{"record":{"id":"376c98d823cd4595","repo":"remotion-dev/remotion","slug":"failed-to-create-exposure-shader-program","errorCode":null,"errorMessage":"Failed to create exposure shader program","messagePattern":"Failed to create exposure shader program","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/exposure.ts","lineNumber":134,"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(`Exposure 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 exposure 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(`Exposure shader link failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn program;\n};\n\nconst createTexture = (gl: WebGL2RenderingContext): WebGLTexture => {","sourceCodeStart":116,"sourceCodeEnd":152,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/exposure.ts#L116-L152","documentation":"Thrown inside createProgram() in exposure.ts when gl.createProgram() returns null (exposure.ts:133-135). A null program object means the GL driver declined to allocate a program handle — typically a lost context or an exhausted program-object pool. The two shaders have already compiled successfully, but there is no program to link them into.","triggerScenarios":"setupExposure() reaches createProgram() after both VERTEX_SHADER and FRAGMENT_SHADER compiled, but gl.createProgram() returns null. This happens when the context is lost or the driver's program-object limit is hit from leaked/un-cleaned effect programs.","commonSituations":"Long-running Studio leaking programs (cleanup() not called, so gl.deleteProgram never runs); compositions with many simultaneous exposure() instances; CI on a host whose GPU process crashed; software GL backends with low program-object ceilings.","solutions":["Render with the Angle backend (--gl=angle / chromiumOptions.gl='angle' / Angle in Studio).","Guarantee effect cleanup() runs so gl.deleteProgram frees handles; do not retain old exposure states.","Reduce simultaneous WebGL2 effects and reuse identical exposure() params (calculateKey caching).","Verify gl.isContextLost() is false before setup and restore the context otherwise.","Move rendering to a host with adequate GL resources or update drivers."],"exampleFix":"// before\nconst program = gl.createProgram();\nif (!program) {\n  throw new Error('Failed to create exposure shader program');\n}\n\n// after (caller guard before applying the effect)\nif (gl.isContextLost()) {\n  throw new Error('exposure setup aborted: WebGL2 context lost');\n}","handlingStrategy":"try-catch","validationCode":"const canAllocateProgram = (gl: WebGL2RenderingContext): boolean => {\n  if (gl.isContextLost()) return false;\n  const probe = gl.createProgram();\n  if (!probe) return false;\n  gl.deleteProgram(probe);\n  return true;\n};","typeGuard":null,"tryCatchPattern":"try {\n  // apply exposure(); for a custom canvas: const state = setupExposure(canvas);\n} catch (err) {\n  if (err instanceof Error && err.message === 'Failed to create exposure shader program') {\n    // free other effects, restore context, retry on Angle\n    throw err;\n  }\n  throw err;\n}","preventionTips":["Render with Angle (--gl=angle / chromiumOptions.gl='angle').","Ensure cleanup() runs so programs are deleted (gl.deleteProgram).","Limit simultaneous WebGL2 effects; reuse identical exposure() params.","Handle webglcontextlost and restore before retrying."],"tags":["webgl","program","resource-allocation","gpu","exposure","setup"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}