add additional support for egl & osmesa backends

This commit is contained in:
pythongosssss 2026-01-29 20:07:40 -08:00
parent 23572c6314
commit 1263d6fe88

View File

@ -1,5 +1,9 @@
import os
import sys
import re
import logging
import ctypes.util
import importlib.util
from typing import TypedDict
import numpy as np
@ -12,23 +16,55 @@ from utils.install_util import get_missing_requirements_message
logger = logging.getLogger(__name__)
try:
import glfw
import OpenGL.GL as gl
except ImportError as e:
raise RuntimeError(
f"OpenGL dependencies not available.\n{get_missing_requirements_message()}\n"
"Install with: pip install PyOpenGL PyOpenGL-accelerate glfw"
) from e
except AttributeError as e:
# This happens when PyOpenGL can't initialize (e.g., no display, missing libraries)
raise RuntimeError(
"OpenGL initialization failed.\n"
"Ensure OpenGL drivers are installed and a display is available.\n\n"
"For headless servers, you may need:\n"
" - EGL: sudo apt install libegl1-mesa-dev\n"
" - Or a virtual display: Xvfb :99 & export DISPLAY=:99"
) from e
def _check_opengl_availability():
"""Early check for OpenGL availability. Raises RuntimeError if unlikely to work."""
missing = []
# Check Python packages (using find_spec to avoid importing)
if importlib.util.find_spec("glfw") is None:
missing.append("glfw")
if importlib.util.find_spec("OpenGL") is None:
missing.append("PyOpenGL")
if missing:
raise RuntimeError(
f"OpenGL dependencies not available.\n{get_missing_requirements_message()}\n"
)
# On Linux without display, check if headless backends are available
if sys.platform.startswith("linux"):
has_display = os.environ.get("DISPLAY") or os.environ.get("WAYLAND_DISPLAY")
if not has_display:
# Check for EGL or OSMesa libraries
has_egl = ctypes.util.find_library("EGL")
has_osmesa = ctypes.util.find_library("OSMesa")
if not has_egl and not has_osmesa:
raise RuntimeError(
"GLSL Shader node: No display and no headless backend (EGL/OSMesa) found.\n"
"See error below for installation instructions."
)
logger.debug(f"Headless mode: EGL={'yes' if has_egl else 'no'}, OSMesa={'yes' if has_osmesa else 'no'}")
# Run early check at import time
_check_opengl_availability()
# OpenGL modules - initialized lazily when context is created
gl = None
glfw = None
EGL = None
def _import_opengl():
"""Import OpenGL module. Called after context is created."""
global gl
if gl is None:
import OpenGL.GL as _gl
gl = _gl
return gl
class SizeModeInput(TypedDict):
@ -85,8 +121,134 @@ def _convert_es_to_desktop(source: str) -> str:
return "#version 330 core\n" + source
def _init_glfw():
"""Initialize GLFW. Returns (window, glfw_module). Raises RuntimeError on failure."""
import glfw as _glfw
if not _glfw.init():
raise RuntimeError("glfw.init() failed")
try:
_glfw.window_hint(_glfw.VISIBLE, _glfw.FALSE)
_glfw.window_hint(_glfw.CONTEXT_VERSION_MAJOR, 3)
_glfw.window_hint(_glfw.CONTEXT_VERSION_MINOR, 3)
_glfw.window_hint(_glfw.OPENGL_PROFILE, _glfw.OPENGL_CORE_PROFILE)
window = _glfw.create_window(64, 64, "ComfyUI GLSL", None, None)
if not window:
raise RuntimeError("glfw.create_window() failed")
_glfw.make_context_current(window)
return window, _glfw
except Exception:
_glfw.terminate()
raise
def _init_egl():
"""Initialize EGL for headless rendering. Returns (display, context, surface, EGL_module). Raises RuntimeError on failure."""
from OpenGL import EGL as _EGL
from OpenGL.EGL import (
eglGetDisplay, eglInitialize, eglChooseConfig, eglCreateContext,
eglMakeCurrent, eglCreatePbufferSurface, eglBindAPI,
eglTerminate, eglDestroyContext, eglDestroySurface,
EGL_DEFAULT_DISPLAY, EGL_NO_CONTEXT, EGL_NONE,
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_RED_SIZE, EGL_GREEN_SIZE, EGL_BLUE_SIZE, EGL_ALPHA_SIZE, EGL_DEPTH_SIZE,
EGL_WIDTH, EGL_HEIGHT, EGL_OPENGL_API,
)
display = None
context = None
surface = None
try:
display = eglGetDisplay(EGL_DEFAULT_DISPLAY)
if display == _EGL.EGL_NO_DISPLAY:
raise RuntimeError("eglGetDisplay() failed")
major, minor = _EGL.EGLint(), _EGL.EGLint()
if not eglInitialize(display, major, minor):
display = None # Not initialized, don't terminate
raise RuntimeError("eglInitialize() failed")
config_attribs = [
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 0, EGL_NONE
]
configs = (_EGL.EGLConfig * 1)()
num_configs = _EGL.EGLint()
if not eglChooseConfig(display, config_attribs, configs, 1, num_configs) or num_configs.value == 0:
raise RuntimeError("eglChooseConfig() failed")
config = configs[0]
if not eglBindAPI(EGL_OPENGL_API):
raise RuntimeError("eglBindAPI() failed")
context_attribs = [
_EGL.EGL_CONTEXT_MAJOR_VERSION, 3,
_EGL.EGL_CONTEXT_MINOR_VERSION, 3,
_EGL.EGL_CONTEXT_OPENGL_PROFILE_MASK, _EGL.EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT,
EGL_NONE
]
context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribs)
if context == EGL_NO_CONTEXT:
raise RuntimeError("eglCreateContext() failed")
pbuffer_attribs = [EGL_WIDTH, 64, EGL_HEIGHT, 64, EGL_NONE]
surface = eglCreatePbufferSurface(display, config, pbuffer_attribs)
if surface == _EGL.EGL_NO_SURFACE:
raise RuntimeError("eglCreatePbufferSurface() failed")
if not eglMakeCurrent(display, surface, surface, context):
raise RuntimeError("eglMakeCurrent() failed")
return display, context, surface, _EGL
except Exception:
# Clean up any resources on failure
if surface is not None:
eglDestroySurface(display, surface)
if context is not None:
eglDestroyContext(display, context)
if display is not None:
eglTerminate(display)
raise
def _init_osmesa():
"""Initialize OSMesa for software rendering. Returns (context, buffer). Raises RuntimeError on failure."""
import ctypes
os.environ["PYOPENGL_PLATFORM"] = "osmesa"
from OpenGL import GL as _gl
from OpenGL.osmesa import (
OSMesaCreateContextExt, OSMesaMakeCurrent, OSMesaDestroyContext,
OSMESA_RGBA,
)
ctx = OSMesaCreateContextExt(OSMESA_RGBA, 24, 0, 0, None)
if not ctx:
raise RuntimeError("OSMesaCreateContextExt() failed")
width, height = 64, 64
buffer = (ctypes.c_ubyte * (width * height * 4))()
if not OSMesaMakeCurrent(ctx, buffer, _gl.GL_UNSIGNED_BYTE, width, height):
OSMesaDestroyContext(ctx)
raise RuntimeError("OSMesaMakeCurrent() failed")
return ctx, buffer
class GLContext:
"""Manages OpenGL context and resources for shader execution."""
"""Manages OpenGL context and resources for shader execution.
Tries backends in order: GLFW (desktop) EGL (headless GPU) OSMesa (software).
"""
_instance = None
_initialized = False
@ -101,27 +263,85 @@ class GLContext:
return
GLContext._initialized = True
global glfw, EGL
import time
start = time.perf_counter()
if not glfw.init():
raise RuntimeError("Failed to initialize GLFW")
self._backend = None
self._window = None
self._egl_display = None
self._egl_context = None
self._egl_surface = None
self._osmesa_ctx = None
self._osmesa_buffer = None
glfw.window_hint(glfw.VISIBLE, glfw.FALSE)
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
# Try backends in order: GLFW → EGL → OSMesa
errors = []
self._window = glfw.create_window(64, 64, "ComfyUI GLSL", None, None)
if not self._window:
glfw.terminate()
raise RuntimeError("Failed to create GLFW window")
try:
self._window, glfw = _init_glfw()
self._backend = "glfw"
except Exception as e:
errors.append(("GLFW", e))
glfw.make_context_current(self._window)
if self._backend is None:
try:
self._egl_display, self._egl_context, self._egl_surface, EGL = _init_egl()
self._backend = "egl"
except Exception as e:
errors.append(("EGL", e))
# Create VAO (required for core profile even if we don't use vertex attributes)
self._vao = gl.glGenVertexArrays(1)
gl.glBindVertexArray(self._vao)
if self._backend is None:
try:
self._osmesa_ctx, self._osmesa_buffer = _init_osmesa()
self._backend = "osmesa"
except Exception as e:
errors.append(("OSMesa", e))
if self._backend is None:
if sys.platform == "win32":
platform_help = (
"Windows: Ensure GPU drivers are installed and display is available.\n"
" CPU-only/headless mode is not supported on Windows."
)
elif sys.platform == "darwin":
platform_help = (
"macOS: Ensure display is available. For headless, try virtual display."
)
else:
platform_help = (
"Linux: Install one of these backends:\n"
" Desktop: sudo apt install libgl1-mesa-glx libglfw3\n"
" Headless with GPU: sudo apt install libegl1-mesa libgl1-mesa-dri\n"
" Headless (CPU): sudo apt install libosmesa6"
)
error_details = "\n".join(f" {name}: {err}" for name, err in errors)
raise RuntimeError(
f"Failed to create OpenGL context.\n\n"
f"Backend errors:\n{error_details}\n\n"
f"{platform_help}\n\n"
"Python packages: pip install PyOpenGL PyOpenGL-accelerate glfw"
)
# Now import OpenGL.GL (after context is current)
_import_opengl()
# Create VAO (required for core profile, but OSMesa may use compat profile)
self._vao = None
try:
vao = gl.glGenVertexArrays(1)
gl.glBindVertexArray(vao)
self._vao = vao # Only store after successful bind
except Exception:
# OSMesa with older Mesa may not support VAOs
# Clean up if we created but couldn't bind
if vao:
try:
gl.glDeleteVertexArrays(1, [vao])
except Exception:
pass
elapsed = (time.perf_counter() - start) * 1000
@ -133,11 +353,20 @@ class GLContext:
vendor = vendor.decode() if vendor else "Unknown"
version = version.decode() if version else "Unknown"
logger.info(f"GLSL context initialized in {elapsed:.1f}ms - {renderer} ({vendor}), GL {version}")
logger.info(f"GLSL context initialized in {elapsed:.1f}ms ({self._backend}) - {renderer} ({vendor}), GL {version}")
def make_current(self):
glfw.make_context_current(self._window)
gl.glBindVertexArray(self._vao)
if self._backend == "glfw":
glfw.make_context_current(self._window)
elif self._backend == "egl":
from OpenGL.EGL import eglMakeCurrent
eglMakeCurrent(self._egl_display, self._egl_surface, self._egl_surface, self._egl_context)
elif self._backend == "osmesa":
from OpenGL.osmesa import OSMesaMakeCurrent
OSMesaMakeCurrent(self._osmesa_ctx, self._osmesa_buffer, gl.GL_UNSIGNED_BYTE, 64, 64)
if self._vao is not None:
gl.glBindVertexArray(self._vao)
def _compile_shader(source: str, shader_type: int) -> int:
@ -292,14 +521,15 @@ def _render_shader_batch(
gl.glBindTexture(gl.GL_TEXTURE_2D, input_textures[i])
# Flip vertically for GL coordinates, ensure RGBA
img_flipped = np.ascontiguousarray(img[::-1, :, :])
if img_flipped.shape[2] == 3:
img_flipped = np.ascontiguousarray(np.concatenate(
[img_flipped, np.ones((*img_flipped.shape[:2], 1), dtype=np.float32)],
axis=2,
))
h, w, c = img.shape
if c == 3:
img_upload = np.empty((h, w, 4), dtype=np.float32)
img_upload[:, :, :3] = img[::-1, :, :]
img_upload[:, :, 3] = 1.0
else:
img_upload = np.ascontiguousarray(img[::-1, :, :])
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, img_flipped.shape[1], img_flipped.shape[0], 0, gl.GL_RGBA, gl.GL_FLOAT, img_flipped)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, w, h, 0, gl.GL_RGBA, gl.GL_FLOAT, img_upload)
# Render
gl.glClearColor(0, 0, 0, 0)
@ -307,6 +537,7 @@ def _render_shader_batch(
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
# Read back outputs for this batch
# (glGetTexImage is synchronous, implicitly waits for rendering)
batch_outputs = []
for tex in output_textures:
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)