Sure -- just opened https://issues.chromium.org/issues/445215592. 

Matt

On Wednesday, September 10, 2025 at 8:52:21 AM UTC-7 Geoff Lang wrote:

> Hey, sorry for the slow reply. 
>
> Could you file a bug at crbug.com about this and link it to me? It will 
> be easier to continue specific discussions there. Looks like WARP fallback 
> is working but WebGL is blocklisted for some other reason when it shouldn't 
> be.
>
> Geoff
>
> On Thu, Sep 4, 2025 at 2:02 AM Fred Potter <[email protected]> wrote:
>
>> Matt, I'm seeing similar.
>>
>> Repro steps:
>>
>> 1/ Uninstall graphics driver for integrated Intel graphics using Device 
>> Manager.  Reboot.  On reboot, observe Device Manager reports graphics now 
>> as "Microsoft Basic Display Adapter".
>>
>> 2/ Run "c:\Program Files\Google\Chrome\Application\chrome.exe" 
>> --enable-features=AllowD3D11WarpFallback 
>> --disable-features=AllowSoftwareGLFallbackDueToCrashes,AllowSwiftShaderFallback
>>
>> 3/ Open chrome://gpu
>>
>> Observe WebGL shows as Unavailable.  "Display type" shows as ANGLE_D3D11 
>> rather than ANGLE_D3D11_WARP.
>>
>> Interestingly, if I open chrome://settings/system, and switch "Use 
>> graphics acceleration when available" to disabled and relaunch, WARP will 
>> activate.  chrome://gpu will report WebGL as "Software only" and "Display 
>> type" will show as ANGLE_D3D11_WARP.
>>
>> Is it expected that WARP will only activate if "Use graphics acceleration 
>> when available" is disabled?  I worry a lot of our customers will have this 
>> defaulted to enabled even with missing GPU drivers, and possibly may not 
>> have access to toggle if the machine is sufficiently locked down.
>>
>> The old / current behavior is that SwiftShader will activate under 
>> "Microsoft Basic Display Adapter" even if "Use graphics acceleration when 
>> available" is enabled.
>>
>> On Wednesday, September 3, 2025 at 1:01:25 PM UTC-7 RUI LI wrote:
>>
>>> Hi Geoff,
>>>
>>> Got it! Thank you so much for the detailed explanation. Things are much 
>>> clearer to us now!
>>>
>>> Thanks,
>>> Rui
>>>
>>> On Tuesday, September 2, 2025 at 1:42:23 PM UTC-4 Geoff Lang wrote:
>>>
>>>> Hey,
>>>>
>>>> Chrome can roll out features with server-side configurations to do A/B 
>>>> comparisons or fix breakages without re-releasing, that's what's happening 
>>>> here. Starting in 139, some users are opted into the deprecation. More 
>>>> will 
>>>> be opted in over time until 100%.
>>>>
>>>> We're considering unblocking llvmpipe but it needs a lot more testing. 
>>>> It has a lot of version variance compared to WARP and is more difficult to 
>>>> test. It will also need some small architectural changes to use it for 
>>>> WebGL only while the rest of the browser uses software rasterization.
>>>>
>>>> If WARP is unavailable on Windows, there will be no software WebGL 
>>>> fallback. I have never seen this happen but it may be possible if the user 
>>>> has found a way to explicitly disable WARP.
>>>>
>>>> No software rendering alternatives are planned except continuing to 
>>>> investigate the mesa software renderers.
>>>>
>>>> No plans to remove SwiftShader, it will remain available by command 
>>>> line flag. The timeline of disabling SwiftShader fallback on Windows is 
>>>> the 
>>>> same as the other OSs except it's replaced by WARP there.
>>>>
>>>> Geoff
>>>>
>>>> On Wed, Aug 27, 2025 at 10:29 PM RUI LI <[email protected]> wrote:
>>>>
>>>>> Hi Geoff, thank you so much for your responses! To provide more 
>>>>> context, I work at a company where tens of thousands of our users 
>>>>> currently 
>>>>> fall back to SwiftShader based on our analytics. This deprecation/removal 
>>>>> would pose a huge impact to us, so we want to be fully prepared and 
>>>>> ensure 
>>>>> a smooth transition strategy. I have a few follow-up questions below and 
>>>>> would appreciate any further clarification:
>>>>>
>>>>>    - Regarding your comment, “*the rollout is happening slowly within 
>>>>>    the 139 release,*” could you please elaborate on what “*the 
>>>>>    rollout is happening slowly*” means?
>>>>>
>>>>>
>>>>>    - On the topic of Linux software alternatives, you mentioned: “*It’s 
>>>>>    unlikely that Chrome can ship with its own packaged lavapipe, but I 
>>>>> want to 
>>>>>    make sure it’s used if it’s installed already.”*  Should we expect 
>>>>>    that on Linux, once SwiftShader is disabled, Chrome may fallback to 
>>>>>    lavapipe (Vulkan-based) if it’s available? I am also curious if there 
>>>>> are 
>>>>>    specific reasons why llvmpipe (OpenGL-based) is blocked via the 
>>>>>    software_rendering_list.json (unlike Firefox, which allows it) — is 
>>>>> this 
>>>>>    due to security or stability issues?
>>>>>
>>>>>
>>>>>    - David mentioned that you are currently “*Replacing SwiftShader 
>>>>>    with WARP on Windows.*” If I’m understanding correctly, 
>>>>>    SwiftShader will only be disabled on Windows when the WARP replacement 
>>>>> is 
>>>>>    ready, so there will be no gap in software rendering support. Is that 
>>>>>    accurate?
>>>>>
>>>>>
>>>>>    - We would also like to know if there are any other software 
>>>>>    rendering alternatives currently planned. We ask this because we would 
>>>>> like 
>>>>>    to evaluate/test these renderers to ensure our WebGL programs will 
>>>>> still 
>>>>>    work.
>>>>>
>>>>>
>>>>>    - Lastly, I know this may be unplanned, but I just wanted to 
>>>>>    check: do you have any timeline for when (and in which version) 
>>>>> SwiftShader 
>>>>>    might be disabled on Windows? And when SwiftShader will be removed 
>>>>> entirely?
>>>>>
>>>>> Thanks!
>>>>> On Wednesday, August 27, 2025 at 10:04:18 AM UTC-4 Geoff Lang wrote:
>>>>>
>>>>>> It is the expected behaviour. The rollout is happening slowly within 
>>>>>> the 139 release.
>>>>>>
>>>>>> There are no plans for a default software fallback on Linux right now 
>>>>>> but we're thinking about the issue. I think it's unlikely that Chrome 
>>>>>> can 
>>>>>> ship with its own packaged lavapipe but I want to make sure it's used if 
>>>>>> it's installed already. You can also bypass the deprecation using 
>>>>>> command 
>>>>>> line flags, this is an important path to maintain for web developers and 
>>>>>> automated testing.
>>>>>>
>>>>>> Geoff
>>>>>>
>>>>>> On Mon, Aug 25, 2025 at 8:11 PM RUI LI <[email protected]> wrote:
>>>>>>
>>>>>>> Hi David and other folks,
>>>>>>>
>>>>>>> I am testing SwiftShader on a Debian 12 machine without hardware 
>>>>>>> acceleration. It seems that SwiftShader is still enabled (I saw 
>>>>>>> swiftshader 
>>>>>>> in Chrome://gpu) in Chrome 139. Is this the expected behavior?
>>>>>>>
>>>>>>> Also, I am curious about software rendering alternatives on Linux 
>>>>>>> machines. Similar to WARP, do you have any plans to replace SwiftShader 
>>>>>>> with MESA llvmpipe on Linux? I know there are also some Linux VM users 
>>>>>>> who 
>>>>>>> might also be affected by this removal.
>>>>>>>
>>>>>>> Thanks!
>>>>>>> Rui
>>>>>>>
>>>>>>> On Wednesday, July 9, 2025 at 11:35:32 AM UTC-4 David Adrian 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 <[email protected]> 
>>>>>>>>>>>> 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 <[email protected]> 
>>>>>>>>>>>>>> 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 <
>>>>>>>>>>>>>>> [email protected]> 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 <
>>>>>>>>>>>>>>>> [email protected]> 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 <[email protected]> 
>>>>>>>>>>>>>>>>> *Sent:* Monday, March 3, 2025 10:39 AM
>>>>>>>>>>>>>>>>> *To:* Ashley Gullen <[email protected]>
>>>>>>>>>>>>>>>>> *Cc:* Geoff Lang <[email protected]>; Erik Anderson <
>>>>>>>>>>>>>>>>> [email protected]>; Rick Byers <[email protected]>; 
>>>>>>>>>>>>>>>>> David Adrian <[email protected]>; blink-dev <
>>>>>>>>>>>>>>>>> [email protected]>; [email protected] <
>>>>>>>>>>>>>>>>> [email protected]>
>>>>>>>>>>>>>>>>> *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 <[email protected]> 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 <
>>>>>>>>>>>>>>>>> [email protected]> 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 <
>>>>>>>>>>>>>>>>> [email protected]> 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 <
>>>>>>>>>>>>>>>>> [email protected]> 
>>>>>>>>>>>>>>>>> *Sent:* Thursday, February 27, 2025 4:14 AM
>>>>>>>>>>>>>>>>> *To:* Rick Byers <[email protected]>
>>>>>>>>>>>>>>>>> *Cc:* David Adrian <[email protected]>; blink-dev <
>>>>>>>>>>>>>>>>> [email protected]>; [email protected] <
>>>>>>>>>>>>>>>>> [email protected]>
>>>>>>>>>>>>>>>>> *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 <
>>>>>>>>>>>>>>>>> [email protected]> 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 <[email protected]> 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 
>>>>>>>>>>>>>>>>> [email protected] 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 
>>>>>>>>>>>>>>>>> <[email protected]> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Contact emails 
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> [email protected], [email protected]
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>  
>>>>>>>>>>>>>>>>> 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 [email protected].
>>>>>>>>>>>>>>>>> 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 [email protected].
>>>>>>>>>>>>>>>>> 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 [email protected].
>>>>>>>>>>>>>>>>> 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 [email protected].
>>>>>>>>>>>>>>>>> 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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