HIGH 7.7

CVE-2026-21734: GPU Shader Compiler Out-of-Bounds Write in Imagination Technologies DDK

A vulnerability in the GPU shader compiler library can be triggered when a malformed web page containing specially crafted GPU shader code is loaded and processed. The compiler crashes due to an out-of-bounds memory write when handling an edge case involving a very small value in the shader code. On systems where the compiler runs with elevated privileges, this crash could potentially be chained with additional exploits to compromise the device. The vulnerability does not grant direct access to sensitive data, but the ability to crash a privileged process with controlled memory corruption creates a meaningful attack surface.

Source data · NVD / CISA · public domain

CVSS
3.1 · 7.7 HIGH · CVSS:3.1/AV:L/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H
Weaknesses (CWE)
CWE-823
Affected products
2 configuration(s)
Published / Modified
2026-06-26 / 2026-06-29

NVD description (verbatim)

A web page that contains unusual GPU shader code is loaded into the GPU compiler process and can trigger a write out-of-bounds write crash in the GPU shader compiler library. On certain platforms, when the compiler process has system privileges this could enable further exploits on the device. An edge case using a very small value in GPU shader code can cause a segmentation fault in the GPU shader compiler due to am out-of-bounds write.

1 reference(s) · View on NVD →

SEC.co analysis · AI-assisted, reviewed against source

Technical summary

CVE-2026-21734 is an out-of-bounds write vulnerability (CWE-823) in the GPU shader compiler library used by Imagination Technologies DDK. The flaw exists in the compiler's handling of edge cases involving very small values in GPU shader code. When malicious or malformed shader code reaches the compiler, it can trigger a segmentation fault due to memory being written outside allocated bounds. The vulnerability manifests when a web page containing unusual GPU shader code is loaded into the GPU compiler process. The CVSS 3.1 score of 7.7 (HIGH) reflects the local attack vector, high impact to integrity and availability, but no confidentiality compromise. The vector indicates no privileges are required and no user interaction is needed once the malicious page is loaded.

Business impact

This vulnerability creates a denial-of-service risk for any system using the affected DDK in GPU rendering pipelines. More critically, on platforms where the GPU compiler process operates with system-level privileges, exploitation could serve as a stepping stone for privilege escalation or system compromise. Organizations relying on Imagination Technologies DDK for graphics acceleration should assess whether their deployments expose untrusted shader code sources (such as web browsers, game engines, or media players). A successful exploit leaves no forensic trace of data theft but can disable GPU functionality or enable further system-level attacks.

Affected systems

The vulnerability affects Imagination Technologies DDK (specifically versions not yet confirmed; verify against the vendor advisory for exact affected versions and their scope). Any system or application that uses this DDK to compile GPU shaders is potentially at risk, particularly those that load shader code from untrusted sources. This includes web browsers with GPU acceleration, mobile devices using Imagination PowerVR GPUs, embedded graphics systems, and specialized GPU compute platforms. The local attack vector means the attacker must be able to supply malicious shader code to the compiler on the target system.

Exploitability

Exploitation requires the ability to inject or supply malformed GPU shader code to the compiler process. This is practical in web browsers where shader code can be embedded in web pages (via WebGL or similar APIs), in game engines that load custom shaders, and in other applications that accept external shader definitions. No privileged account is required to trigger the vulnerability. The crash is reproducible with a specific edge case (very small value), making it a reliable denial-of-service vector. Whether the crash escalates to full system compromise depends on the privileges of the compiler process and the presence of additional exploitation techniques on the target platform. No public exploit is documented in the KEV catalog.

Remediation

Apply a patched version of Imagination Technologies DDK as released by the vendor. Until patching is complete, consider restricting the ability to load or compile untrusted GPU shader code. Implement network controls to block access to untrusted web content in environments where GPU compilation privileges are high. For web-based exposure, review whether WebGL and related GPU APIs are necessary in your deployment; disable them if not required. Organizations should verify with Imagination Technologies support which DDK versions contain the fix and plan a controlled rollout.

Patch guidance

Contact Imagination Technologies or check their official advisories for patched DDK versions. The patch should include input validation to reject or safely handle edge cases with very small values in shader code before compilation. Verify the patch version against the vendor's official security advisory before deployment. Test the patched DDK in a staging environment with existing shader workloads to ensure compatibility. Plan a phased rollout across development, test, and production systems. Monitor system logs for any crashes or anomalies during the transition.

Detection guidance

Monitor for segmentation faults or crashes in GPU compiler processes, particularly those handling external or web-sourced shader code. Log all shader compilation requests and flag any that contain unusual or minimal values in specific fields. Implement application-level monitoring of WebGL and GPU API calls in web browsers to detect attempts to load suspicious shader code. Correlate GPU compiler crashes with the source of shader code being compiled. Use system-level audit logs to track GPU compiler process execution and any privilege escalation attempts following compiler crashes. Behavioral detection should focus on compiler process crashes followed by privilege escalation attempts on the same system.

Why prioritize this

Despite no active public exploitation (KEV status: not listed), the HIGH severity rating (7.7) and the potential for privilege escalation on systems where the compiler runs with elevated privileges warrant timely remediation. The local attack vector and lack of privilege requirements make this a practical vector in multi-tenant or web-exposed systems. Organizations using Imagination Technologies DDK in any rendering or compute pipeline should prioritize patching to prevent both DoS and potential supply-chain attacks via malicious shader code.

Risk score, explained

The CVSS 3.1 score of 7.7 (HIGH) reflects: (1) Local attack vector—the attacker must supply code to the compiler on the target system; (2) No access control requirements—the vulnerability triggers without elevated privileges; (3) High impact to integrity and availability—the out-of-bounds write corrupts memory and causes a crash; (4) No confidentiality impact—the vulnerability does not leak data directly. The score is elevated by the potential for privilege escalation on systems where the compiler runs with system privileges, and by the reproducibility of the crash via a specific input pattern.

Frequently asked questions

Can this vulnerability be exploited remotely?

The attack vector is local, meaning the attacker must be able to supply malicious shader code to the compiler on the target system. However, web browsers can be a remote vector—a user visiting a malicious website could be exposed if the site serves crafted WebGL shader code. Once the shader reaches the compiler, the exploit is triggered locally.

What is the difference between this vulnerability and a typical buffer overflow?

This is specifically an out-of-bounds write in the context of GPU shader compilation. Instead of overwriting stack or heap memory in a traditional sense, the compiler writes beyond the bounds of a buffer allocated for shader code compilation. The vulnerability is triggered by an edge case involving very small values, making it more subtle than a simple bounds check failure.

Do I need to patch immediately if I don't use Imagination Technologies DDK?

No. This vulnerability is specific to Imagination Technologies DDK. If your systems use other GPU vendors' compilers (NVIDIA, AMD, Intel, etc.), you are not affected. Check your graphics stack documentation or vendor information to confirm which GPU compiler you use.

Will patching affect GPU performance or compatibility?

The patch addresses a crash condition and should not negatively impact performance. However, it may add input validation to reject invalid shader code patterns. Test the patched version in a non-production environment with your typical shader workloads to verify compatibility before wider deployment.

This analysis is based on disclosed information as of the publication and modification dates provided. Specific affected versions, patch availability, and remediation timelines should be verified directly with Imagination Technologies official security advisories. This explainer is for informational purposes and does not constitute professional security advice. Organizations should conduct their own risk assessment and consult with their vendor and security teams before applying patches or implementing mitigations. The information in this document may change as new details emerge; check SEC.co and official vendor channels for updates. Source: NVD (public-domain), retrieved 2026-08-05. Analysis generated by SEC.co (claude-haiku-4-5).