/metrics/feature/timeline/popularity/4026> 
>>>>>>>>>> WebGL is used on about 20% of page loads, so 2.7% of that is ~0.5% 
>>>>>>>>>> of page 
>>>>>>>>>> loads which is very high risk according to our rules of thumb 
>>>>>>>>>> <https://docs.google.com/document/d/1RC-pBBvsazYfCNNUSkPqAVpSpNJ96U8trhNkfV0v9fk/edit?tab=t.0#heading=h.mqfkui78vo5z>
>>>>>>>>>> . 
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Of course that's an upper-bound, how many will have a fallback? 
>>>>>>>>>> One option would be to collect some UKM data for SwiftShader usage 
>>>>>>>>>> and 
>>>>>>>>>> review a random ~50 sites to observe the user experience in 
>>>>>>>>>> practice. That 
>>>>>>>>>> could give us a better sense of what the real user impact would 
>>>>>>>>>> likely be. 
>>>>>>>>>> Or Maybe Ashley can give us some examples of some web games just to 
>>>>>>>>>> confirm 
>>>>>>>>>> they indeed go from being playable to unplayable without swiftshader 
>>>>>>>>>> on 
>>>>>>>>>> some specific devices? David, do you have a device yourself you can 
>>>>>>>>>> test 
>>>>>>>>>> with that doesn't support GPU WebGL?
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Regardless, unless sites have been really good about almost 
>>>>>>>>>> always falling back somehow, I suspect we'll find that there's 
>>>>>>>>>> enough 
>>>>>>>>>> end-user impact to make this a high-risk change (but I could be 
>>>>>>>>>> convinced 
>>>>>>>>>> otherwise such as via a thorough UKM analysis). In which case then 
>>>>>>>>>> we could 
>>>>>>>>>> start working through our playbook for a phased plan for risky 
>>>>>>>>>> breaking 
>>>>>>>>>> changes. Not unlike what we did for flash removal 
>>>>>>>>>> <https://www.chromium.org/flash-roadmap/>, or WebSQL 
>>>>>>>>>> <https://developer.chrome.com/blog/deprecating-web-sql> (both 
>>>>>>>>>> big security benefit but big web compat risk). For example:
>>>>>>>>>>
>>>>>>>>>>    - Explore whether we can build swiftshader into a wasm module 
>>>>>>>>>>    that sites can use as a (probably even slower) fallback 
>>>>>>>>>> themselves. This 
>>>>>>>>>>    turned out to be the key to making WebSQL deprecation tractable. 
>>>>>>>>>> In general 
>>>>>>>>>>    our policy 
>>>>>>>>>>    
>>>>>>>>>> <https://docs.google.com/document/d/1RC-pBBvsazYfCNNUSkPqAVpSpNJ96U8trhNkfV0v9fk/edit?tab=t.0#heading=h.x5bhg5grhfeo>
>>>>>>>>>>  
>>>>>>>>>>    is that we don't take functionality away that developers can't 
>>>>>>>>>> replace with 
>>>>>>>>>>    some other substitute except in pretty extreme circumstances. 
>>>>>>>>>>    - Prompt the user on whether or not to enable it per-origin 
>>>>>>>>>>    (like a permission)
>>>>>>>>>>    - Put 3p usage behind a permission policy so the top-level 
>>>>>>>>>>    site has to opt-in to allow 3p iframes to use swiftshader
>>>>>>>>>>    - Rely on some heuristics, (perhaps crowd-sourced signals) to 
>>>>>>>>>>    try to find a sweet spot in the safety vs. functionality tradeoff 
>>>>>>>>>> space. We 
>>>>>>>>>>    did this for flash initially with things like blocking it for 
>>>>>>>>>> very small 
>>>>>>>>>>    canvases. 
>>>>>>>>>>    - Anything we can do to make WebGL work on a larger set of 
>>>>>>>>>>    devices?
>>>>>>>>>>    - Probably lots of other ideas that aren't occurring to me 
>>>>>>>>>>    right now, more examples in bit.ly/blink.compat.
>>>>>>>>>>
>>>>>>>>>> On the other side of the equation, API owners can be convinced to 
>>>>>>>>>> accept more compat risk the more significant the security benefits 
>>>>>>>>>> are. Are 
>>>>>>>>>> there more details you can share? Such as:
>>>>>>>>>>
>>>>>>>>>>    - Are we confident that an attacker can only trigger 
>>>>>>>>>>    swiftshader on somewhere around 3% of users (vs. some knob which 
>>>>>>>>>> can force 
>>>>>>>>>>    it to be used on a larger fraction)? To what extent do we have 
>>>>>>>>>> reason to 
>>>>>>>>>>    believe that the vulnerable population size is large enough to be 
>>>>>>>>>> a 
>>>>>>>>>>    plausible target for attackers? Is there anything we can do to 
>>>>>>>>>> make the 
>>>>>>>>>>    vulnerable user base more reliably contained?
>>>>>>>>>>    - How does swiftshader compare to other areas in terms of the 
>>>>>>>>>>    number of vulnerabilities we've found in practice? Are there any 
>>>>>>>>>> reports of 
>>>>>>>>>>    ITW exploits of it? It looks like 
>>>>>>>>>>    
>>>>>>>>>> <https://chrome-commit-tracker.arthursonzogni.com/cve/reward_per_components?start=2019-12-27&end=2025-02-25>
>>>>>>>>>>  
>>>>>>>>>>    since 2020 SwiftShader has been about 8% of Chrome's VRP spend - 
>>>>>>>>>> that seems 
>>>>>>>>>>    quite significant to me, but probably not in the top 5 areas of 
>>>>>>>>>> concern. 
>>>>>>>>>>    This was obviously key to the immense cost and pain of Flash 
>>>>>>>>>> removal - we 
>>>>>>>>>>    kept having severe security incidents in practice.
>>>>>>>>>>
>>>>>>>>>> So assuming Ashley and I are right that this isn't likely to be 
>>>>>>>>>> easy, that means it's likely quite a lot of work to attempt to 
>>>>>>>>>> phase-out 
>>>>>>>>>> SwiftShader in a responsible fashion. But with luck maybe we can 
>>>>>>>>>> find a 
>>>>>>>>>> first step that is a good cost-benefit tradeoff (like putting 3P 
>>>>>>>>>> usage 
>>>>>>>>>> behind a permission prompt)? Or maybe it's just a better 
>>>>>>>>>> cost-benefit 
>>>>>>>>>> tradeoff to invest in other areas which pose a threat to a greater 
>>>>>>>>>> number 
>>>>>>>>>> users (hardening ANGLE perhaps)? But of course I will defer to the 
>>>>>>>>>> judgement of security and GPU experts like yourself on that 
>>>>>>>>>> question, I'm 
>>>>>>>>>> happy to consult and support if you want to invest in a plan that 
>>>>>>>>>> API 
>>>>>>>>>> owners can approve.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Rick
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> On Wed, Feb 19, 2025 at 2:48 PM 'David Adrian' via blink-dev <
>>>>>>>>>> blin...@chromium.org> wrote:
>>>>>>>>>>
>>>>>>>>>> > I wrote about this previously but I'm still concerned this is a 
>>>>>>>>>> major breaking change for existing published WebGL content on the 
>>>>>>>>>> web. If 
>>>>>>>>>> the figure of 2.7% comes from my previous citing of Web3DSurvey
>>>>>>>>>>
>>>>>>>>>> It does, not it comes from Chrome's metrics system.
>>>>>>>>>>
>>>>>>>>>> > Does Google have their own internal data about the usage of 
>>>>>>>>>> SwiftShader?
>>>>>>>>>>
>>>>>>>>>> It is the 2.7% number.
>>>>>>>>>>
>>>>>>>>>> > Suppose this change rolls out and we get reports that say our 
>>>>>>>>>> WebGL content no longer works for 10% of users in a South American 
>>>>>>>>>> market. 
>>>>>>>>>> Then what? There is nothing feasible we can do about it. These 
>>>>>>>>>> customers 
>>>>>>>>>> were previously getting by with SwiftShader, but now they get an 
>>>>>>>>>> error 
>>>>>>>>>> message. So I fear this risks disaster for web games in some markets.
>>>>>>>>>>
>>>>>>>>>> > I mentioned I don't think it should be used as evidence to make 
>>>>>>>>>> such a big change as this. Maybe in some places it will affect 25% 
>>>>>>>>>> or 50% 
>>>>>>>>>> of users - who knows? How can we be sure?
>>>>>>>>>>
>>>>>>>>>> Can you share the number for Construct about what percentage of 
>>>>>>>>>> your users are using the SwiftShader fallback? Again, our numbers 
>>>>>>>>>> indicate 
>>>>>>>>>> that these are primarily older Windows workstations. Notably, 
>>>>>>>>>> SwiftShader 
>>>>>>>>>> is not used at all on mobile.
>>>>>>>>>>
>>>>>>>>>> > V8 does JIT with untrusted JavaScript code and that is 
>>>>>>>>>> generally considered reasonably secure, is there any particular 
>>>>>>>>>> technical 
>>>>>>>>>> reason SwiftShader is not considered as secure?
>>>>>>>>>>
>>>>>>>>>> Yes. The GPU process is shared between all sites, whereas the V8 
>>>>>>>>>> JIT is per-site. This means compromising the GPU process can be 
>>>>>>>>>> enough to 
>>>>>>>>>> bypass site isolation protections with a single bug. Additionally, 
>>>>>>>>>> V8 bugs 
>>>>>>>>>> can be reliably patched in the browser, whereas SwiftShader "bugs" 
>>>>>>>>>> can be 
>>>>>>>>>> user-mode graphics driver bugs that are simply more exposed via 
>>>>>>>>>> SwiftShader 
>>>>>>>>>> than they would be otherwise. In this case, the browser can't patch 
>>>>>>>>>> the bug 
>>>>>>>>>> because it's in the driver.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Thursday, February 13, 2025 at 12:12:07 PM UTC-5 
>>>>>>>>>> ash...@scirra.com wrote:
>>>>>>>>>>
>>>>>>>>>> I wrote about this previously but I'm still concerned this is a 
>>>>>>>>>> major breaking change for existing published WebGL content on the 
>>>>>>>>>> web. If 
>>>>>>>>>> the figure of 2.7% comes from my previous citing of Web3DSurvey (
>>>>>>>>>> https://web3dsurvey.com/) then this should be seen as very much 
>>>>>>>>>> an underestimate, because that site uses a relatively small sample 
>>>>>>>>>> size 
>>>>>>>>>> that is more likely to be focused on high-end devices (samples are 
>>>>>>>>>> taken 
>>>>>>>>>> from developer-focused sites like the three.js website, WebGPU 
>>>>>>>>>> fundamentals 
>>>>>>>>>> etc). I would not be surprised if the real worldwide average was 
>>>>>>>>>> more like 
>>>>>>>>>> 4-5%. Then if that's a worldwide average, there will probably be 
>>>>>>>>>> some 
>>>>>>>>>> specific countries or markets where the figure could be more like 
>>>>>>>>>> 10%.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Suppose this change rolls out and we get reports that say our 
>>>>>>>>>> WebGL content no longer works for 10% of users in a South American 
>>>>>>>>>> market. 
>>>>>>>>>> Then what? There is nothing feasible we can do about it. These 
>>>>>>>>>> customers 
>>>>>>>>>> were previously getting by with SwiftShader, but now they get an 
>>>>>>>>>> error 
>>>>>>>>>> message. So I fear this risks disaster for web games in some markets.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Does Google have their own internal data about the usage of 
>>>>>>>>>> SwiftShader? Can more data about this be shared? I respect the work 
>>>>>>>>>> done by 
>>>>>>>>>> Web3DSurvey but unfortunately for the reasons I mentioned I don't 
>>>>>>>>>> think it 
>>>>>>>>>> should be used as evidence to make such a big change as this. Maybe 
>>>>>>>>>> in some 
>>>>>>>>>> places it will affect 25% or 50% of users - who knows? How can we be 
>>>>>>>>>> sure?
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Can there not be some other fallback implemented? V8 does JIT 
>>>>>>>>>> with untrusted JavaScript code and that is generally considered 
>>>>>>>>>> reasonably 
>>>>>>>>>> secure, is there any particular technical reason SwiftShader is not 
>>>>>>>>>> considered as secure?
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> I'd also point out that any website that has a poor experience 
>>>>>>>>>> with SwiftShader can already opt-out using the 
>>>>>>>>>> failIfMajorPerformanceCaveat 
>>>>>>>>>> context flag. If there is some other mode that can be used instead, 
>>>>>>>>>> or just 
>>>>>>>>>> showing an error message is acceptable, then websites can already 
>>>>>>>>>> implement 
>>>>>>>>>> that. In our case with Construct we specifically attempt to obtain 
>>>>>>>>>> hardware-accelerated WebGPU, WebGL 2, or WebGL 1; only failing that 
>>>>>>>>>> do we 
>>>>>>>>>> resort to using SwiftShader on the basis that showing the content 
>>>>>>>>>> with 
>>>>>>>>>> potentially poor performance is better than not showing it at all.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> On Thu, 13 Feb 2025 at 15:46, 'David Adrian' via blink-dev <
>>>>>>>>>> blin...@chromium.org> wrote:
>>>>>>>>>>
>>>>>>>>>> Contact emails 
>>>>>>>>>>
>>>>>>>>>> dad...@google.com, geof...@chromium.org
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Summary 
>>>>>>>>>>
>>>>>>>>>> Allowing automatic fallback to WebGL backed by SwiftShader is 
>>>>>>>>>> deprecated and will be removed. This has been noted in DevTools 
>>>>>>>>>> since 
>>>>>>>>>> Chrome 130. 
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> WebGL context creation will fail instead of falling back to 
>>>>>>>>>> SwiftShader. This is for two primary reasons:
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> 1. SwiftShader is a high security risk due to JIT-ed code running 
>>>>>>>>>> in Chromium's GPU process.
>>>>>>>>>>
>>>>>>>>>> 2. Users have a poor experience when falling back from a 
>>>>>>>>>> high-performance GPU-backed WebGL to a CPU-backed implementation. 
>>>>>>>>>> Users 
>>>>>>>>>> have no control over this behavior and it is difficult to describe 
>>>>>>>>>> in bug 
>>>>>>>>>> reports.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> SwiftShader is a useful tool for web developers to test their 
>>>>>>>>>> sites on systems that are headless or do not have a supported GPU. 
>>>>>>>>>> This use 
>>>>>>>>>> case will still be supported by opting in but is not intended for 
>>>>>>>>>> running 
>>>>>>>>>> untrusted content.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> To opt-in to lower security guarantees and allow SwiftShader for 
>>>>>>>>>> WebGL, run the chrome executable with the 
>>>>>>>>>> --enable-unsafe-swiftshader 
>>>>>>>>>> command-line switch.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> During the deprecation period, a warning will appear in the 
>>>>>>>>>> javascript console when a WebGL context is created and backed with 
>>>>>>>>>> SwiftShader. Passing --enable-unsafe-swiftshader will remove this 
>>>>>>>>>> warning 
>>>>>>>>>> message. This deprecation period began in Chrome 130.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> Chromium and other browsers do not guarantee WebGL availability. 
>>>>>>>>>> Please test and handle WebGL context creation failure and fall back 
>>>>>>>>>> to 
>>>>>>>>>> other web APIs such as Canvas2D or an appropriate message to the 
>>>>>>>>>> user.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> SwiftShader is an internal implementation detail of Chromium, not 
>>>>>>>>>> a public web standard, therefore buy-in from other browsers is not 
>>>>>>>>>> required. The devices covered by SwiftShader (primarily older 
>>>>>>>>>> Windows 
>>>>>>>>>> devices) are likely already incompatible with WebGL in other 
>>>>>>>>>> browsers.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> SwiftShader is not used on mobile; this only applies to Desktop 
>>>>>>>>>> platforms.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Blink component 
>>>>>>>>>>
>>>>>>>>>> Blink>WebGL 
>>>>>>>>>> <https://issues.chromium.org/issues?q=customfield1222907:%22Blink%3EWebGL%22>
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Motivation 
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> https://chromium.googlesource.com/chromium/src/+/main/docs/gpu/swiftshader.md#automatic-swiftshader-webgl-fallback-is-deprecated
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Risks 
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> SwiftShader is used by devices without hardware acceleration for 
>>>>>>>>>> WebGL. This is approximately 2.7% of WebGL contexts. However, WebGL 
>>>>>>>>>> is 
>>>>>>>>>> considered fallible and in many cases, these draws are not 
>>>>>>>>>> performant and 
>>>>>>>>>> provide an effectively unusable experience for users. Many 
>>>>>>>>>> applications, 
>>>>>>>>>> such as Google Maps, prefer to fail out rather than use SwiftShader.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Debuggability 
>>>>>>>>>>
>>>>>>>>>> None
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Flag name on about://flags 
>>>>>>>>>>
>>>>>>>>>> --enable-unsafe-swiftshader command-line switch.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Finch feature name 
>>>>>>>>>>
>>>>>>>>>> AllowSwiftShaderFallback
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Tracking bug 
>>>>>>>>>>
>>>>>>>>>> https://issues.chromium.org/40277080
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Launch bug 
>>>>>>>>>>
>>>>>>>>>> https://launch.corp.google.com/launch/4351104
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Estimated milestones 
>>>>>>>>>>
>>>>>>>>>> Shipping on Desktop 137
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>> Link to entry on the Chrome Platform Status 
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> https://chromestatus.com/feature/5166674414927872?gate=5188866041184256
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> This intent message was generated by Chrome Platform Status 
>>>>>>>>>> <https://chromestatus.com/>.
>>>>>>>>>>
>>>>>>>>>>  
>>>>>>>>>>
>>>>>>>>>> -- 
>>>>>>>>>> You received this message because you are subscribed to the 
>>>>>>>>>> Google Groups "blink-dev" group.
>>>>>>>>>> To unsubscribe from this group and stop receiving emails from it, 
>>>>>>>>>> send an email to blink-dev+...@chromium.org.
>>>>>>>>>> To view this discussion visit 
>>>>>>>>>> https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAGkh42KV4DrSSyEgJaF4DnFOXAye-wRLrfD-LKGNkWhyWzshLA%40mail.gmail.com
>>>>>>>>>>  
>>>>>>>>>> <https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAGkh42KV4DrSSyEgJaF4DnFOXAye-wRLrfD-LKGNkWhyWzshLA%40mail.gmail.com?utm_medium=email&utm_source=footer>
>>>>>>>>>> .
>>>>>>>>>>
>>>>>>>>>> -- 
>>>>>>>>>> You received this message because you are subscribed to the 
>>>>>>>>>> Google Groups "blink-dev" group.
>>>>>>>>>> To unsubscribe from this group and stop receiving emails from it, 
>>>>>>>>>> send an email to blink-dev+...@chromium.org.
>>>>>>>>>> To view this discussion visit 
>>>>>>>>>> https://groups.google.com/a/chromium.org/d/msgid/blink-dev/c5131675-dff4-4aa0-8e84-4cdc373e3035n%40chromium.org
>>>>>>>>>>  
>>>>>>>>>> <https://groups.google.com/a/chromium.org/d/msgid/blink-dev/c5131675-dff4-4aa0-8e84-4cdc373e3035n%40chromium.org?utm_medium=email&utm_source=footer>
>>>>>>>>>> .
>>>>>>>>>>
>>>>>>>>>> -- 
>>>>>>>>>> You received this message because you are subscribed to the 
>>>>>>>>>> Google Groups "blink-dev" group.
>>>>>>>>>> To unsubscribe from this group and stop receiving emails from it, 
>>>>>>>>>> send an email to blink-dev+...@chromium.org.
>>>>>>>>>> To view this discussion visit 
>>>>>>>>>> https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAABs73jWBkuxvj%3DDDXmEQNwLfCa_uV5OZZ5nZJRj9ZMgP9yk7Q%40mail.gmail.com
>>>>>>>>>>  
>>>>>>>>>> <https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAABs73jWBkuxvj%3DDDXmEQNwLfCa_uV5OZZ5nZJRj9ZMgP9yk7Q%40mail.gmail.com?utm_medium=email&utm_source=footer>
>>>>>>>>>> .
>>>>>>>>>>
>>>>>>>>>> -- 
>>>>>>>>>> You received this message because you are subscribed to the 
>>>>>>>>>> Google Groups "blink-dev" group.
>>>>>>>>>> To unsubscribe from this group and stop receiving emails from it, 
>>>>>>>>>> send an email to blink-dev+...@chromium.org.
>>>>>>>>>> To view this discussion visit 
>>>>>>>>>> https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAABs73hYs9O-2hdmfn37fQb-U-8m_-08i3Qg9dkUhKNQQvNLSg%40mail.gmail.com
>>>>>>>>>>  
>>>>>>>>>> <https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAABs73hYs9O-2hdmfn37fQb-U-8m_-08i3Qg9dkUhKNQQvNLSg%40mail.gmail.com?utm_medium=email&utm_source=footer>
>>>>>>>>>> .
>>>>>>>>>>
>>>>>>>>>>

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