Thanks for the response, I couldn't find that issue previously and I'm now
following it.

>From my point of view some other fallback is definitely necessary. I
understand that a GPU crash may cause temporary interruption for someone's
browsing experience, but content made by tools like Construct suddenly
stopping working for potentially tens of millions of people seems like a
far worse outcome than that. So I struggle to see how removing a fallback
will do anything to improve the user experience, and could prove to be a
disaster for commercial products like ours. I hope some other solution can
be found.

On Wed, 27 Nov 2024 at 19:12, Geoff Lang <geoffl...@google.com> wrote:

> Hey Ashley,
>
> I suspect the M133 in the chrome status page will be updated to a later
> release. I also put the bug link (https://issues.chromium.org/40277080)
> on that page.
>
> Thanks for the feedback. Right now we're in a situation where we
> definitely need to remove SwiftShader WebGL support but we're evaluating
> other ways to support fallback based on this kind of thread. WARP is a
> possibility but still suffers from continuing to run JITed code in
> processes that are high security risk and difficult to sandbox.
>
> The "users have a poor experience" situation is more than just content
> running slowly. A common case where users result in software fallback is
> due to GPU driver crashes and hangs, to the user this is a series of
> flickers and hangs in the page followed by it running slowly because the
> whole browser switched to software rendering.
>
> We'll likely update the feature page again once David is back from holiday.
>
> Geoff
>
>
>
> On Wed, Nov 27, 2024 at 10:28 AM François Beaufort <fbeauf...@google.com>
> wrote:
>
>> According to https://issues.chromium.org/40277080, I believe
>> geoffl...@chromium.org should be able to help you.
>>
>> On Wed, Nov 27, 2024 at 4:22 PM 'Ashley Gullen' via blink-dev <
>> blink-dev@chromium.org> wrote:
>>
>>> Hi folks, it's been a week, is anyone from the relevant team able to
>>> review this and respond?
>>>
>>> Best regards
>>>
>>> Ashley
>>>
>>> On Wed, 20 Nov 2024 at 16:54, Ashley Gullen <ash...@scirra.com> wrote:
>>>
>>>> Hi Blink developers,
>>>>
>>>> I am concerned about this entry on Chrome Platform Status "Remove
>>>> SwiftShader fallback", currently scheduled to ship in M133:
>>>> https://chromestatus.com/feature/5166674414927872
>>>>
>>>> There does not appear to be an associated bug, nor have I seen any
>>>> intent to deprecate associated with this on blink-dev. It appears to be an
>>>> unannounced unilateral decision by Google which I'm worried has the
>>>> potential to have a big impact on products and web content relying on
>>>> WebGL, like our commercial browser-based game engine Construct (
>>>> www.construct.net).
>>>>
>>>> For many years now web developers have been able to assume that WebGL
>>>> support is ubiquitous. Numbers are hard to come by, but the best available
>>>> are probably from Web3DSurvey (https://web3dsurvey.com/): WebGL 1 is
>>>> supported on ~99.7% of devices, but ~2.7% of uses report "major performance
>>>> caveat", which seems likely to indicate SwiftShader. At web scale, this is
>>>> tens of millions of users. Worse, this survey may in fact be biased towards
>>>> high-end users with more modern systems that are more likely to have
>>>> hardware/driver support for WebGL - the real number could be larger. WebGPU
>>>> still has much lower support numbers so that does not look like a
>>>> workaround. Canvas2D is not a viable workaround for modern content, and the
>>>> ubiquity of WebGL has meant even tools like Construct that used to support
>>>> a Canvas2D fallback ultimately removed it and went all-in on WebGL.
>>>>
>>>> I suspect for years we have been able to assume that WebGL support is
>>>> ubiquitous in large part due to the Swiftshader fallback covering the last
>>>> few percent of users who don't have suitable hardware/drivers. Content that
>>>> works slowly is better than content that does not work at all, and I fear
>>>> that removal of this fallback will result in companies like us, as well as
>>>> other major users of WebGL (three.js, itch.io, etc.) being inundated
>>>> with "your content stopped working!" complaints. I also find it hard to
>>>> understand that "users have a poor experience" with the CPU fallback being
>>>> given as a justification for this, as content that does not work at all is
>>>> a far worse experience than having it run but slowly, and is far more
>>>> likely to result in customers contacting support.
>>>>
>>>> This could end up being a disaster for us. It would help ease my mind
>>>> if Google could:
>>>>
>>>>    - Provide data about the Internet-scale usage of software fallback
>>>>    for WebGL demonstrating that removal will have minimal impact
>>>>    - Use some other software fallback like WARP on Windows:
>>>>    
>>>> https://learn.microsoft.com/en-us/windows/win32/direct3darticles/directx-warp
>>>>    - Provide software fallback for WebGPU so there is a possible
>>>>    workaround with the newer API
>>>>    - At least delay this decision until there has been time to discuss
>>>>    with WebGL developers and determine the impact, identify workarounds,
>>>>    implement them and roll out the changes
>>>>
>>>> It would also be useful if Google could explain the precise timeline
>>>> for this - it's not clear whether M133 is the beginning of a deprecation
>>>> period, or the point of removal.
>>>>
>>>> Best regards
>>>>
>>>> Ashley Gullen
>>>> Scirra Ltd
>>>>
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