I'm not sure exactly how to read this file but it looks right to me:
disable "AllowSoftwareGLFallbackDueToCrashes"
disable "AllowSwiftShaderFallback"
enable "AllowD3D11WarpFallback"

How are you testing? You can use "--enable-features=AllowD3D11WarpFallback
--disable-features=AllowSoftwareGLFallbackDueToCrashes,AllowSwiftShaderFallback".
Other command line arguments can interfere too, things like
"--use-angle=swiftshader" would force it back on.

Geoff

On Fri, Aug 22, 2025 at 12:33 AM Fred Potter <fpot...@gmail.com> wrote:

> Hi Folks,
>
> I tried to pull the experiment setup for SwiftShaderDeprecation, and
> wanted to confirm the behavior with you all to make sure I'm parsing it
> right --
> https://gist.github.com/fpotter/48395681a0ec900a27e019be9e41b323
>
> By my read, it looks like when SwiftShader is disabled for a Windows user,
> they'll always be opted into the WARP fallback at the same time.  Is that
> right?
>
> I've been trying to test myself on v139 on Windows (in Stable, Beta, and
> Canary), but so far I've been unlucky and continue to get SwiftShader
> according to chrome://gpu.
>
> Thanks!
> Fred
>
>
>
>
> On Thursday, August 14, 2025 at 7:22:59 AM UTC-7 Geoff Lang wrote:
>
>> 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 <phis...@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 <
>>> blin...@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>
>>>>>>>>>>>>> .
>>>>>>>>>>>>>
>>>>>>>>>>>>> --
>>>> 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/2cfb0848-03a1-4cd6-9c09-7ad8026a9f3dn%40chromium.org
>>>> <https://groups.google.com/a/chromium.org/d/msgid/blink-dev/2cfb0848-03a1-4cd6-9c09-7ad8026a9f3dn%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+unsubscr...@chromium.org.
To view this discussion visit 
https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CA%2BPGBXt7k-DPP%3DTiPBkLyyzBdEcLx0RjzSNjLjRStCDtL81b5Q%40mail.gmail.com.

Reply via email to