remotion-dev/remotion · error · Error
Failed to create exposure texture
Error message
Failed to create exposure texture
What it means
Thrown inside createTexture() in exposure.ts when gl.createTexture() returns null (exposure.ts:154-156). A null texture means the driver would not allocate another texture object — context lost or texture pool/GPU memory exhausted. The exposure source sampler has no target, so setup aborts.
Source
Thrown at packages/effects/src/exposure.ts:155
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const log = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
throw new Error(`Exposure shader link failed: ${log ?? '(no log)'}`);
}
return program;
};
const createTexture = (gl: WebGL2RenderingContext): WebGLTexture => {
const texture = gl.createTexture();
if (!texture) {
throw new Error('Failed to create exposure texture');
}
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
};
const setupExposure = (target: HTMLCanvasElement): ExposureState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Render with --gl=angle (CLI) / chromiumOptions.gl='angle' (SSR) / Angle (Studio).
- Ensure effect cleanup() runs (it calls gl.deleteTexture on textureSource); never hold stale exposure states.
- Cut the simultaneous WebGL2 effect count and reuse identical exposure() params via calculateKey.
- Check gl.isContextLost() and restore the context before retrying.
- Move to a host with more GPU memory or a consistent software GL path.
Example fix
// before
const texture = gl.createTexture();
if (!texture) {
throw new Error('Failed to create exposure texture');
}
// after (caller guard)
if (gl.isContextLost()) {
// defer exposure setup until webglcontextrestored
} Defensive patterns
Strategy: try-catch
Validate before calling
const canAllocateTexture = (gl: WebGL2RenderingContext): boolean => {
if (gl.isContextLost()) return false;
const probe = gl.createTexture();
if (!probe) return false;
gl.deleteTexture(probe);
return true;
}; Try / catch
try {
// apply exposure(); for a custom canvas: const state = setupExposure(canvas);
} catch (err) {
if (err instanceof Error && err.message === 'Failed to create exposure texture') {
// free other effects, restore context, retry on Angle
throw err;
}
throw err;
} Prevention
- Render with Angle (--gl=angle / chromiumOptions.gl='angle').
- Ensure cleanup() runs so textures are deleted, not leaked.
- Limit simultaneous WebGL2 effects; reuse identical exposure() params.
- Handle webglcontextlost and restore before retrying.
When it happens
Trigger: setupExposure() calls createTexture() (the source texture used by uSource) and gl.createTexture() returns null. This occurs when the WebGL2 context is lost or when leaked textures from un-cleaned effects have exhausted the driver's texture-object/memory budget.
Common situations: Long-running Studio sessions leaking textures; compositions with many simultaneous exposure() layers; headless CI hosts with limited GPU memory; contexts left lost after a GPU crash.
Related errors
- Failed to create WebGL texture
- Failed to create exposure shader
- Failed to create exposure shader program
- Failed to create exposure vertex array
- Failed to create exposure vertex buffer
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/72069a4f2c0c86b6.
Report an issue: GitHub.