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> >>>> . >>>> >>>> -- You received this message because you are subscribed to the Google Groups "blink-dev" group. 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