Is it feasible to have SwiftShader (or WARP) run in its own process with a
stronger sandbox?


On Fri, 28 Feb 2025 at 15:25, Geoff Lang <geoffl...@google.com> wrote:

> Hey Erik, Ashley, Rick,
>
> I want to be clear that I think having high WebGL availability is a good
> thing. I don't think that users with software WebGL have a great experience
> but it's likely better than no availability, at least for drawing static
> things. What pushes this over the line and warrants this discussion is that
> JITing code in the GPU process is a huge vulnerability and is a rapidly
> increasing attack target.
>
> We're investigating WARP as an alternative on Windows. You are right that
> a large portion of the SwiftShader fallback is on machines with no GPUs
> (headless or VMs). There are just many unknowns about the quality and
> security of WARP, it will take a while to be confident in such a change and
> it still does not resolve the issue of JITing code in the weakly sandboxed
> GPU process.
>
> Regarding corporate policy, I'd much rather have these users fall back in
> the same way as everyone else and work towards lowering the number of users
> in this position.  It would mean supporting and testing a feature only used
> by enterprise users when we have no visibility into crashes, bugs or
> vulnerabilities that they face.
>
> We're also disabling software fallback due to a crashes in the GPU driver
> (as opposed to blocklisted GPU). Right now any user can fairly easily
> trigger a GPU crash and fall back to software WebGL which opens up
> vulnerabilities to all users instead of the 2.7%.
>
> Geoff
>
> On Thu, Feb 27, 2025 at 3:28 PM Erik Anderson <erik.ander...@microsoft.com>
> wrote:
>
>> Hi David,
>>
>> The initial message states that SwiftShader primarily covers older
>> Windows devices. Beyond those, there are a non-trivial set of enterprise
>> users that use thin clients to connect to a remote Windows device which is
>> often running in a VM without access to a physical GPU.
>>
>> For example, this applies to the Microsoft Dev Box offering (
>> https://azure.microsoft.com/en-us/products/dev-box/).
>>
>>
>>
>> Unfortunately, enterprise clients often turn off telemetry. So, I would
>> assume any UMA-derived metrics to be undercounting the population.
>>
>> It’s likely there are certain line-of-business and/or consumer-oriented
>> sites that have a hard dependency on WebGL to be fully functional.
>>
>> Have you considered, on Windows, targeting WARP (
>> https://learn.microsoft.com/en-us/windows/win32/direct3darticles/directx-warp)
>> instead? I don’t know if there are other viable alternatives on other OSes,
>> but if the primary impacted clients are Windows perhaps that would be a
>> sufficient mitigation.
>>
>> To help enterprise customers reason about how much this is going to
>> impact them, it would be helpful to have an enterprise policy to control
>> this. This is a common pattern for potentially high-impact changes.
>>
>> In its initial phase, the policy would enable motivated enterprises to
>> forcibly disable SwiftShader as a scream test. And after you switch over
>> the default, it could enable enterprises caught unaware to have some
>> additional window of time to plan mitigations (by re-enabling it via
>> policy) before you proceed with fully deprecating support and remove the
>> policy.
>>
>> Can you comment on if you plan to add such a policy or, if not, why not?
>>
>> Thanks!
>>
>>
>>
>> *From:* 'Ashley Gullen' via blink-dev <blink-dev@chromium.org>
>> *Sent:* Thursday, February 27, 2025 4:14 AM
>> *To:* Rick Byers <rby...@chromium.org>
>> *Cc:* David Adrian <dadr...@google.com>; blink-dev <
>> blink-dev@chromium.org>; geof...@chromium.org <geoffl...@chromium.org>
>> *Subject:* [EXTERNAL] Re: [blink-dev] Intent to Remove: SwiftShader
>> Fallback
>>
>>
>>
>> Thanks for the response Rick, I agree with much of what you've said and I
>> think your views and suggested workarounds are all generally reasonable.
>>
>>
>>
>> I just realised I previously responded to this thread but only replied to
>> David - for transparency I've copied my previous response below.
>>
>>
>>
>> I can confirm all content made with Construct since about 2018 requires
>> WebGL to work and will show an error message if WebGL is unavailable. I've
>> included a screenshot of the message Construct content published to the web
>> will display when WebGL is not supported, saying "Software update needed",
>> since that has usually been the best advice in that situation in the past.
>> As my previous message says we long ago removed any other fallback and are
>> now likely too dependent on WebGL to feasibly reimplement a canvas2d
>> fallback.
>>
>>
>>
>> Some other thoughts about workarounds/mitigations:
>>
>>    - A swiftshader WASM module would at least give us a workaround, but
>>    if that was something like a ~10 MB+ module it would be a very high
>>    download overhead which we'd be obligated to include in every Construct
>>    export for compatibility
>>    - Swiftshader could be removed from insecure origins with little
>>    impact to us, and using a permission policy for cross-site iframes should
>>    be straightforward to work with
>>    - If it helps reduce the attack surface, we could live with
>>    SwiftShader support for WebGL 1 only (no WebGL 2) with minimum 
>> capabilities
>>    (no extensions).
>>    - A permission prompt to the user is not ideal but better than
>>    nothing, and I imagine it would be tricky to explain to a normal web user
>>    though the prompt message (and makes obtaining a WebGL context async...)
>>    - Regarding getting WebGL to work on more devices, as I mentioned in
>>    my previous message, reviewing the GPU blocklist to re-enable WebGL for
>>    older devices if drivers have been updated or workarounds for issues can 
>> be
>>    found would help reduce the number of devices subject to SwiftShader. 
>> Being
>>    able to enable at least WebGL 1 will still help with Construct content.
>>    - If a software fallback can be securely implemented for WebGPU,
>>    Construct has a WebGPU renderer too now so that would give us a workaround
>>    (and potentially for any other WebGL content - AFAIK many widely used
>>    libraries like three.js now either support WebGPU or are working on it)
>>
>> Thanks for the consideration all.
>>
>>
>>
>> Copy of my previous message:
>>
>> -----
>>
>>
>>
>> OK, thanks for the information. I just want to point out that even
>> stopping WebGL content for only 2.7% of users is still potentially very
>> disruptive. Consider a web game on Poki that requires WebGL and gets a
>> million players. With this change, now 27,000 users will see a "WebGL not
>> supported" error message. That's then potentially a huge number of new
>> support requests to deal with.
>>
>>
>>
>> > Can you share the number for Construct about what percentage of your
>> users are using the SwiftShader fallback? Again, our numbers indicate that
>> these are primarily older Windows workstations.
>>
>>
>>
>> For the Construct editor itself, it is around 3%, so that seems in line.
>> But the key point here is that Construct is middleware: it is a tool our
>> users develop web games in and then publish independently of us. It is much
>> more important that WebGL works for players of those games than it does for
>> Construct itself.
>>
>>
>>
>> Lots of people use older Windows workstations. We've had issues before
>> where for example a graphics driver bug affecting WebGL 1 caused a great
>> deal of trouble in a South American market, even though I suspect it only
>> affected a small percentage of devices - see
>> https://issues.chromium.org/issues/40941645 which was never resolved.
>> There are probably places in the world where there are large numbers of
>> people using older Windows workstations. I fear that pulling WebGL support
>> from those devices may result in much higher numbers of unsupported users,
>> and many more support requests, in the specific markets where such devices
>> are common.
>>
>>
>>
>> Is there anything that can be done to mitigate this change? Given
>> SwiftShader allowed WebGL to be considered ubiquitous for many years,
>> engines like Construct long ago removed any fallback for systems that do
>> not support WebGL; we moved forward assuming we could rely on WebGL, and so
>> now it's probably infeasible to bring back any fallback as we have too many
>> key features that fundamentally require WebGL. Could SwiftShader be adapted
>> to not use JIT? Could some other fallback be found? Could the GPU blocklist
>> be revised to enable WebGL on as many older devices as possible?
>>
>>
>>
>> I think the number of affected users should be <1% to minimise the impact
>> from such a change. At web scale 2.7% is still a lot. Perhaps with revising
>> the GPU blocklist and adding more workarounds this is feasible. I fear if
>> this goes ahead without any mitigation, it will cause a great deal of
>> trouble and is exactly the kind of thing sceptics of the web will bring up
>> to say that web technology sucks, browsers can't be trusted, and people
>> should just develop desktop games instead.
>>
>>
>>
>>
>>
>> On Tue, 25 Feb 2025 at 22:31, Rick Byers <rby...@chromium.org> wrote:
>>
>> Sorry for the delay from API owners, as discussed on chat the
>> chromestatus entry wasn't set up properly to request API owner review (now
>> fixed).
>>
>>
>>
>> This is a tricky one indeed (thanks for your input Ashley!). It looks
>> like <https://chromestatus.com/metrics/feature/timeline/popularity/4026>
>> WebGL is used on about 20% of page loads, so 2.7% of that is ~0.5% of page
>> loads which is very high risk according to our rules of thumb
>> <https://docs.google.com/document/d/1RC-pBBvsazYfCNNUSkPqAVpSpNJ96U8trhNkfV0v9fk/edit?tab=t.0#heading=h.mqfkui78vo5z>
>> .
>>
>>
>>
>> Of course that's an upper-bound, how many will have a fallback? One
>> option would be to collect some UKM data for SwiftShader usage and review a
>> random ~50 sites to observe the user experience in practice. That could
>> give us a better sense of what the real user impact would likely be. Or
>> Maybe Ashley can give us some examples of some web games just to confirm
>> they indeed go from being playable to unplayable without swiftshader on
>> some specific devices? David, do you have a device yourself you can test
>> with that doesn't support GPU WebGL?
>>
>>
>>
>> Regardless, unless sites have been really good about almost always
>> falling back somehow, I suspect we'll find that there's enough end-user
>> impact to make this a high-risk change (but I could be convinced otherwise
>> such as via a thorough UKM analysis). In which case then we could start
>> working through our playbook for a phased plan for risky breaking changes.
>> Not unlike what we did for flash removal
>> <https://www.chromium.org/flash-roadmap/>, or WebSQL
>> <https://developer.chrome.com/blog/deprecating-web-sql> (both big
>> security benefit but big web compat risk). For example:
>>
>>    - Explore whether we can build swiftshader into a wasm module that
>>    sites can use as a (probably even slower) fallback themselves. This turned
>>    out to be the key to making WebSQL deprecation tractable. In general our
>>    policy
>>    
>> <https://docs.google.com/document/d/1RC-pBBvsazYfCNNUSkPqAVpSpNJ96U8trhNkfV0v9fk/edit?tab=t.0#heading=h.x5bhg5grhfeo>
>>    is that we don't take functionality away that developers can't replace 
>> with
>>    some other substitute except in pretty extreme circumstances.
>>    - Prompt the user on whether or not to enable it per-origin (like a
>>    permission)
>>    - Put 3p usage behind a permission policy so the top-level site has
>>    to opt-in to allow 3p iframes to use swiftshader
>>    - Rely on some heuristics, (perhaps crowd-sourced signals) to try to
>>    find a sweet spot in the safety vs. functionality tradeoff space. We did
>>    this for flash initially with things like blocking it for very small
>>    canvases.
>>    - Anything we can do to make WebGL work on a larger set of devices?
>>    - Probably lots of other ideas that aren't occurring to me right now,
>>    more examples in bit.ly/blink.compat.
>>
>> On the other side of the equation, API owners can be convinced to accept
>> more compat risk the more significant the security benefits are. Are there
>> more details you can share? Such as:
>>
>>    - Are we confident that an attacker can only trigger swiftshader on
>>    somewhere around 3% of users (vs. some knob which can force it to be used
>>    on a larger fraction)? To what extent do we have reason to believe that 
>> the
>>    vulnerable population size is large enough to be a plausible target for
>>    attackers? Is there anything we can do to make the vulnerable user base
>>    more reliably contained?
>>    - How does swiftshader compare to other areas in terms of the number
>>    of vulnerabilities we've found in practice? Are there any reports of ITW
>>    exploits of it? It looks like
>>    
>> <https://chrome-commit-tracker.arthursonzogni.com/cve/reward_per_components?start=2019-12-27&end=2025-02-25>
>>    since 2020 SwiftShader has been about 8% of Chrome's VRP spend - that 
>> seems
>>    quite significant to me, but probably not in the top 5 areas of concern.
>>    This was obviously key to the immense cost and pain of Flash removal - we
>>    kept having severe security incidents in practice.
>>
>> So assuming Ashley and I are right that this isn't likely to be easy,
>> that means it's likely quite a lot of work to attempt to phase-out
>> SwiftShader in a responsible fashion. But with luck maybe we can find a
>> first step that is a good cost-benefit tradeoff (like putting 3P usage
>> behind a permission prompt)? Or maybe it's just a better cost-benefit
>> tradeoff to invest in other areas which pose a threat to a greater number
>> users (hardening ANGLE perhaps)? But of course I will defer to the
>> judgement of security and GPU experts like yourself on that question, I'm
>> happy to consult and support if you want to invest in a plan that API
>> owners can approve.
>>
>>
>>
>> Rick
>>
>>
>>
>>
>>
>>
>>
>> On Wed, Feb 19, 2025 at 2:48 PM 'David Adrian' via blink-dev <
>> blink-dev@chromium.org> wrote:
>>
>> > I wrote about this previously but I'm still concerned this is a major
>> breaking change for existing published WebGL content on the web. If the
>> figure of 2.7% comes from my previous citing of Web3DSurvey
>>
>> It does, not it comes from Chrome's metrics system.
>>
>> > Does Google have their own internal data about the usage of SwiftShader?
>>
>> It is the 2.7% number.
>>
>> > Suppose this change rolls out and we get reports that say our WebGL
>> content no longer works for 10% of users in a South American market. Then
>> what? There is nothing feasible we can do about it. These customers were
>> previously getting by with SwiftShader, but now they get an error message.
>> So I fear this risks disaster for web games in some markets.
>>
>> > I mentioned I don't think it should be used as evidence to make such a
>> big change as this. Maybe in some places it will affect 25% or 50% of users
>> - who knows? How can we be sure?
>>
>> Can you share the number for Construct about what percentage of your
>> users are using the SwiftShader fallback? Again, our numbers indicate that
>> these are primarily older Windows workstations. Notably, SwiftShader is not
>> used at all on mobile.
>>
>> > V8 does JIT with untrusted JavaScript code and that is generally
>> considered reasonably secure, is there any particular technical reason
>> SwiftShader is not considered as secure?
>>
>> Yes. The GPU process is shared between all sites, whereas the V8 JIT is
>> per-site. This means compromising the GPU process can be enough to bypass
>> site isolation protections with a single bug. Additionally, V8 bugs can be
>> reliably patched in the browser, whereas SwiftShader "bugs" can be
>> user-mode graphics driver bugs that are simply more exposed via SwiftShader
>> than they would be otherwise. In this case, the browser can't patch the bug
>> because it's in the driver.
>>
>>
>>
>> On Thursday, February 13, 2025 at 12:12:07 PM UTC-5 ash...@scirra.com
>> wrote:
>>
>> I wrote about this previously but I'm still concerned this is a major
>> breaking change for existing published WebGL content on the web. If the
>> figure of 2.7% comes from my previous citing of Web3DSurvey (
>> https://web3dsurvey.com/) then this should be seen as very much an
>> underestimate, because that site uses a relatively small sample size that
>> is more likely to be focused on high-end devices (samples are taken from
>> developer-focused sites like the three.js website, WebGPU fundamentals
>> etc). I would not be surprised if the real worldwide average was more like
>> 4-5%. Then if that's a worldwide average, there will probably be some
>> specific countries or markets where the figure could be more like 10%.
>>
>>
>>
>> Suppose this change rolls out and we get reports that say our WebGL
>> content no longer works for 10% of users in a South American market. Then
>> what? There is nothing feasible we can do about it. These customers were
>> previously getting by with SwiftShader, but now they get an error message.
>> So I fear this risks disaster for web games in some markets.
>>
>>
>>
>> Does Google have their own internal data about the usage of SwiftShader?
>> Can more data about this be shared? I respect the work done by Web3DSurvey
>> but unfortunately for the reasons I mentioned I don't think it should be
>> used as evidence to make such a big change as this. Maybe in some places it
>> will affect 25% or 50% of users - who knows? How can we be sure?
>>
>>
>>
>> Can there not be some other fallback implemented? V8 does JIT with
>> untrusted JavaScript code and that is generally considered reasonably
>> secure, is there any particular technical reason SwiftShader is not
>> considered as secure?
>>
>>
>>
>> I'd also point out that any website that has a poor experience with
>> SwiftShader can already opt-out using the failIfMajorPerformanceCaveat
>> context flag. If there is some other mode that can be used instead, or just
>> showing an error message is acceptable, then websites can already implement
>> that. In our case with Construct we specifically attempt to obtain
>> hardware-accelerated WebGPU, WebGL 2, or WebGL 1; only failing that do we
>> resort to using SwiftShader on the basis that showing the content with
>> potentially poor performance is better than not showing it at all.
>>
>>
>>
>>
>>
>> On Thu, 13 Feb 2025 at 15:46, 'David Adrian' via blink-dev <
>> blin...@chromium.org> wrote:
>>
>> Contact emails
>>
>> dad...@google.com, geof...@chromium.org
>>
>>
>> Summary
>>
>> Allowing automatic fallback to WebGL backed by SwiftShader is deprecated
>> and will be removed. This has been noted in DevTools since Chrome 130.
>>
>>
>>
>> WebGL context creation will fail instead of falling back to SwiftShader.
>> This is for two primary reasons:
>>
>>
>>
>> 1. SwiftShader is a high security risk due to JIT-ed code running in
>> Chromium's GPU process.
>>
>> 2. Users have a poor experience when falling back from a high-performance
>> GPU-backed WebGL to a CPU-backed implementation. Users have no control over
>> this behavior and it is difficult to describe in bug reports.
>>
>>
>>
>> SwiftShader is a useful tool for web developers to test their sites on
>> systems that are headless or do not have a supported GPU. This use case
>> will still be supported by opting in but is not intended for running
>> untrusted content.
>>
>>
>>
>> To opt-in to lower security guarantees and allow SwiftShader for WebGL,
>> run the chrome executable with the --enable-unsafe-swiftshader command-line
>> switch.
>>
>>
>>
>> During the deprecation period, a warning will appear in the javascript
>> console when a WebGL context is created and backed with SwiftShader.
>> Passing --enable-unsafe-swiftshader will remove this warning message. This
>> deprecation period began in Chrome 130.
>>
>>
>>
>> Chromium and other browsers do not guarantee WebGL availability. Please
>> test and handle WebGL context creation failure and fall back to other web
>> APIs such as Canvas2D or an appropriate message to the user.
>>
>>
>>
>> SwiftShader is an internal implementation detail of Chromium, not a
>> public web standard, therefore buy-in from other browsers is not required.
>> The devices covered by SwiftShader (primarily older Windows devices) are
>> likely already incompatible with WebGL in other browsers.
>>
>>
>>
>> SwiftShader is not used on mobile; this only applies to Desktop platforms.
>>
>>
>> Blink component
>>
>> Blink>WebGL
>> <https://issues.chromium.org/issues?q=customfield1222907:%22Blink%3EWebGL%22>
>>
>>
>> Motivation
>>
>>
>> https://chromium.googlesource.com/chromium/src/+/main/docs/gpu/swiftshader.md#automatic-swiftshader-webgl-fallback-is-deprecated
>>
>>
>> Risks
>>
>>
>>
>> SwiftShader is used by devices without hardware acceleration for WebGL.
>> This is approximately 2.7% of WebGL contexts. However, WebGL is considered
>> fallible and in many cases, these draws are not performant and provide an
>> effectively unusable experience for users. Many applications, such as
>> Google Maps, prefer to fail out rather than use SwiftShader.
>>
>>
>> Debuggability
>>
>> None
>>
>>
>> Flag name on about://flags
>>
>> --enable-unsafe-swiftshader command-line switch.
>>
>>
>> Finch feature name
>>
>> AllowSwiftShaderFallback
>>
>>
>> Tracking bug
>>
>> https://issues.chromium.org/40277080
>>
>>
>> Launch bug
>>
>> https://launch.corp.google.com/launch/4351104
>>
>>
>> Estimated milestones
>>
>> Shipping on Desktop 137
>>
>>
>> Link to entry on the Chrome Platform Status
>>
>> https://chromestatus.com/feature/5166674414927872?gate=5188866041184256
>>
>>
>>
>> This intent message was generated by Chrome Platform Status
>> <https://chromestatus.com/>.
>>
>>
>>
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