{"record":{"id":"4f8266bdaa2272d8","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-program-4f8266","errorCode":null,"errorMessage":"Failed to create WebGL program","messagePattern":"Failed to create WebGL program","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"critical","filePath":"packages/effects/src/liquid-contours.ts","lineNumber":305,"sourceCode":"\tif (!shader) throw new Error('Failed to create WebGL shader');\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(\n\t\t\t`Liquid contours shader compile failed: ${log ?? '(no log)'}`,\n\t\t);\n\t}\n\n\treturn shader;\n};\n\nconst createProgram = (gl: WebGL2RenderingContext): WebGLProgram => {\n\tconst vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);\n\tconst fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);\n\tconst program = gl.createProgram();\n\tif (!program) throw new Error('Failed to create WebGL program');\n\tgl.attachShader(program, vs);\n\tgl.attachShader(program, fs);\n\tgl.linkProgram(program);\n\tgl.deleteShader(vs);\n\tgl.deleteShader(fs);\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(\n\t\t\t`Liquid contours program link failed: ${log ?? '(no log)'}`,\n\t\t);\n\t}\n\n\treturn program;\n};\n\nconst setup = (target: HTMLCanvasElement): LiquidContoursState => {\n\tconst gl = target.getContext('webgl2', {","sourceCodeStart":287,"sourceCodeEnd":323,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/liquid-contours.ts#L287-L323","documentation":"A plain Error thrown by createProgram in the Liquid contours effect when gl.createProgram() returns null. Same contract as the Lines effect: WebGL2 may return null under resource exhaustion or context loss, after both shaders have already compiled.","triggerScenarios":"WebGL2 context is alive but cannot allocate a program object — GPU memory exhaustion, too many programs, or a lost context. Reached after compileShader succeeds for both vertex and fragment shaders.","commonSituations":"Heavy concurrent rendering; GL object leaks across effects/contexts; constrained headless GL; a transient context-loss race.","solutions":["Lower render concurrency / parallel browser pages.","Ensure prior effects are disposed so programs are reclaimed.","Render on a host with adequate GPU memory / a stable GL backend."],"exampleFix":null,"handlingStrategy":"try-catch","validationCode":"function canAllocateProgram(): boolean {\n  const c = document.createElement('canvas');\n  const gl = c.getContext('webgl2');\n  if (!gl) return false;\n  return !!gl.createProgram();\n}","typeGuard":null,"tryCatchPattern":"try {\n  liquidContours(...);\n} catch (err) {\n  if (err instanceof Error && /WebGL program/.test(err.message)) {\n    // reduce concurrency, restart context, then retry\n  } else throw err;\n}","preventionTips":["Limit concurrent browser contexts so programs remain allocatable.","Dispose of unused effects/contexts to reclaim GL programs.","Use a render host with adequate GPU memory."],"tags":["webgl2","liquid-contours-effect","gpu","resource-exhaustion"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}