remotion-dev/remotion · error · Error
Failed to create levels texture
Error message
Failed to create levels texture
What it means
Thrown by `createTexture()` in the levels effect when `gl.createTexture()` returns `null`. The WebGL2 context cannot allocate another texture object — usually because the context is lost or the GPU has run out of texture memory/object slots.
Source
Thrown at packages/effects/src/levels.ts:201
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(`Levels 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 levels 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 setupLevels = (target: HTMLCanvasElement): LevelsState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Reduce per-frame texture pressure: fewer concurrent effects, lower concurrency.
- Ensure prior WebGL resources are disposed so textures aren't leaked across frames.
- Handle context-loss events and recreate the effect on restore.
- Render on an instance with more GPU VRAM.
Defensive patterns
Strategy: try-catch
Try / catch
try {
levels({...})(...);
} catch (err) {
if (/Failed to create levels texture/.test(String(err))) {
console.warn('levels() texture unavailable', err);
} else {
throw err;
}
} Prevention
- Free textures between frames to avoid VRAM exhaustion.
- Lower render concurrency and resolution when stacking many effects.
- Handle context loss before retrying.
When it happens
Trigger: Context loss mid-setup; excessive simultaneous texture allocations across many effects/frames; GPU VRAM exhaustion on large-frame renders.
Common situations: High-resolution renders with many layered effects; long-running renders that leak textures; CI instances with limited video memory.
Related errors
- Failed to create levels shader
- Failed to create levels shader program
- Failed to create levels vertex array
- Failed to create levels vertex buffer
- Failed to create WebGL texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/7fdd8a6a885712a7.
Report an issue: GitHub.