remotion-dev/remotion · critical · Error
Failed to create WebGL buffer
Error message
Failed to create WebGL buffer
What it means
Thrown by setupNoise (packages/effects/src/noise.ts:215) when gl.createBuffer() returns null while allocating the quad vertex buffer for the noise effect. Null indicates a lost WebGL2 context or exhausted buffer/GPU-memory budget.
Source
Thrown at packages/effects/src/noise.ts:215
const fs = compileShader(gl, gl.FRAGMENT_SHADER, NOISE_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
- Ensure gl.deleteBuffer runs in cleanup between compositions and cap concurrent WebGL2 effects.
- Render on a GPU host with WebGL enabled in headless Chrome.
- Handle 'webglcontextlost' and re-render after restore.
Example fix
// before
const vbo = gl.createBuffer(); // null -> throws
// after
if (gl.isContextLost()) {
throw new Error('WebGL2 context lost; cannot create noise buffer');
} Defensive patterns
Strategy: try-catch
Validate before calling
function canCreateNoiseBuffer(): boolean {
try {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
if (!gl || gl.isContextLost()) return false;
const b = gl.createBuffer();
const ok = !!b;
if (b) gl.deleteBuffer(b);
return ok;
} catch {
return false;
}
} Try / catch
try {
scene.push(noise({amount: 0.2}));
} catch (err) {
if (/Failed to create WebGL buffer/.test(String(err?.message))) {
// buffer budget exhausted or context lost: omit the effect
} else throw err;
} Prevention
- Delete buffers via cleanup between compositions.
- Cap concurrent WebGL2 effects.
- Render on a GPU host and handle context-loss events.
When it happens
Trigger: Applying noise() when the context is lost or GPU memory is full; many concurrent noise/WebGL2 effects past the per-context buffer limit.
Common situations: GPU-less headless CI under SwiftShader pressure; leaked buffers across a long session; GPU process crash during render.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL texture
- Failed to create WebGL noise texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/ae7e8e1dc5a90b29.
Report an issue: GitHub.