remotion-dev/remotion · error · Error
Failed to create WebGL program
Error message
Failed to create WebGL program
What it means
Thrown by the drop-shadow runtime's linkProgram helper when gl.createProgram() returns null. As with the shader case, a null program means the WebGL2 context could not allocate another program — context loss or per-context resource exhaustion. The drop-shadow runtime builds four programs, so the first allocation that fails throws.
Source
Thrown at packages/effects/src/drop-shadow/drop-shadow-runtime.ts:79
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(`Drop shadow 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(`Drop shadow program link failed: ${log ?? '(no log)'}`);
}
return program;
};
const createProgram = (
gl: WebGL2RenderingContext,
vertexSource: string,
fragmentSource: string,View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Ensure every drop-shadow instance has cleanupDropShadow invoked (the framework runs cleanup on unmount; do not short-circuit the effect lifecycle).
- Reduce the number of simultaneously mounted drop-shadow effects.
- Reload to release leaked programs; update GPU drivers.
- For headless runs, use a software renderer with adequate memory.
Defensive patterns
Strategy: try-catch
Validate before calling
const supportsWebGL2 = () => {
try {
return !!document.createElement('canvas').getContext('webgl2');
} catch {
return false;
}
}; Try / catch
try {
state = setupDropShadow(canvas);
} catch (err) {
if (err instanceof Error && /WebGL program/i.test(err.message)) {
console.error('Drop-shadow program allocation failed:', err.message);
} else {
throw err;
}
} Prevention
- Ensure cleanupDropShadow runs so programs are deleted between mounts.
- Limit the number of simultaneous drop-shadow effects.
- Reload to reclaim leaked resources; keep drivers current.
- Use SwiftShader with adequate memory in headless environments.
When it happens
Trigger: Lost WebGL2 context, exhausted program limit, or GPU memory pressure. Reached inside setupDropShadow() via createProgram() after shaders compile.
Common situations: Many drop-shadow instances leaking programs (cleanup skipped); long Studio sessions; GPU driver crash; headless rendering with a constrained software GL backend.
Related errors
- Failed to create WebGL program
- Failed to create WebGL shader
- Failed to create WebGL texture
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/99a022a342df63b5.
Report an issue: GitHub.