{"record":{"id":"12e3e6216a27e0de","repo":"remotion-dev/remotion","slug":"failed-to-create-levels-shader-program","errorCode":null,"errorMessage":"Failed to create levels shader program","messagePattern":"Failed to create levels shader program","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/levels.ts","lineNumber":180,"sourceCode":"\t}\n\n\tgl.shaderSource(shader, source);\n\tgl.compileShader(shader);\n\tif (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\tconst log = gl.getShaderInfoLog(shader);\n\t\tgl.deleteShader(shader);\n\t\tthrow new Error(`Levels shader compile failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn shader;\n};\n\nconst createProgram = (gl: WebGL2RenderingContext): WebGLProgram => {\n\tconst vertexShader = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);\n\tconst fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);\n\tconst program = gl.createProgram();\n\tif (!program) {\n\t\tthrow new Error('Failed to create levels shader program');\n\t}\n\n\tgl.attachShader(program, vertexShader);\n\tgl.attachShader(program, fragmentShader);\n\tgl.linkProgram(program);\n\tgl.deleteShader(vertexShader);\n\tgl.deleteShader(fragmentShader);\n\n\tif (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n\t\tconst log = gl.getProgramInfoLog(program);\n\t\tgl.deleteProgram(program);\n\t\tthrow new Error(`Levels shader link failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn program;\n};\n\nconst createTexture = (gl: WebGL2RenderingContext): WebGLTexture => {","sourceCodeStart":162,"sourceCodeEnd":198,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/levels.ts#L162-L198","documentation":"Thrown by `createProgram()` in the levels effect when `gl.createProgram()` returns `null`. Like other null-returning WebGL2 calls, this signals context loss or resource exhaustion at the program-object level, after both shaders have already compiled successfully.","triggerScenarios":"WebGL2 context lost between shader compile and program creation; GPU/process memory exhausted by many simultaneous effects; an invalid context state.","commonSituations":"Highly concurrent renders; long-running Studio sessions; rendering on memory-constrained CI/Lambda instances with many GPU objects allocated.","solutions":["Lower render concurrency (`--concurrency`) and the number of effects active per frame.","Handle `webglcontextlost` and retry the render after context restoration.","Restart the GPU process / Chrome to flush leaked GL objects.","Free other WebGL contexts in the same tab/process before rendering."],"exampleFix":null,"handlingStrategy":"try-catch","validationCode":null,"typeGuard":null,"tryCatchPattern":"try {\n  levels({...})(...);\n} catch (err) {\n  if (/Failed to create levels shader program/.test(String(err))) {\n    console.warn('levels() GL program unavailable', err);\n  } else {\n    throw err;\n  }\n}","preventionTips":["Reduce per-frame GL object count and concurrency.","Dispose WebGL resources between renders to prevent program-object leaks.","Handle context-loss events before retrying."],"tags":["levels","webgl2","gpu","context-loss","resource-exhaustion","render-env"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}