remotion-dev/remotion · error · Error
Failed to create exposure vertex array
Error message
Failed to create exposure vertex array
What it means
Thrown during setupExposure() when gl.createVertexArray() returns null (exposure.ts:181-183). A null VAO means the driver refused another vertex-array object — context lost or the driver's VAO ceiling reached. Without a VAO the exposure fullscreen-quad attribute state cannot be captured, so setup fails.
Source
Thrown at packages/effects/src/exposure.ts:182
return texture;
};
const setupExposure = (target: HTMLCanvasElement): ExposureState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {
throw createWebGL2ContextError('exposure effect');
}
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
const program = createProgram(gl);
const vao = gl.createVertexArray();
if (!vao) {
throw new Error('Failed to create exposure vertex array');
}
const vbo = gl.createBuffer();
if (!vbo) {
throw new Error('Failed to create exposure vertex buffer');
}
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1]),
gl.STATIC_DRAW,
);
const aPos = gl.getAttribLocation(program, 'aPos');
const aUv = gl.getAttribLocation(program, 'aUv');
gl.enableVertexAttribArray(aPos);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Render with the Angle backend (--gl=angle / chromiumOptions.gl='angle') which exposes higher, consistent VAO limits.
- Reduce concurrent WebGL2 effects in the composition and reuse identical exposure() params (calculateKey caching).
- Verify gl.isContextLost() is false and restore the context if needed.
- Ensure effect cleanup() runs (it calls gl.deleteVertexArray) so VAOs are recycled.
- Update GPU drivers; older drivers leak VAOs across resets.
Example fix
// before
const vao = gl.createVertexArray();
if (!vao) {
throw new Error('Failed to create exposure vertex array');
}
// after (composition-level reuse)
// share one exposure({stops: x}) across layers instead of one per layer
// so calculateKey collapses them onto a single canvas/VAO. Defensive patterns
Strategy: try-catch
Validate before calling
const canAllocateVao = (gl: WebGL2RenderingContext): boolean => {
if (gl.isContextLost()) return false;
const probe = gl.createVertexArray();
if (!probe) return false;
gl.deleteVertexArray(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 vertex array') {
// reduce concurrent WebGL2 effects, retry on Angle
throw err;
}
throw err;
} Prevention
- Render with Angle for higher VAO limits.
- Reduce simultaneous WebGL2 effects; reuse identical exposure() params via calculateKey.
- Ensure cleanup() runs (gl.deleteVertexArray) so VAOs are recycled.
- Keep GPU drivers current; older drivers leak VAOs across resets.
When it happens
Trigger: setupExposure() runs createProgram() successfully, then gl.createVertexArray() returns null. This happens on a lost context or when the driver's implementation-defined VAO limit is exhausted by many simultaneous WebGL2 effects.
Common situations: Compositions stacking numerous WebGL2 effects (each holds a VAO) on a driver with a low VAO cap; GPU process crash leaving the context lost; CI software-GL backends with tight VAO limits.
Related errors
- Failed to create WebGL vertex array
- Failed to create WebGL vertex array
- Failed to create exposure shader
- Failed to create exposure shader program
- Failed to create exposure texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/c4fd267638d98bb7.
Report an issue: GitHub.