mirror of
https://github.com/comfyanonymous/ComfyUI.git
synced 2026-01-31 08:40:19 +08:00
add additional support for egl & osmesa backends
This commit is contained in:
parent
23572c6314
commit
1263d6fe88
@ -1,5 +1,9 @@
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import os
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import sys
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import re
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import logging
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import ctypes.util
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import importlib.util
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from typing import TypedDict
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import numpy as np
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@ -12,23 +16,55 @@ from utils.install_util import get_missing_requirements_message
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logger = logging.getLogger(__name__)
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try:
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import glfw
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import OpenGL.GL as gl
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except ImportError as e:
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raise RuntimeError(
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f"OpenGL dependencies not available.\n{get_missing_requirements_message()}\n"
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"Install with: pip install PyOpenGL PyOpenGL-accelerate glfw"
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) from e
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except AttributeError as e:
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# This happens when PyOpenGL can't initialize (e.g., no display, missing libraries)
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raise RuntimeError(
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"OpenGL initialization failed.\n"
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"Ensure OpenGL drivers are installed and a display is available.\n\n"
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"For headless servers, you may need:\n"
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" - EGL: sudo apt install libegl1-mesa-dev\n"
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" - Or a virtual display: Xvfb :99 & export DISPLAY=:99"
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) from e
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def _check_opengl_availability():
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"""Early check for OpenGL availability. Raises RuntimeError if unlikely to work."""
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missing = []
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# Check Python packages (using find_spec to avoid importing)
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if importlib.util.find_spec("glfw") is None:
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missing.append("glfw")
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if importlib.util.find_spec("OpenGL") is None:
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missing.append("PyOpenGL")
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if missing:
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raise RuntimeError(
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f"OpenGL dependencies not available.\n{get_missing_requirements_message()}\n"
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)
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# On Linux without display, check if headless backends are available
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if sys.platform.startswith("linux"):
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has_display = os.environ.get("DISPLAY") or os.environ.get("WAYLAND_DISPLAY")
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if not has_display:
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# Check for EGL or OSMesa libraries
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has_egl = ctypes.util.find_library("EGL")
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has_osmesa = ctypes.util.find_library("OSMesa")
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if not has_egl and not has_osmesa:
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raise RuntimeError(
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"GLSL Shader node: No display and no headless backend (EGL/OSMesa) found.\n"
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"See error below for installation instructions."
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)
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logger.debug(f"Headless mode: EGL={'yes' if has_egl else 'no'}, OSMesa={'yes' if has_osmesa else 'no'}")
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# Run early check at import time
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_check_opengl_availability()
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# OpenGL modules - initialized lazily when context is created
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gl = None
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glfw = None
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EGL = None
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def _import_opengl():
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"""Import OpenGL module. Called after context is created."""
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global gl
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if gl is None:
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import OpenGL.GL as _gl
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gl = _gl
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return gl
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class SizeModeInput(TypedDict):
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@ -85,8 +121,134 @@ def _convert_es_to_desktop(source: str) -> str:
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return "#version 330 core\n" + source
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def _init_glfw():
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"""Initialize GLFW. Returns (window, glfw_module). Raises RuntimeError on failure."""
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import glfw as _glfw
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if not _glfw.init():
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raise RuntimeError("glfw.init() failed")
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try:
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_glfw.window_hint(_glfw.VISIBLE, _glfw.FALSE)
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_glfw.window_hint(_glfw.CONTEXT_VERSION_MAJOR, 3)
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_glfw.window_hint(_glfw.CONTEXT_VERSION_MINOR, 3)
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_glfw.window_hint(_glfw.OPENGL_PROFILE, _glfw.OPENGL_CORE_PROFILE)
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window = _glfw.create_window(64, 64, "ComfyUI GLSL", None, None)
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if not window:
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raise RuntimeError("glfw.create_window() failed")
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_glfw.make_context_current(window)
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return window, _glfw
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except Exception:
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_glfw.terminate()
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raise
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def _init_egl():
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"""Initialize EGL for headless rendering. Returns (display, context, surface, EGL_module). Raises RuntimeError on failure."""
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from OpenGL import EGL as _EGL
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from OpenGL.EGL import (
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eglGetDisplay, eglInitialize, eglChooseConfig, eglCreateContext,
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eglMakeCurrent, eglCreatePbufferSurface, eglBindAPI,
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eglTerminate, eglDestroyContext, eglDestroySurface,
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EGL_DEFAULT_DISPLAY, EGL_NO_CONTEXT, EGL_NONE,
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_RED_SIZE, EGL_GREEN_SIZE, EGL_BLUE_SIZE, EGL_ALPHA_SIZE, EGL_DEPTH_SIZE,
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EGL_WIDTH, EGL_HEIGHT, EGL_OPENGL_API,
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)
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display = None
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context = None
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surface = None
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try:
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display = eglGetDisplay(EGL_DEFAULT_DISPLAY)
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if display == _EGL.EGL_NO_DISPLAY:
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raise RuntimeError("eglGetDisplay() failed")
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major, minor = _EGL.EGLint(), _EGL.EGLint()
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if not eglInitialize(display, major, minor):
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display = None # Not initialized, don't terminate
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raise RuntimeError("eglInitialize() failed")
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config_attribs = [
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 0, EGL_NONE
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]
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configs = (_EGL.EGLConfig * 1)()
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num_configs = _EGL.EGLint()
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if not eglChooseConfig(display, config_attribs, configs, 1, num_configs) or num_configs.value == 0:
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raise RuntimeError("eglChooseConfig() failed")
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config = configs[0]
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if not eglBindAPI(EGL_OPENGL_API):
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raise RuntimeError("eglBindAPI() failed")
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context_attribs = [
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_EGL.EGL_CONTEXT_MAJOR_VERSION, 3,
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_EGL.EGL_CONTEXT_MINOR_VERSION, 3,
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_EGL.EGL_CONTEXT_OPENGL_PROFILE_MASK, _EGL.EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT,
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EGL_NONE
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]
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context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribs)
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if context == EGL_NO_CONTEXT:
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raise RuntimeError("eglCreateContext() failed")
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pbuffer_attribs = [EGL_WIDTH, 64, EGL_HEIGHT, 64, EGL_NONE]
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surface = eglCreatePbufferSurface(display, config, pbuffer_attribs)
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if surface == _EGL.EGL_NO_SURFACE:
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raise RuntimeError("eglCreatePbufferSurface() failed")
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if not eglMakeCurrent(display, surface, surface, context):
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raise RuntimeError("eglMakeCurrent() failed")
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return display, context, surface, _EGL
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except Exception:
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# Clean up any resources on failure
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if surface is not None:
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eglDestroySurface(display, surface)
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if context is not None:
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eglDestroyContext(display, context)
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if display is not None:
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eglTerminate(display)
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raise
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def _init_osmesa():
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"""Initialize OSMesa for software rendering. Returns (context, buffer). Raises RuntimeError on failure."""
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import ctypes
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os.environ["PYOPENGL_PLATFORM"] = "osmesa"
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from OpenGL import GL as _gl
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from OpenGL.osmesa import (
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OSMesaCreateContextExt, OSMesaMakeCurrent, OSMesaDestroyContext,
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OSMESA_RGBA,
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)
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ctx = OSMesaCreateContextExt(OSMESA_RGBA, 24, 0, 0, None)
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if not ctx:
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raise RuntimeError("OSMesaCreateContextExt() failed")
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width, height = 64, 64
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buffer = (ctypes.c_ubyte * (width * height * 4))()
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if not OSMesaMakeCurrent(ctx, buffer, _gl.GL_UNSIGNED_BYTE, width, height):
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OSMesaDestroyContext(ctx)
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raise RuntimeError("OSMesaMakeCurrent() failed")
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return ctx, buffer
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class GLContext:
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"""Manages OpenGL context and resources for shader execution."""
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"""Manages OpenGL context and resources for shader execution.
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Tries backends in order: GLFW (desktop) → EGL (headless GPU) → OSMesa (software).
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"""
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_instance = None
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_initialized = False
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@ -101,27 +263,85 @@ class GLContext:
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return
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GLContext._initialized = True
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global glfw, EGL
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import time
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start = time.perf_counter()
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if not glfw.init():
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raise RuntimeError("Failed to initialize GLFW")
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self._backend = None
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self._window = None
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self._egl_display = None
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self._egl_context = None
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self._egl_surface = None
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self._osmesa_ctx = None
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self._osmesa_buffer = None
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glfw.window_hint(glfw.VISIBLE, glfw.FALSE)
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glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
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glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
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glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
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# Try backends in order: GLFW → EGL → OSMesa
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errors = []
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self._window = glfw.create_window(64, 64, "ComfyUI GLSL", None, None)
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if not self._window:
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glfw.terminate()
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raise RuntimeError("Failed to create GLFW window")
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try:
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self._window, glfw = _init_glfw()
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self._backend = "glfw"
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except Exception as e:
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errors.append(("GLFW", e))
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glfw.make_context_current(self._window)
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if self._backend is None:
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try:
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self._egl_display, self._egl_context, self._egl_surface, EGL = _init_egl()
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self._backend = "egl"
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except Exception as e:
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errors.append(("EGL", e))
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# Create VAO (required for core profile even if we don't use vertex attributes)
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self._vao = gl.glGenVertexArrays(1)
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gl.glBindVertexArray(self._vao)
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if self._backend is None:
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try:
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self._osmesa_ctx, self._osmesa_buffer = _init_osmesa()
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self._backend = "osmesa"
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except Exception as e:
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errors.append(("OSMesa", e))
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if self._backend is None:
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if sys.platform == "win32":
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platform_help = (
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"Windows: Ensure GPU drivers are installed and display is available.\n"
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" CPU-only/headless mode is not supported on Windows."
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)
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elif sys.platform == "darwin":
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platform_help = (
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"macOS: Ensure display is available. For headless, try virtual display."
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)
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else:
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platform_help = (
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"Linux: Install one of these backends:\n"
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" Desktop: sudo apt install libgl1-mesa-glx libglfw3\n"
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" Headless with GPU: sudo apt install libegl1-mesa libgl1-mesa-dri\n"
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" Headless (CPU): sudo apt install libosmesa6"
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)
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error_details = "\n".join(f" {name}: {err}" for name, err in errors)
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raise RuntimeError(
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f"Failed to create OpenGL context.\n\n"
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f"Backend errors:\n{error_details}\n\n"
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f"{platform_help}\n\n"
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"Python packages: pip install PyOpenGL PyOpenGL-accelerate glfw"
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)
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# Now import OpenGL.GL (after context is current)
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_import_opengl()
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# Create VAO (required for core profile, but OSMesa may use compat profile)
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self._vao = None
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try:
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vao = gl.glGenVertexArrays(1)
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gl.glBindVertexArray(vao)
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self._vao = vao # Only store after successful bind
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except Exception:
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# OSMesa with older Mesa may not support VAOs
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# Clean up if we created but couldn't bind
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if vao:
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try:
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gl.glDeleteVertexArrays(1, [vao])
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except Exception:
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pass
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elapsed = (time.perf_counter() - start) * 1000
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@ -133,11 +353,20 @@ class GLContext:
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vendor = vendor.decode() if vendor else "Unknown"
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version = version.decode() if version else "Unknown"
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logger.info(f"GLSL context initialized in {elapsed:.1f}ms - {renderer} ({vendor}), GL {version}")
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logger.info(f"GLSL context initialized in {elapsed:.1f}ms ({self._backend}) - {renderer} ({vendor}), GL {version}")
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def make_current(self):
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glfw.make_context_current(self._window)
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gl.glBindVertexArray(self._vao)
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if self._backend == "glfw":
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glfw.make_context_current(self._window)
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elif self._backend == "egl":
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from OpenGL.EGL import eglMakeCurrent
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eglMakeCurrent(self._egl_display, self._egl_surface, self._egl_surface, self._egl_context)
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elif self._backend == "osmesa":
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from OpenGL.osmesa import OSMesaMakeCurrent
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OSMesaMakeCurrent(self._osmesa_ctx, self._osmesa_buffer, gl.GL_UNSIGNED_BYTE, 64, 64)
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if self._vao is not None:
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gl.glBindVertexArray(self._vao)
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def _compile_shader(source: str, shader_type: int) -> int:
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@ -292,14 +521,15 @@ def _render_shader_batch(
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gl.glBindTexture(gl.GL_TEXTURE_2D, input_textures[i])
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# Flip vertically for GL coordinates, ensure RGBA
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img_flipped = np.ascontiguousarray(img[::-1, :, :])
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if img_flipped.shape[2] == 3:
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img_flipped = np.ascontiguousarray(np.concatenate(
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[img_flipped, np.ones((*img_flipped.shape[:2], 1), dtype=np.float32)],
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axis=2,
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))
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h, w, c = img.shape
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if c == 3:
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img_upload = np.empty((h, w, 4), dtype=np.float32)
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img_upload[:, :, :3] = img[::-1, :, :]
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img_upload[:, :, 3] = 1.0
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else:
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img_upload = np.ascontiguousarray(img[::-1, :, :])
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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)
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gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, w, h, 0, gl.GL_RGBA, gl.GL_FLOAT, img_upload)
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# Render
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gl.glClearColor(0, 0, 0, 0)
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@ -307,6 +537,7 @@ def _render_shader_batch(
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gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
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# Read back outputs for this batch
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# (glGetTexImage is synchronous, implicitly waits for rendering)
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batch_outputs = []
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for tex in output_textures:
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gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
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