Swiftshader is a software renderer. Software rendering is slow. People don't want their games to be slow. This is the whole reason the "Disable GPU blacklist" option exists: it will prevent the use of software rendering and ensure the game is fast using the GPU (at the risk of glitches due to known graphics driver bugs).
I'm not sure what you're trying to say here, you would rather have our games to run "fast" with glitches instead of running them with slower but glitchless Swiftshader?
I mean all it takes is to simply ship the files instead of removing them and it will be enabled automatically only if needed anyway.
I know that Swiftshader is a software renderer but I haven't seen any solid evidence that it runs that much slower, I guess that's an assumtion based on the fact that hardware renderers are generally considered to be better and even if it would run slower, still a more viable option over running our games with glitches in my opinion.
Further, SwiftShader is a software renderer for WebGL. If the GPU is blacklisted and the blacklist is enabled, then Construct games already drop back to canvas2d, which will probably be software rendered (and AFAIK that doesn't use SwiftShader).
The C3 runtime will not use a canvas2d fallback so will need a software WebGL renderer. For that reason, we will probably include SwiftShader. Other than that, the only use case for this is pretty much: you want to use WebGL shader effects on a system with no hardware GPU at all. That's kind of a tiny niche, especially amongst gamers. I'm guessing you weren't aware that disabling the GPU blacklist would also disable Swiftshader, and the fact there is already an existing canvas2d software renderer.
Thanks for the info but the fact that you've decided to drop canvas2d for swiftshader seems to go against your own arguments against using it.
So Swiftshader is better than Canvas2d I guess? Why not simply drop canvas2d entirely for Swiftshader on both C2 and C3 exports instead of doing it just for C3?