According to https://issues.chromium.org/40277080, I believe
geoffl...@chromium.org should be able to help you.

On Wed, Nov 27, 2024 at 4:22 PM 'Ashley Gullen' via blink-dev <
blink-dev@chromium.org> wrote:

> Hi folks, it's been a week, is anyone from the relevant team able to
> review this and respond?
>
> Best regards
>
> Ashley
>
> On Wed, 20 Nov 2024 at 16:54, Ashley Gullen <ash...@scirra.com> wrote:
>
>> Hi Blink developers,
>>
>> I am concerned about this entry on Chrome Platform Status "Remove
>> SwiftShader fallback", currently scheduled to ship in M133:
>> https://chromestatus.com/feature/5166674414927872
>>
>> There does not appear to be an associated bug, nor have I seen any intent
>> to deprecate associated with this on blink-dev. It appears to be an
>> unannounced unilateral decision by Google which I'm worried has the
>> potential to have a big impact on products and web content relying on
>> WebGL, like our commercial browser-based game engine Construct (
>> www.construct.net).
>>
>> For many years now web developers have been able to assume that WebGL
>> support is ubiquitous. Numbers are hard to come by, but the best available
>> are probably from Web3DSurvey (https://web3dsurvey.com/): WebGL 1 is
>> supported on ~99.7% of devices, but ~2.7% of uses report "major performance
>> caveat", which seems likely to indicate SwiftShader. At web scale, this is
>> tens of millions of users. Worse, this survey may in fact be biased towards
>> high-end users with more modern systems that are more likely to have
>> hardware/driver support for WebGL - the real number could be larger. WebGPU
>> still has much lower support numbers so that does not look like a
>> workaround. Canvas2D is not a viable workaround for modern content, and the
>> ubiquity of WebGL has meant even tools like Construct that used to support
>> a Canvas2D fallback ultimately removed it and went all-in on WebGL.
>>
>> I suspect for years we have been able to assume that WebGL support is
>> ubiquitous in large part due to the Swiftshader fallback covering the last
>> few percent of users who don't have suitable hardware/drivers. Content that
>> works slowly is better than content that does not work at all, and I fear
>> that removal of this fallback will result in companies like us, as well as
>> other major users of WebGL (three.js, itch.io, etc.) being inundated
>> with "your content stopped working!" complaints. I also find it hard to
>> understand that "users have a poor experience" with the CPU fallback being
>> given as a justification for this, as content that does not work at all is
>> a far worse experience than having it run but slowly, and is far more
>> likely to result in customers contacting support.
>>
>> This could end up being a disaster for us. It would help ease my mind if
>> Google could:
>>
>>    - Provide data about the Internet-scale usage of software fallback
>>    for WebGL demonstrating that removal will have minimal impact
>>    - Use some other software fallback like WARP on Windows:
>>    
>> https://learn.microsoft.com/en-us/windows/win32/direct3darticles/directx-warp
>>    - Provide software fallback for WebGPU so there is a possible
>>    workaround with the newer API
>>    - At least delay this decision until there has been time to discuss
>>    with WebGL developers and determine the impact, identify workarounds,
>>    implement them and roll out the changes
>>
>> It would also be useful if Google could explain the precise timeline for
>> this - it's not clear whether M133 is the beginning of a deprecation
>> period, or the point of removal.
>>
>> Best regards
>>
>> Ashley Gullen
>> Scirra Ltd
>>
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