remotion-dev/remotion · critical · Error
Failed to create WebGL program
Error message
Failed to create WebGL program
What it means
Thrown from lightTrail setup when `gl.createProgram()` returns `null`. Like other GL object allocations, this only fails under context loss, OUT_OF_MEMORY, or handle exhaustion — both attached shaders compiled successfully by this point.
Source
Thrown at packages/effects/src/light-trail/light-trail-runtime.ts:57
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(`Light trail 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(`Light trail program link failed: ${log ?? '(no log)'}`);
}
return program;
};
const createProgram = (
gl: WebGL2RenderingContext,
vertexSource: string,
fragmentSource: string,View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Reuse the cached setup keyed by params instead of calling setup per frame.
- Listen for `webglcontextlost` and recreate state on restore.
- Tear down (`cleanupLightTrail`) unused effect states before allocating new ones.
- Ensure render workers have sufficient GPU memory; reduce concurrent compositions per worker.
Defensive patterns
Strategy: fallback
Validate before calling
const contextHealthy = (gl: WebGL2RenderingContext | null): boolean => !!gl && !gl.isContextLost();
Type guard
const isHealthyContext = (gl: WebGL2RenderingContext | null): gl is WebGL2RenderingContext => !!gl && !gl.isContextLost();
Try / catch
canvas.addEventListener('webglcontextlost', (e) => e.preventDefault());
try {
state = setupLightTrail(canvas);
} catch (err) {
state = null; // fall back to non-effect render
} Prevention
- Pair every setup with cleanup so program handles free up.
- Reuse the cached setup; do not allocate programs per frame.
- Recover gracefully on context loss/restore.
When it happens
Trigger: Calling setup after the GL context entered a lost state; allocating many programs in the same session until handles are exhausted; an OOM spike right after shader compilation succeeded.
Common situations: Many effects initialized in one render worker session without tearing down; headless Chromium with flaky GPU; a prior uncaught GL error leaving the context unusable.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
- Failed to create WebGL shader
- Failed to create WebGL program
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/88bec71055baa613.
Report an issue: GitHub.