Originally posted here.
I was under the impression that WebGL should work on Chrome on pretty much any desktop device, but that it may fall back to software rendering in some cases (assuming you don't pass failIfMajorPerformanceCaveat=true when getting the context). However in practice this seems not to be true for a substantial number of users on both Macs and Windows (especially, but not limited to, those within some kind of managed corporate IT system).
As far as I can tell, on all hardware/setups where WebGL is disabled in Chrome, it is possible to run it using a different browser (FF, and even IE11). I believe that IE11 only uses software and FF may be less strict with its blacklisting of GPUs, but that doesn't explain why Chrome can't switch to software when hardware is unavailable. Indeed, in some cases, overriding the GPU blacklist in Chrome does seem to work (but presumably is not a good idea).
So firstly, could I check that my assessment of the situation is correct? And secondly, could anyone suggest how to force software rendering (i.e. flags etc.) and/or point me at an issue discussing this?
Any advice would be very much appreciated - even if the process is rather involved it is still worth knowing about as it may be workable for our clients.
update:
@gman points out that there is no software emulation on Macs in Chrome, but that still leaves the question of what's going on in windows.
update 2:
(to partly answer my own question): it seems that (at least on 32bit Chrome on windows) if you go to chrome://components and see SwiftShader is at version 0.0.0, then simply hitting the update button should download the latest veriso,n and hey presto..it works. Not sure about 64bit Chrome though.
update 3:
As @Nicloas says, M59 in Chrome (to be released in May/June 2017) should fix this issue in Chrome on Windows and Linux, with Mac following later.