remotion-dev/remotion · error · Error
Failed to create WebGL buffer
Error message
Failed to create WebGL buffer
What it means
Thrown by setupLinearProgressiveBlur() when gl.createBuffer() returns null while building the fullscreen-quad vertex buffer. The runtime cannot upload the quad's vertex/UV data, so it aborts setup.
Source
Thrown at packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts:157
gl,
LINEAR_PROGRESSIVE_BLUR_VS,
buildLinearProgressiveBlurFs('vertical'),
);
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);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
gl.bindVertexArray(null);
const textureSource = createRgbaTexture(gl);
const textureIntermediate = createRgbaTexture(gl);
const framebuffer = gl.createFramebuffer();
if (!framebuffer) {
throw new Error('Failed to create WebGL framebuffer');View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Restart Chrome / the worker and retry once.
- Reduce `--concurrency` / framesPerLambda.
- Force software rendering (`--gl=angle --angle-backend=swiftshader`).
- Reload Studio / restart the dev server to release leaked objects.
- Update Chrome and GPU drivers on persistent failure.
Defensive patterns
Strategy: retry
Validate before calling
function canAllocateBuffer(canvas: HTMLCanvasElement): boolean {
const gl = canvas.getContext('webgl2');
if (!gl) return false;
const b = gl.createBuffer();
const ok = b !== null;
if (b) gl.deleteBuffer(b);
return ok;
} Try / catch
try {
renderWithLinearProgressiveBlur();
} catch (err) {
if (err instanceof Error && err.message === 'Failed to create WebGL buffer') {
await restartRendererWorker();
renderWithLinearProgressiveBlur();
} else throw err;
} Prevention
- Cap concurrency to reduce simultaneous GL object allocations.
- Ensure effect cleanup frees buffers on unmount.
- Recycle workers after GPU-process crashes.
- Reload Studio when long sessions leak buffers.
When it happens
Trigger: WebGL2 context refuses a buffer object — failing context, GPU memory exhaustion, or driver object-table limit reached. Mirrors the other GL null-allocations but at the buffer step.
Common situations: Concurrent renders saturating driver object limits, crashed GPU process leaving a half-dead context, integrated GPUs under memory pressure, long Studio sessions leaking buffers.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL program
- 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/a0c8221868c96deb.
Report an issue: GitHub.