{"record":{"id":"16a1c385dbd532f1","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-vertex-array-16a1c3","errorCode":null,"errorMessage":"Failed to create WebGL vertex array","messagePattern":"Failed to create WebGL vertex array","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts","lineNumber":146,"sourceCode":"\t\tthrow createWebGL2ContextError('linear progressive blur effect');\n\t}\n\n\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);\n\n\tconst programHorizontal = createProgram(\n\t\tgl,\n\t\tLINEAR_PROGRESSIVE_BLUR_VS,\n\t\tbuildLinearProgressiveBlurFs('horizontal'),\n\t);\n\tconst programVertical = createProgram(\n\t\tgl,\n\t\tLINEAR_PROGRESSIVE_BLUR_VS,\n\t\tbuildLinearProgressiveBlurFs('vertical'),\n\t);\n\n\tconst vao = gl.createVertexArray();\n\tif (!vao) {\n\t\tthrow new Error('Failed to create WebGL vertex array');\n\t}\n\n\tgl.bindVertexArray(vao);\n\n\tconst data = new Float32Array([\n\t\t-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1,\n\t]);\n\n\tconst vbo = gl.createBuffer();\n\tif (!vbo) {\n\t\tthrow new Error('Failed to create WebGL buffer');\n\t}\n\n\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\n\tgl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n\n\tgl.enableVertexAttribArray(0);\n\tgl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);","sourceCodeStart":128,"sourceCodeEnd":164,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts#L128-L164","documentation":"Thrown by setupLinearProgressiveBlur() when gl.createVertexArray() returns null after the two programs and textures are built. The runtime needs a VAO to bind the fullscreen-quad attributes for both blur passes, so it aborts rather than drawing nothing.","triggerScenarios":"WebGL2 context alive but refusing a VAO — failing context, driver object limit, or GPU memory exhaustion. Same family as the other null-GL-object errors, occurring late in setup after programs/textures already succeeded.","commonSituations":"High-concurrency renders, long-lived Studio sessions, GPU memory pressure, headless Chrome whose GPU process was OOM-killed.","solutions":["Restart Chrome / the worker to recover a clean context and retry.","Lower `--concurrency` / framesPerLambda.","Force software rendering (`--gl=angle --angle-backend=swiftshader`).","Raise host/Lambda memory if OOM-killed.","Update GPU drivers / Chrome for persistent failures."],"exampleFix":null,"handlingStrategy":"retry","validationCode":"function canAllocateVao(canvas: HTMLCanvasElement): boolean {\n  const gl = canvas.getContext('webgl2');\n  if (!gl) return false;\n  const vao = gl.createVertexArray();\n  const ok = vao !== null;\n  if (vao) gl.deleteVertexArray(vao);\n  return ok;\n}","typeGuard":null,"tryCatchPattern":"try {\n  renderWithLinearProgressiveBlur();\n} catch (err) {\n  if (err instanceof Error && err.message === 'Failed to create WebGL vertex array') {\n    await restartRendererWorker();\n    renderWithLinearProgressiveBlur();\n  } else throw err;\n}","preventionTips":["Cap concurrency to stay under driver object limits.","Ensure effect cleanup releases VAOs on unmount.","Recycle workers after GPU-process crashes.","Force software rendering on unstable GPUs."],"tags":["webgl","gpu","rendering","resource-exhaustion"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T23:17:12.415Z"}