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The shader models in XNA D3D and WebGL are pretty similar. One travels as pre-compiled bytecode and the other as text, and there are some differences in how lo
by shaver 15y ago
The shader models in XNA D3D and WebGL are pretty similar. One travels as pre-compiled bytecode and the other as text, and there are some differences in how loop constructs work, but they're both basically shader model 2.
But the argument I read from MSRC wasn't about the capabilities of the system when working as intended, it was about weaknesses in OEM/IHV drivers causing unintended behaviour that is qualitatively harder to fix than bugs in the drivers for hardware H.264 decoding. I haven't yet found a way that HLSL/XNA is more robust than GLSL/WebGL, and I've been in threads about those shader models for quite a while now. Of note, perhaps, is that on Windows we compile GLSL into HLSL and then effect bytecode (with Microsoft's compiler) and feed it through Direct3D. It's a very very similar pipeline.
The claim is that driver blacklisting hasn't been used to address recent vulnerabilities, but...the recent vulnerabilities have had nothing whatsoever to do with problems in a driver.