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Amusingly, some of this is technically already happening. The shaders pass through downstream compilers that complain if they see what they determine to be a no-op infinite loop. To prove to the compilers that the loop terminates, most WebGPU implementations inject a u64 counter (technically a vec2<u32>) that counts down from u64:MAX and terminates the loop once it reaches 0. But that's such a large amount to count that the WindowServer is long gone. Fun discussion on this PR for wgpu, a Rust implementation of WebGPU: https://github.com/gfx-rs/wgpu/issues/6572
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