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I don't know anything about how they're doing this, but I wonder if it has something to do with the bytecode abstraction used in D3D. In D3D, you compile HLSL to bytecode which then gets passed down to the kernel, but in the OGL world you pass source straight down to the kernel. Definitely still risks there, but significantly diminished, and some simple verification in userland would make it next to impossible to get a lot of nasty code down into the kernel.


MS could (and probably would) write an Angle style abstraction layer that runs WebGL on top of D3D9 or D3D11 anyway, so I think source going to the kernel isn't a big deal.

It's possible that because MS has more knowledge of the graphics drivers work in Windows they know about some dangerous security holes that Mozilla, Google, or even Nvidia or AMD aren't aware of, but its equally possible that they just don't want to support WebGL for political reasons and this is a semi-technical excuse.


The D3D bytecode IR generated by the HLSL shader compiler in the runtime isn't verified for security concerns before being passed to the driver, so there's no real extra protection there, so ultimately D3D makes it no harder to lock the GPU than OpenGL (ES in the WebGL case) does.




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