{"record":{"id":"594985de05b8642d","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-buffer-594985","errorCode":null,"errorMessage":"Failed to create WebGL buffer","messagePattern":"Failed to create WebGL buffer","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"critical","filePath":"packages/effects/src/radial-progressive-blur/radial-progressive-blur-runtime.ts","lineNumber":163,"sourceCode":"\t\tgl,\n\t\tRADIAL_PROGRESSIVE_BLUR_VS,\n\t\tbuildRadialProgressiveBlurFs('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);\n\tgl.enableVertexAttribArray(1);\n\tgl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);\n\n\tgl.bindVertexArray(null);\n\n\tconst textureSource = createRgbaTexture(gl);\n\tconst textureIntermediate = createRgbaTexture(gl);\n\n\tconst framebuffer = gl.createFramebuffer();\n\tif (!framebuffer) {\n\t\tthrow new Error('Failed to create WebGL framebuffer');","sourceCodeStart":145,"sourceCodeEnd":181,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/radial-progressive-blur/radial-progressive-blur-runtime.ts#L145-L181","documentation":"The radial-progressive-blur runtime allocates a vertex buffer object (VBO) for the fullscreen-quad vertex data via gl.createBuffer(). If the WebGL2 context returns null, the effect cannot upload geometry and must abort setup. This indicates context loss or resource exhaustion.","triggerScenarios":"Calling setupRadialProgressiveBlur() on a lost/exhausted context, or when the GL object pool has been depleted by leaking buffers from other effects.","commonSituations":"Long render sessions with gradual GL object leaks; headless Chrome under memory pressure; integrated GPUs with tight resource limits; many concurrent WebGL2 effects in one composition.","solutions":["Handle 'webglcontextlost'/'webglcontextrestored' and re-run setup after restoration","Ensure each effect's resources are disposed when the effect is removed","Lower the number of simultaneous GPU effects in the composition","Use a fresh Headless Chrome instance if the current one has accumulated GL state corruption"],"exampleFix":null,"handlingStrategy":"retry","validationCode":null,"typeGuard":null,"tryCatchPattern":"canvas.addEventListener('webglcontextlost', (e) => { e.preventDefault(); }, false);\ncanvas.addEventListener('webglcontextrestored', () => {\n  // re-initialize effects, re-creating VBOs\n}, false);","preventionTips":["Handle context loss and restoration events","Dispose of effects to release GL buffers","Use a fresh Headless Chrome instance for long render pipelines"],"tags":["webgl","gpu","buffer","resource-exhaustion","context-lost","radial-progressive-blur"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}