<!-- Proof of Concept for CVE-2026-9898 -->
<!-- This PoC demonstrates the trigger condition for the GPU validation issue -->
<!DOCTYPE html>
<html>
<head>
<title>CVE-2026-9898 PoC</title>
</head>
<body>
<h3>Chrome GPU Sandbox Escape PoC</h3>
<canvas id="glcanvas" width="640" height="480"></canvas>
<script>
// Attempt to trigger the GPU vulnerability via WebGL
const canvas = document.getElementById('glcanvas');
const gl = canvas.getContext('webgl');
if (gl) {
console.log("[+] WebGL context initialized.");
// Crafted shader or buffer data to exploit insufficient validation
const vertexShaderSource = `
attribute vec4 aVertexPosition;
void main() {
gl_Position = aVertexPosition;
}
`;
const fragmentShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const shaderProgram = gl.createProgram();
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return;
}
gl.useProgram(shaderProgram);
// Sending untrusted input to GPU to trigger the vulnerability
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Malicious buffer data
const positions = [
1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
-1.0, -1.0,
];
// In a real exploit, this data would be specifically crafted to corrupt memory
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPosition);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
console.log("[+] Draw command executed. Check GPU process for crash or escape.");
} else {
console.log("[-] WebGL is not supported.");
}
</script>
</body>
</html>