remotion-dev/remotion · error · Error
Failed to create exposure vertex buffer
Error message
Failed to create exposure vertex buffer
What it means
Thrown during setupExposure() when gl.createBuffer() returns null (exposure.ts:186-188). A null VBO means the driver declined to allocate another buffer object — context lost or the buffer-object pool exhausted. The fullscreen-quad vertex data has no storage, so exposure setup aborts.
Source
Thrown at packages/effects/src/exposure.ts:187
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);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(aUv);
gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
gl.bindVertexArray(null);
View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Render with --gl=angle (CLI) / chromiumOptions.gl='angle' (SSR) / Angle (Studio).
- Guarantee effect cleanup() runs (it calls gl.deleteBuffer); do not retain stale exposure states.
- Lower simultaneous WebGL2 effect count and reuse identical exposure() params.
- Check gl.isContextLost() and restore before retrying.
- Use a render host with adequate GPU memory or a stable software GL path.
Example fix
// before
const vbo = gl.createBuffer();
if (!vbo) {
throw new Error('Failed to create exposure vertex buffer');
}
// after (caller guard)
if (gl.isContextLost()) {
throw new Error('exposure setup aborted: WebGL2 context lost');
} Defensive patterns
Strategy: try-catch
Validate before calling
const canAllocateBuffer = (gl: WebGL2RenderingContext): boolean => {
if (gl.isContextLost()) return false;
const probe = gl.createBuffer();
if (!probe) return false;
gl.deleteBuffer(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 buffer') {
// 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 VBOs are deleted, not leaked.
- Limit simultaneous WebGL2 effects; reuse identical exposure() params.
- Handle webglcontextlost and restore before retrying.
When it happens
Trigger: setupExposure() gets past createVertexArray() but gl.createBuffer() returns null. This happens on a lost context or when leaked VBOs from un-cleaned effects have exhausted the driver's buffer-object budget.
Common situations: Studio sessions accumulating un-cleaned effect canvases; compositions rendering many WebGL2 effects at once; headless CI with constrained GL resources; contexts reported lost after a GPU crash.
Related errors
- Failed to create WebGL buffer
- Failed to create WebGL buffer
- 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/f65de394c095f762.
Report an issue: GitHub.