{"record":{"id":"5a66b3c0b09b048d","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-program-5a66b3","errorCode":null,"errorMessage":"Failed to create WebGL program","messagePattern":"Failed to create WebGL program","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/pixel-dissolve.ts","lineNumber":224,"sourceCode":"\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`Pixel Dissolve shader compile failed: ${log ?? '(no log)'}`,\n\t\t);\n\t}\n\n\treturn shader;\n};\n\nconst linkProgram = (\n\tgl: WebGL2RenderingContext,\n\tvs: WebGLShader,\n\tfs: WebGLShader,\n): WebGLProgram => {\n\tconst program = gl.createProgram();\n\tif (!program) {\n\t\tthrow new Error('Failed to create WebGL program');\n\t}\n\n\tgl.attachShader(program, vs);\n\tgl.attachShader(program, fs);\n\tgl.linkProgram(program);\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(`Pixel Dissolve program link failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn program;\n};\n\nconst createFullscreenQuad = (\n\tgl: WebGL2RenderingContext,\n): {\n\treadonly vao: WebGLVertexArrayObject;","sourceCodeStart":206,"sourceCodeEnd":242,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/pixel-dissolve.ts#L206-L242","documentation":"pixelDissolve() links its compiled vertex and fragment shaders into a program. gl.createProgram() returns null only when the GL context is lost or the driver refuses allocation. This guard fails fast instead of calling attachShader/linkProgram on null.","triggerScenarios":"Reached in linkProgram() after both shaders compiled. createProgram returns null because the context was lost between compilation and program creation, during pixelDissolve setup.","commonSituations":"Context loss mid-setup; driver resource exhaustion on heavy compositions; GPU reset during a render batch.","solutions":["Maintain a live WebGL2 context (webglcontextlost/restored handling).","Reduce concurrent GPU effects per composition.","Use a stable GPU or SwiftShader backend in headless rendering.","Update GPU drivers."],"exampleFix":null,"handlingStrategy":"try-catch","validationCode":null,"typeGuard":null,"tryCatchPattern":"try {\n  initPixelDissolve(canvas); // links the pixelDissolve program\n} catch (err) {\n  if (isContextLost(canvas)) waitForRestore(canvas).then(initPixelDissolve);\n  else throw err;\n}","preventionTips":["Maintain a live WebGL2 context (handle webglcontextlost/restored).","Limit concurrent GPU effects per composition to stay under driver limits.","Render with a stable GPU or SwiftShader backend.","Keep GPU drivers current."],"tags":["webgl","gpu","program","pixel-dissolve","context-loss","rendering"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}