{"record":{"id":"c04e7999f667e3f6","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-program-c04e79","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/linear-gradient.ts","lineNumber":191,"sourceCode":"\tgl.shaderSource(shader, source);\n\tgl.compileShader(shader);\n\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`Linear gradient shader compile failed: ${log ?? '(no log)'}`,\n\t\t);\n\t}\n\n\treturn shader;\n};\n\nconst createProgram = (gl: WebGL2RenderingContext): WebGLProgram => {\n\tconst vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);\n\tconst fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);\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\tgl.deleteShader(vs);\n\tgl.deleteShader(fs);\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(\n\t\t\t`Linear gradient program link failed: ${log ?? '(no log)'}`,\n\t\t);\n\t}\n\n\treturn program;\n};","sourceCodeStart":173,"sourceCodeEnd":209,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/linear-gradient.ts#L173-L209","documentation":"Thrown by createProgram() in the linear-gradient effect when gl.createProgram() returns null after both shaders compiled successfully. The context accepted the shaders but will not allocate a program object, which the library treats as fatal because linking cannot proceed.","triggerScenarios":"WebGL2 context is in a lost/failing state, or the implementation has hit its internal object limit, while still accepting shader creation. Most often a follow-on symptom of GPU-process instability or memory pressure on the device.","commonSituations":"Render farms under memory pressure; long-running Studio sessions that leak GL objects; GPU process that crashed and left a half-alive context; concurrent renders saturating the driver's object tables.","solutions":["Treat as transient first: restart the render worker / Chrome and retry once.","Reduce parallelism (`--concurrency`, framesPerLambda) to lower per-process GL object pressure.","Force a software GL backend (`--gl=angle --angle-backend=swiftshader`) to remove the host GPU/driver from the equation.","Check for GL-object leaks in surrounding effects; if many effects mount on one composition, ensure they call their cleanup path on unmount.","Update Chrome/GPU drivers if the failure is persistent on a specific host."],"exampleFix":null,"handlingStrategy":"retry","validationCode":"function canAllocateProgram(canvas: HTMLCanvasElement): boolean {\n  const gl = canvas.getContext('webgl2');\n  if (!gl) return false;\n  const p = gl.createProgram();\n  const ok = p !== null;\n  if (p) gl.deleteProgram(p);\n  return ok;\n}","typeGuard":null,"tryCatchPattern":"try {\n  renderWithLinearGradient();\n} catch (err) {\n  if (err instanceof Error && err.message === 'Failed to create WebGL program') {\n    await restartRendererWorker();\n    renderWithLinearGradient(); // single retry on a fresh context\n  } else throw err;\n}","preventionTips":["Cap concurrent renders to stay under driver object limits.","Ensure effects call cleanup on unmount so programs are released.","Recycle the worker when Chrome logs a GPU-process crash.","Force software rendering on hosts with unstable GPU drivers."],"tags":["webgl","gpu","rendering","resource-exhaustion","driver"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-13T19:17:28.613Z"}