{"record":{"id":"ac7f75859eddc298","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-buffer-ac7f75","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/rings.ts","lineNumber":372,"sourceCode":"\n\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);\n\n\tconst program = createProgram(gl, RINGS_VS, RINGS_FS);\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\tconst aPos = gl.getAttribLocation(program, 'aPos');\n\tconst aUv = gl.getAttribLocation(program, 'aUv');\n\tgl.enableVertexAttribArray(aPos);\n\tgl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);\n\tgl.enableVertexAttribArray(aUv);\n\tgl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);\n\n\tgl.bindVertexArray(null);\n\n\tconst colorCanvas = document.createElement('canvas');\n\tcolorCanvas.width = 1;\n\tcolorCanvas.height = 1;\n\tconst colorCtx = colorCanvas.getContext('2d', {willReadFrequently: true});","sourceCodeStart":354,"sourceCodeEnd":390,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/rings.ts#L354-L390","documentation":"Internal error from the `rings()` effect setup: `gl.createBuffer()` returned `null` while allocating the vertex buffer that backs the fullscreen quad. Environment-level allocation failure — not user-param related. The buffer holds a fixed 16-float `Float32Array` (4 vertices × pos+uv), so the data size cannot be the cause.","triggerScenarios":"WebGL2 context lost between VAO creation and buffer creation; GPU buffer object limit reached from many effects; software GL backend with strict buffer caps.","commonSituations":"Heavy compositions in Studio; CI on memory-starved GPU runners; systems recovering from a GPU process crash.","solutions":["Reload the page or restart the render.","Reduce concurrent effect count.","Update drivers / use hardware acceleration.","Add context-loss handling so buffers are freed and re-allocated on restore."],"exampleFix":null,"handlingStrategy":"try-catch","validationCode":"const canAllocateBuffer = (): boolean => {\n  try {\n    const c = document.createElement('canvas');\n    const gl = c.getContext('webgl2');\n    if (!gl) return false;\n    const b = gl.createBuffer();\n    if (b) gl.deleteBuffer(b);\n    return !!b;\n  } catch {\n    return false;\n  }\n};","typeGuard":null,"tryCatchPattern":"try {\n  rings()({...});\n} catch (err) {\n  if (err instanceof Error && /Failed to create WebGL buffer/.test(err.message)) {\n    // reduce active effects and retry\n  } else {\n    throw err;\n  }\n}","preventionTips":["Feature-detect buffer allocation before mounting effects.","Reduce concurrent effect count to free buffer objects.","Call the effect `cleanup` on unmount to release buffers.","Handle context loss/restore to rebuild buffers."],"tags":["webgl2","rings-effect","effects","gpu","environment","buffer","resource-allocation"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}