pixijs/pixijs · error · Error
[RenderTargetSystem] pop: no previous binding to restore (un
Error message
[RenderTargetSystem] pop: no previous binding to restore (unbalanced pop)
What it means
Thrown by RenderTargetSystem.pop() when, after popping the current binding, the stack is empty — meaning pop was called more times than bind/push. The system must always be able to restore a previous binding; an unbalanced pop indicates a mismatched push/pop pair in render flow.
Source
Thrown at src/rendering/renderers/shared/renderTarget/RenderTargetSystem.ts:810
flipY: options.flipY,
});
return renderTarget;
}
/**
* Pops the current render target and restores the previous binding.
* @returns the render target that was restored
*/
public pop(): RenderTarget
{
this._renderTargetStack.pop();
const previous = this._renderTargetStack[this._renderTargetStack.length - 1];
if (!previous)
{
throw new Error('[RenderTargetSystem] pop: no previous binding to restore (unbalanced pop)');
}
return this.bind(previous);
}
/**
* Gets the render target from the provide render surface. Eg if its a texture,
* it will return the render target for the texture.
* If its a render target, it will return the same render target.
* @param renderSurface - the render surface to get the render target for
* @returns the render target for the render surface
*/
public getRenderTarget(renderSurface: RenderSurface): RenderTarget
{
if (((renderSurface as Texture).isTexture))
{
renderSurface = (renderSurface as Texture).source;
}View on GitHub (pinned to 4b141e3ced)
Solutions
- Ensure every pop() corresponds to exactly one prior push()/bind() in the same scope — use try/finally to guarantee pop runs once per push.
- Track push/pop depth in a wrapper or assertion in dev builds to catch imbalance early.
- Avoid calling pop() in error/early-exit branches unless the matching push already ran.
Example fix
// before
renderTargetSystem.push(surface);
doWork();
if (error) return; // skips pop -> later pop throws
renderTargetSystem.pop();
// after
renderTargetSystem.push(surface);
try { doWork(); }
finally { renderTargetSystem.pop(); } Defensive patterns
Strategy: try-catch
Try / catch
renderTargetSystem.push(surface);
try { doWork(); }
finally { if (renderTargetSystem.renderTarget) renderTargetSystem.pop(); } Prevention
- Always wrap push/pop in try/finally so pop runs exactly once per push.
- Add dev-mode assertions tracking stack depth to detect imbalance early.
When it happens
Trigger: Calling renderTargetSystem.pop() without a preceding push/bind, or calling pop() twice for a single push(). Often surfaces in custom render passes or filters that manage their own target stack.
Common situations: Early-return paths that skip a push but still execute pop; exception handling that unwinds past a pop; copy-pasting render-pass code that omits the matching push.
Related errors
- [RenderTargetSystem] getBindState is only valid while a rend
- [RenderTargetSystem] Rendering to array layers requires WebG
- [RenderTargetSystem] Rendering to mip levels is not supporte
- [RenderTargetSystem] Rendering to mip levels requires WebGL2
- [RenderTargetSystem] layer must be 0 when rendering to 2D te
AI-assisted analysis of pixijs/pixijs@4b141e3ced (2026-08-12).
Data as JSON: /api/errors/2648302536f0cc5b.
Report an issue: GitHub.