See e.g.https://webkit.org/tracking-prevention/#anti-fingerprinting (Mozilla's positions are more spread out over various issues, see e.g. https://webapicontroversy.com )
And this is a huge problem.
> and Apple naturally would rather developers to use iOS APIs
You're missing the point where Firefox agrees with Apple on these APIs.
But sure. "Apple bad" and all that.
My point was that contrary to Mozilla, they do have an agenda regarding how much Web Safari should support on iOS.
What does it mean to sandbox shaders in this context ? GL ES shaders are sent down in a high level language and can't really do much besides do computation on input parameters to generate output in a pipeline. I wish they were more general purpose and worthy of sandboxing but the web GL shaders are really limited.
Second one is about running a bitcoin miner on the GPU, hypothetical memory breaches, and GPU DoS. You can stall the graphics pipeline without shaders, run a miner on CPU, and I'm going to need a demonstration of a usefull GPU memory breach with WebGL. On top of that any such breach is likely driver dependent and will only work on some specific driver/HW combination - that's such a low attack surface I doubt anyone will bother developing exploits targeting that.
I didn't bother going through third because I wasted enough time on first and second, I don't see how anything here suggest you need to sandbox shaders.
[Source: I worked on the original spec and spent a lot of time trying to prevent the more egregious security and privacy problems]
https://news.softpedia.com/news/The-PS4-UI-Is-Built-Using-We...
The only effort to do any GL like stuff was on the PS2, with GL ES 1.0 + Cg, an effort that was dropped when almost no dev cared to use it.
Other than that there was the PSGL library for PS2 Linux.
Anyway, I did a bit more research and Chrome was actually only used for development purposes, they created their own WebGL engine on top of PhyreEngine for the console OS.
https://chromium.googlesource.com/angle/angle/+/master/READM...