{"record":{"id":"8e72961477ec3c4b","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-program-8e7296","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/region-blur/region-blur-runtime.ts","lineNumber":111,"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(`Shader compile failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn shader;\n};\n\nconst createProgram = (\n\tgl: WebGL2RenderingContext,\n\tvertexSource: string,\n\tfragmentSource: string,\n): WebGLProgram => {\n\tconst vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSource);\n\tconst fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);\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, vertexShader);\n\tgl.attachShader(program, fragmentShader);\n\tgl.linkProgram(program);\n\tgl.deleteShader(vertexShader);\n\tgl.deleteShader(fragmentShader);\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(`Program link failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn program;\n};\n\nconst createTexture = (gl: WebGL2RenderingContext): WebGLTexture => {\n\tconst texture = gl.createTexture();","sourceCodeStart":93,"sourceCodeEnd":129,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/region-blur/region-blur-runtime.ts#L93-L129","documentation":"After successfully compiling the vertex and fragment shaders, the region-blur runtime calls gl.createProgram(). If the WebGL2 context returns null, there is no program object to attach shaders to, and the effect throws. A null result signals context loss or resource exhaustion.","triggerScenarios":"Calling setupRegionBlur() on a lost or destroyed WebGL2 context, or when the program object pool has been depleted by other effects.","commonSituations":"Context loss after GPU crash; too many concurrent WebGL2 effects; mobile GPUs with tight program object limits; headless Chrome with accumulated GL state issues.","solutions":["Register 'webglcontextlost'/'webglcontextrestored' handlers and reinitialize","Dispose of unused effects to free program objects","Reduce concurrent GPU effects in the composition","Restart the render in a fresh browser process"],"exampleFix":null,"handlingStrategy":"retry","validationCode":null,"typeGuard":null,"tryCatchPattern":"canvas.addEventListener('webglcontextlost', (e) => { e.preventDefault(); }, false);\ncanvas.addEventListener('webglcontextrestored', () => {\n  // re-initialize region-blur effect\n}, false);","preventionTips":["Handle context loss/restoration on all WebGL canvases","Dispose of effects to free program objects","Limit concurrent GPU effects"],"tags":["webgl","gpu","resource-exhaustion","context-lost","region-blur"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T23:17:12.415Z"}