remotion-dev/remotion · error · Error
Failed to create WebGL program
Error message
Failed to create WebGL program
What it means
Thrown by linkProgram in pixelate.ts when gl.createProgram() returns null. A program object is the container that links vertex+fragment shaders; a null return means the GL implementation cannot allocate the program — almost always because the context is lost or exhausted. The guard prevents attachShader/linkProgram from receiving null.
Source
Thrown at packages/effects/src/pixelate.ts:108
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const log = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw new Error(`Pixelate shader compile failed: ${log ?? '(no log)'}`);
}
return shader;
};
const linkProgram = (
gl: WebGL2RenderingContext,
vs: WebGLShader,
fs: WebGLShader,
): WebGLProgram => {
const program = gl.createProgram();
if (!program) {
throw new Error('Failed to create WebGL program');
}
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const log = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
throw new Error(`Pixelate program link failed: ${log ?? '(no log)'}`);
}
return program;
};
const createPixelateState = (gl: WebGL2RenderingContext): PixelateState => {
const vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
const program = linkProgram(gl, vs, fs);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Check `gl.isContextLost()` before mounting and remount the effect on restore.
- Reduce concurrent WebGL2 effects — each pixelate holds one compiled program for its lifetime.
- On Lambda, use the correct Chrome for Testing layer and adequate function memory.
- Reproduce with stable desktop Chrome to confirm the environment is at fault.
- Free other GPU resources before applying pixelate.
Example fix
// before
import {pixelate} from '@remotion/effects';
const effect = pixelate();
// after — confirm program allocation is possible
function glCanCreateProgram(gl: WebGL2RenderingContext): boolean {
if (gl.isContextLost()) return false;
const p = gl.createProgram();
const ok = p !== null;
if (p) gl.deleteProgram(p);
return ok;
} Defensive patterns
Strategy: try-catch
Validate before calling
function glCanCreateProgram(gl: WebGL2RenderingContext): boolean {
if (gl.isContextLost()) return false;
const p = gl.createProgram();
if (p) gl.deleteProgram(p);
return p !== null;
} Try / catch
try {
pixelate();
} catch (err) {
if (/Failed to create WebGL program/.test((err as Error).message)) {
// free GPU resources or remount on context restore
}
throw err;
} Prevention
- Check gl.isContextLost() before mounting; remount on restore.
- Keep concurrent WebGL2 effects low to stay under program-object caps.
- Use the correct Lambda Chrome layer.
- Reproduce on stable desktop Chrome to confirm environment.
When it happens
Trigger: pixelate setup calls linkProgram after both shaders compiled successfully; gl.createProgram() returns null. Because shaders succeeded, the cause is GL object allocation, not source correctness.
Common situations: Context lost between the shader compiles and the program creation; many effects holding live programs in one tab; SwiftShader under load on Lambda; a virtualized GPU with a low program-object cap.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
- Failed to create WebGL texture
- Failed to create WebGL program
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/8601a2eb944953f4.
Report an issue: GitHub.