{"record":{"id":"f9210d3c23a51dbb","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-framebuffer-f9210d","errorCode":null,"errorMessage":"Failed to create WebGL framebuffer","messagePattern":"Failed to create WebGL framebuffer","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts","lineNumber":175,"sourceCode":"\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');\n\t}\n\n\tconst w = Math.max(1, target.width);\n\tconst h = Math.max(1, target.height);\n\tgl.bindTexture(gl.TEXTURE_2D, textureIntermediate);\n\tgl.texImage2D(\n\t\tgl.TEXTURE_2D,\n\t\t0,\n\t\tgl.RGBA,\n\t\tw,\n\t\th,\n\t\t0,\n\t\tgl.RGBA,\n\t\tgl.UNSIGNED_BYTE,\n\t\tnull,\n\t);\n\tgl.bindTexture(gl.TEXTURE_2D, null);\n","sourceCodeStart":157,"sourceCodeEnd":193,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts#L157-L193","documentation":"Thrown by setupLinearProgressiveBlur() when gl.createFramebuffer() returns null. The ping-pong blur needs an FBO to render the horizontal pass into the intermediate texture before the vertical pass samples it, so a null framebuffer aborts the whole pipeline.","triggerScenarios":"WebGL2 context refuses framebuffer allocation — failing context, driver object limit, or GPU memory exhaustion. Framebuffer objects are a common casualty when the context is being torn down by a GPU-process crash.","commonSituations":"High-concurrency Lambda/local renders, long-running workers leaking FBOs, integrated GPUs under memory pressure, headless Chrome GPU process killed mid-render.","solutions":["Restart Chrome / the worker and retry once.","Lower `--concurrency` / framesPerLambda so fewer FBOs are live.","Force software rendering (`--gl=angle --angle-backend=swiftshader`).","Raise Lambda memory if the GPU process is OOM-killed.","Ensure effect cleanup releases the framebuffer between compositions."],"exampleFix":null,"handlingStrategy":"retry","validationCode":"function canAllocateFramebuffer(canvas: HTMLCanvasElement): boolean {\n  const gl = canvas.getContext('webgl2');\n  if (!gl) return false;\n  const fbo = gl.createFramebuffer();\n  const ok = fbo !== null;\n  if (fbo) gl.deleteFramebuffer(fbo);\n  return ok;\n}","typeGuard":null,"tryCatchPattern":"try {\n  renderWithLinearProgressiveBlur();\n} catch (err) {\n  if (err instanceof Error && err.message === 'Failed to create WebGL framebuffer') {\n    await restartRendererWorker();\n    renderWithLinearProgressiveBlur();\n  } else throw err;\n}","preventionTips":["Cap concurrency to stay under the driver's FBO/object budget.","Run effect cleanup to release framebuffers between compositions.","Recycle workers after GPU-process crashes — FBOs are a common casualty of teardown.","Raise Lambda memory if the GPU process is OOM-killed."],"tags":["webgl","gpu","framebuffer","rendering","resource-exhaustion"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}