remotion-dev/remotion · error · Error
Failed to create WebGL buffer
Error message
Failed to create WebGL buffer
What it means
Thrown in setup() of the halftone effect when gl.createBuffer() returns null. The effect needs a vertex buffer for the fullscreen-quad attributes; null means the GL implementation would not allocate another buffer object — object-budget exhaustion or context loss.
Source
Thrown at packages/effects/src/halftone.ts:441
const fs = compileShader(gl, gl.FRAGMENT_SHADER, HALFTONE_FS);
const program = linkProgram(gl, vs, fs);
gl.deleteShader(vs);
gl.deleteShader(fs);
const vao = gl.createVertexArray();
if (!vao) {
throw new Error('Failed to create WebGL vertex array');
}
gl.bindVertexArray(vao);
const data = new Float32Array([
-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1,
]);
const vbo = gl.createBuffer();
if (!vbo) {
throw new Error('Failed to create WebGL buffer');
}
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, data, 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);
const texture = gl.createTexture();
if (!texture) {
throw new Error('Failed to create WebGL texture');
}View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Check gl.isContextLost(); restart the render if true.
- Lower the count of WebGL2 effects or share effect state.
- Render on a machine with more GPU headroom / a newer driver.
- Restart Chrome/Studio to clear leaked GL objects.
Defensive patterns
Strategy: try-catch
Validate before calling
function canCreateBuffer(canvas: HTMLCanvasElement): boolean {
const gl = canvas.getContext('webgl2');
if (!gl) return false;
const buf = gl.createBuffer();
const ok = buf !== null;
if (buf) gl.deleteBuffer(buf);
return ok;
} Try / catch
try {
// ...use halftone()
} catch (e) {
if (e instanceof Error && /Failed to create WebGL buffer/.test(e.message)) {
// buffer budget exhausted or context lost; restart render
} else throw e;
} Prevention
- Reuse effect state across frames instead of re-creating buffers each frame.
- Monitor gl.isContextLost() in long render jobs.
- Keep concurrent WebGL2 effect count within the GPU's object budget.
When it happens
Trigger: Halftone setup() running after the VAO succeeded but with the buffer pool already exhausted; or under context-loss conditions.
Common situations: Long render jobs with many WebGL2 effects; integrated GPUs under load; post-crash context.
Related errors
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
- Failed to create WebGL shader
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/4d04c81bdc75608f.
Report an issue: GitHub.