No plans, unfortunately. Chromium isn't set up to easily share resources
between different GL drivers right now.

On Tue, Jul 29, 2025 at 2:00 PM PhistucK <phist...@gmail.com> wrote:

> I am just curious... Are there any plans to add WebGL 2 software rendering
> support/fallback? My machine can use fewer and fewer WebGL-based websites
> because they use WebGL 2...
>
>
> ☆*PhistucK*
>
>
> On Wed, Jul 9, 2025 at 4:35 PM 'David Adrian' via blink-dev <
> blink-dev@chromium.org> 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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