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 <mattmg...@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/>.
>>>>>
>>>>>
>>>>>
>>>>> --
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>>>>> Groups "blink-dev" group.
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>>>>> an email to blink-dev+...@chromium.org.
>>>>> To view this discussion visit
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>>>>> <https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAGkh42KV4DrSSyEgJaF4DnFOXAye-wRLrfD-LKGNkWhyWzshLA%40mail.gmail.com?utm_medium=email&utm_source=footer>
>>>>> .
>>>>>
>>>>> --
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>>>>> .
>>>>>
>>>>> --
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>>>>> 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>
>>>>> .
>>>>>
>>>>> --
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>>>>> 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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