{"record":{"id":"cc80744802f18945","repo":"remotion-dev/remotion","slug":"failed-to-create-color-correction-shader-program","errorCode":null,"errorMessage":"Failed to create color correction shader program","messagePattern":"Failed to create color correction shader program","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/color-correction.ts","lineNumber":332,"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`Color correction shader compile failed: ${log ?? '(no log)'}`,\n\t\t);\n\t}\n\n\treturn shader;\n};\n\nconst createProgram = (gl: WebGL2RenderingContext): WebGLProgram => {\n\tconst vertexShader = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);\n\tconst fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);\n\tconst program = gl.createProgram();\n\tif (!program) {\n\t\tthrow new Error('Failed to create color correction shader 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\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`Color correction shader link failed: ${log ?? '(no log)'}`,\n\t\t);\n\t}\n\n\treturn program;\n};","sourceCodeStart":314,"sourceCodeEnd":350,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/color-correction.ts#L314-L350","documentation":"Thrown by createProgram in the color correction effect when gl.createProgram() returns null after both shaders compiled successfully. The GL context cannot allocate a program object, signaling resource exhaustion or context loss. Effect setup cannot proceed without a linked program.","triggerScenarios":"At color-correction.ts:332, after compileShader succeeded for both vertex and fragment shaders, but gl.createProgram() yields null. Caused by GL object-limit exhaustion or a lost context, independent of colorCorrection() parameters.","commonSituations":"High render concurrency with many live WebGL2 contexts/programs, software GL with low object limits, or a long-running render that hit context loss.","solutions":["Lower render concurrency to reduce simultaneous GL program objects.","Use a GPU-accelerated render environment instead of software GL.","Update drivers/Chrome and retry if context loss was transient.","Reduce the count of WebGL2 effects active in one render pass."],"exampleFix":"// before\nremotion render main --concurrency=8\n\n// after\nremotion render main --concurrency=1","handlingStrategy":"retry","validationCode":"function webgl2ProgramAvailable(): boolean {\n  try {\n    const c = document.createElement('canvas');\n    const gl = c.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  } catch {\n    return false;\n  }\n}","typeGuard":null,"tryCatchPattern":"try {\n  await renderMedia({...});\n} catch (err) {\n  if (/Failed to create color correction shader program/i.test(String(err))) {\n    await renderMedia({...opts, concurrency: 1});\n  } else {\n    throw err;\n  }\n}","preventionTips":["Reduce render concurrency to keep the live GL program count low.","Render on GPU-accelerated infrastructure rather than software GL.","Keep drivers and Chromium current.","Stack fewer WebGL effects per frame."],"tags":["webgl","gpu-resource-exhaustion","color-correction","shader-program","rendering","environment"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}