remotion-dev/remotion · critical · Error
Failed to create WebGL buffer
Error message
Failed to create WebGL buffer
What it means
In the `setup` callback, `gl.createBuffer()` returned `null`. WebGL2 returns null on context loss or resource exhaustion; the vertex array was created just before this, so it is an environment/resource failure. The buffer holds the fullscreen-quad vertex data.
Source
Thrown at packages/brand/src/effects/metallic-swirl-effect.ts:563
const fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
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
- Reduce the number of simultaneously mounted WebGL2 effects.
- Ensure effects are unmounted/disposed so GL resources are freed.
- Update GPU drivers / use a hardware-accelerated browser.
- Verify the WebGL2 context is healthy before mounting many effects.
Defensive patterns
Strategy: try-catch
Validate before calling
const supportsWebGL2 = (): boolean => {
try {
const c = document.createElement('canvas');
return !!c.getContext('webgl2');
} catch {
return false;
}
}; Type guard
const hasHealthyWebGL2 = (canvas: HTMLCanvasElement): boolean => {
const gl = canvas.getContext('webgl2');
return !!gl && !gl.isContextLost();
}; Try / catch
try {
metallicSwirl({speed: 1})(...);
} catch (err) {
if (err instanceof Error && /Failed to create WebGL buffer/.test(err.message)) {
// reduce effect count or fall back
} else {
throw err;
}
} Prevention
- Limit simultaneously mounted WebGL2 effects to avoid exhausting buffer slots.
- Dispose/unmount effects so GL objects are freed between sequences.
- Use a hardware-accelerated browser with current GPU drivers.
- Recover on 'webglcontextlost' events.
When it happens
Trigger: WebGL2 context lost mid-setup; GPU buffer/object limit reached after many effects; software WebGL2 backend that cannot allocate buffers; driver instability.
Common situations: Many simultaneous WebGL2 effects; leaked buffers across remounts; long sessions; under-resourced or virtualized GPUs.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Metallic swirl shader compile failed: ${log ?? '(no log)'}
- Metallic swirl program link failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/25ea2658c76c543a.
Report an issue: GitHub.