{"record":{"id":"7fdd8a6a885712a7","repo":"remotion-dev/remotion","slug":"failed-to-create-levels-texture","errorCode":null,"errorMessage":"Failed to create levels texture","messagePattern":"Failed to create levels texture","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/levels.ts","lineNumber":201,"sourceCode":"\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(`Levels shader link failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn program;\n};\n\nconst createTexture = (gl: WebGL2RenderingContext): WebGLTexture => {\n\tconst texture = gl.createTexture();\n\tif (!texture) {\n\t\tthrow new Error('Failed to create levels texture');\n\t}\n\n\tgl.bindTexture(gl.TEXTURE_2D, texture);\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\tgl.bindTexture(gl.TEXTURE_2D, null);\n\treturn texture;\n};\n\nconst setupLevels = (target: HTMLCanvasElement): LevelsState => {\n\tconst gl = target.getContext('webgl2', {\n\t\tpremultipliedAlpha: true,\n\t\talpha: true,\n\t\tpreserveDrawingBuffer: true,\n\t});\n\tif (!gl) {","sourceCodeStart":183,"sourceCodeEnd":219,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/levels.ts#L183-L219","documentation":"Thrown by `createTexture()` in the levels effect when `gl.createTexture()` returns `null`. The WebGL2 context cannot allocate another texture object — usually because the context is lost or the GPU has run out of texture memory/object slots.","triggerScenarios":"Context loss mid-setup; excessive simultaneous texture allocations across many effects/frames; GPU VRAM exhaustion on large-frame renders.","commonSituations":"High-resolution renders with many layered effects; long-running renders that leak textures; CI instances with limited video memory.","solutions":["Reduce per-frame texture pressure: fewer concurrent effects, lower concurrency.","Ensure prior WebGL resources are disposed so textures aren't leaked across frames.","Handle context-loss events and recreate the effect on restore.","Render on an instance with more GPU VRAM."],"exampleFix":null,"handlingStrategy":"try-catch","validationCode":null,"typeGuard":null,"tryCatchPattern":"try {\n  levels({...})(...);\n} catch (err) {\n  if (/Failed to create levels texture/.test(String(err))) {\n    console.warn('levels() texture unavailable', err);\n  } else {\n    throw err;\n  }\n}","preventionTips":["Free textures between frames to avoid VRAM exhaustion.","Lower render concurrency and resolution when stacking many effects.","Handle context loss before retrying."],"tags":["levels","webgl2","gpu","texture","context-loss","resource-exhaustion"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T23:17:12.415Z"}