remotion-dev/remotion · error · Error
Failed to create WebGL program
Error message
Failed to create WebGL program
What it means
Thrown by `linkProgram` in the barrel-distortion WebGL runtime when `gl.createProgram()` returns null. Like createShader returning null, this means the WebGL2 context could not allocate a program object — context loss, invalid context, or resource exhaustion. The check runs before attachShader/linkProgram.
Source
Thrown at packages/effects/src/barrel-distortion/barrel-distortion-runtime.ts:49
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(`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(`Program link failed: ${log ?? '(no log)'}`);
}
return program;
};
const createProgram = (
gl: WebGL2RenderingContext,
vertexSource: string,
fragmentSource: string,View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Handle `webglcontextlost`/`webglcontextrestored` and recreate the program on restore.
- Render in an environment with reliable WebGL2 (Chromium + GPU/SwiftShader).
- Limit concurrent effect instances to avoid exhausting program objects.
- Retry the render after the context is restored.
Example fix
// before
effect.init(canvas); // createProgram returned null
// after
canvas.addEventListener('webglcontextrestored', () => effect.init(canvas));
canvas.addEventListener('webglcontextlost', (e) => e.preventDefault()); Defensive patterns
Strategy: validation
Validate before calling
const gl = canvas.getContext('webgl2');
if (!gl) throw new Error('WebGL2 unavailable');
const program = gl.createProgram();
if (!program) throw new Error('context lost; recreate before linking'); Type guard
const canCreateProgram = (gl: WebGL2RenderingContext): boolean => gl.createProgram() !== null;
Try / catch
try {
linkProgram(gl, vs, fs);
} catch (e) {
if (/Failed to create WebGL program/.test(String(e))) {
await waitForContextRestore(canvas); linkProgram(gl, vs, fs);
} else throw e;
} Prevention
- Handle webglcontextlost/restored and recreate programs on restore.
- Render on WebGL2-capable environments.
- Limit concurrent programs to stay within GPU limits.
When it happens
Trigger: After both shaders compile successfully, `linkProgram` calls `gl.createProgram()` on a context that returns null. Same root causes as error 457: lost/invalid WebGL2 context or GPU resource exhaustion.
Common situations: Context lost between shader compile and program creation; too many programs allocated; headless/GPU-less environment; driver crash mid-render of the barrel-distortion effect.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL buffer
- Failed to create WebGL texture
- 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/b174e6ab5181132e.
Report an issue: GitHub.