{"record":{"id":"a0c8221868c96deb","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-buffer-a0c822","errorCode":null,"errorMessage":"Failed to create WebGL buffer","messagePattern":"Failed to create WebGL buffer","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts","lineNumber":157,"sourceCode":"\t\tgl,\n\t\tLINEAR_PROGRESSIVE_BLUR_VS,\n\t\tbuildLinearProgressiveBlurFs('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":139,"sourceCodeEnd":175,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts#L139-L175","documentation":"Thrown by setupLinearProgressiveBlur() when gl.createBuffer() returns null while building the fullscreen-quad vertex buffer. The runtime cannot upload the quad's vertex/UV data, so it aborts setup.","triggerScenarios":"WebGL2 context refuses a buffer object — failing context, GPU memory exhaustion, or driver object-table limit reached. Mirrors the other GL null-allocations but at the buffer step.","commonSituations":"Concurrent renders saturating driver object limits, crashed GPU process leaving a half-dead context, integrated GPUs under memory pressure, long Studio sessions leaking buffers.","solutions":["Restart Chrome / the worker and retry once.","Reduce `--concurrency` / framesPerLambda.","Force software rendering (`--gl=angle --angle-backend=swiftshader`).","Reload Studio / restart the dev server to release leaked objects.","Update Chrome and GPU drivers on persistent failure."],"exampleFix":null,"handlingStrategy":"retry","validationCode":"function canAllocateBuffer(canvas: HTMLCanvasElement): boolean {\n  const gl = canvas.getContext('webgl2');\n  if (!gl) return false;\n  const b = gl.createBuffer();\n  const ok = b !== null;\n  if (b) gl.deleteBuffer(b);\n  return ok;\n}","typeGuard":null,"tryCatchPattern":"try {\n  renderWithLinearProgressiveBlur();\n} catch (err) {\n  if (err instanceof Error && err.message === 'Failed to create WebGL buffer') {\n    await restartRendererWorker();\n    renderWithLinearProgressiveBlur();\n  } else throw err;\n}","preventionTips":["Cap concurrency to reduce simultaneous GL object allocations.","Ensure effect cleanup frees buffers on unmount.","Recycle workers after GPU-process crashes.","Reload Studio when long sessions leak buffers."],"tags":["webgl","gpu","rendering","resource-exhaustion"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}