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 <
blink-dev@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 <geoffl...@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.ander...@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 <blink-dev@chromium.org>
>>> *Sent:* Thursday, February 27, 2025 4:14 AM
>>> *To:* Rick Byers <rby...@chromium.org>
>>> *Cc:* David Adrian <dadr...@google.com>; blink-dev <
>>> blink-dev@chromium.org>; geof...@chromium.org <geoffl...@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 <
>>> blink-dev@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/>.
>>>
>>>
>>>
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