diff --git a/comfy_extras/nodes_glsl.py b/comfy_extras/nodes_glsl.py index ea7420a73..8a7ed2391 100644 --- a/comfy_extras/nodes_glsl.py +++ b/comfy_extras/nodes_glsl.py @@ -1,85 +1,67 @@ import os import sys import re +import ctypes import logging -import ctypes.util -import importlib.util from typing import TypedDict import numpy as np import torch import nodes +import comfy_angle from comfy_api.latest import ComfyExtension, io, ui from typing_extensions import override -from utils.install_util import get_missing_requirements_message logger = logging.getLogger(__name__) -def _check_opengl_availability(): - """Early check for OpenGL availability. Raises RuntimeError if unlikely to work.""" - logger.debug("_check_opengl_availability: starting") - missing = [] +def _preload_angle(): + egl_path = comfy_angle.get_egl_path() + gles_path = comfy_angle.get_glesv2_path() - # Check Python packages (using find_spec to avoid importing) - logger.debug("_check_opengl_availability: checking for glfw package") - if importlib.util.find_spec("glfw") is None: - missing.append("glfw") + if sys.platform == "win32": + angle_dir = comfy_angle.get_lib_dir() + os.add_dll_directory(angle_dir) + os.environ["PATH"] = angle_dir + os.pathsep + os.environ.get("PATH", "") - logger.debug("_check_opengl_availability: checking for OpenGL package") - 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 - logger.debug(f"_check_opengl_availability: platform={sys.platform}") - if sys.platform.startswith("linux"): - has_display = os.environ.get("DISPLAY") or os.environ.get("WAYLAND_DISPLAY") - logger.debug(f"_check_opengl_availability: has_display={bool(has_display)}") - if not has_display: - # Check for EGL or OSMesa libraries - logger.debug("_check_opengl_availability: checking for EGL library") - has_egl = ctypes.util.find_library("EGL") - logger.debug("_check_opengl_availability: checking for OSMesa library") - has_osmesa = ctypes.util.find_library("OSMesa") - - # Error disabled for CI as it fails this check - # 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'}") - - logger.debug("_check_opengl_availability: completed") + mode = 0 if sys.platform == "win32" else ctypes.RTLD_GLOBAL + ctypes.CDLL(str(egl_path), mode=mode) + ctypes.CDLL(str(gles_path), mode=mode) -# Run early check at import time -logger.debug("nodes_glsl: running _check_opengl_availability at import time") -_check_opengl_availability() +# Pre-load ANGLE *before* any PyOpenGL import so that the EGL platform +# plugin picks up ANGLE's libEGL / libGLESv2 instead of system libs. +_preload_angle() +os.environ.setdefault("PYOPENGL_PLATFORM", "egl") -# OpenGL modules - initialized lazily when context is created -gl = None -glfw = None -EGL = None +import OpenGL +OpenGL.USE_ACCELERATE = False -def _import_opengl(): - """Import OpenGL module. Called after context is created.""" - global gl - if gl is None: - logger.debug("_import_opengl: importing OpenGL.GL") - import OpenGL.GL as _gl - gl = _gl - logger.debug("_import_opengl: import completed") - return gl +def _patch_find_library(): + """PyOpenGL's EGL platform looks for 'EGL' and 'GLESv2' by short name + via ctypes.util.find_library, but ANGLE ships as 'libEGL' and + 'libGLESv2'. Patch find_library to return the full ANGLE paths so + PyOpenGL loads the same libraries we pre-loaded.""" + if sys.platform == "linux": + return + import ctypes.util + _orig = ctypes.util.find_library + def _patched(name): + if name == 'EGL': + return comfy_angle.get_egl_path() + if name == 'GLESv2': + return comfy_angle.get_glesv2_path() + return _orig(name) + ctypes.util.find_library = _patched +_patch_find_library() + +from OpenGL import EGL +from OpenGL import GLES3 as gl + class SizeModeInput(TypedDict): size_mode: str width: int @@ -102,7 +84,7 @@ MAX_OUTPUTS = 4 # fragColor0-3 (MRT) # (-1,-1)---(3,-1) # # v_texCoord is computed from clip space: * 0.5 + 0.5 maps (-1,1) -> (0,1) -VERTEX_SHADER = """#version 330 core +VERTEX_SHADER = """#version 300 es out vec2 v_texCoord; void main() { vec2 verts[3] = vec2[](vec2(-1, -1), vec2(3, -1), vec2(-1, 3)); @@ -126,14 +108,21 @@ void main() { """ -def _convert_es_to_desktop(source: str) -> str: - """Convert GLSL ES (WebGL) shader source to desktop GLSL 330 core.""" - # Remove any existing #version directive - source = re.sub(r"#version\s+\d+(\s+es)?\s*\n?", "", source, flags=re.IGNORECASE) - # Remove precision qualifiers (not needed in desktop GLSL) - source = re.sub(r"precision\s+(lowp|mediump|highp)\s+\w+\s*;\s*\n?", "", source) - # Prepend desktop GLSL version - return "#version 330 core\n" + source + +def _egl_attribs(*values): + """Build an EGL_NONE-terminated EGLint attribute array.""" + vals = list(values) + [EGL.EGL_NONE] + return (ctypes.c_int32 * len(vals))(*vals) + + +def _gl_str(name): + """Get an OpenGL string parameter.""" + v = gl.glGetString(name) + if not v: + return "Unknown" + if isinstance(v, bytes): + return v.decode(errors="replace") + return ctypes.string_at(v).decode(errors="replace") def _detect_output_count(source: str) -> int: @@ -159,163 +148,8 @@ def _detect_pass_count(source: str) -> int: return 1 -def _init_glfw(): - """Initialize GLFW. Returns (window, glfw_module). Raises RuntimeError on failure.""" - logger.debug("_init_glfw: starting") - # On macOS, glfw.init() must be called from main thread or it hangs forever - if sys.platform == "darwin": - logger.debug("_init_glfw: skipping on macOS") - raise RuntimeError("GLFW backend not supported on macOS") - - logger.debug("_init_glfw: importing glfw module") - import glfw as _glfw - - logger.debug("_init_glfw: calling glfw.init()") - if not _glfw.init(): - raise RuntimeError("glfw.init() failed") - - try: - logger.debug("_init_glfw: setting window hints") - _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) - - logger.debug("_init_glfw: calling create_window()") - window = _glfw.create_window(64, 64, "ComfyUI GLSL", None, None) - if not window: - raise RuntimeError("glfw.create_window() failed") - - logger.debug("_init_glfw: calling make_context_current()") - _glfw.make_context_current(window) - logger.debug("_init_glfw: completed successfully") - return window, _glfw - except Exception: - logger.debug("_init_glfw: failed, terminating glfw") - _glfw.terminate() - raise - - -def _init_egl(): - """Initialize EGL for headless rendering. Returns (display, context, surface, EGL_module). Raises RuntimeError on failure.""" - logger.debug("_init_egl: starting") - 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, - ) - logger.debug("_init_egl: imports completed") - - display = None - context = None - surface = None - - try: - logger.debug("_init_egl: calling eglGetDisplay()") - display = eglGetDisplay(EGL_DEFAULT_DISPLAY) - if display == _EGL.EGL_NO_DISPLAY: - raise RuntimeError("eglGetDisplay() failed") - - logger.debug("_init_egl: calling eglInitialize()") - major, minor = _EGL.EGLint(), _EGL.EGLint() - if not eglInitialize(display, major, minor): - display = None # Not initialized, don't terminate - raise RuntimeError("eglInitialize() failed") - logger.debug(f"_init_egl: EGL version {major.value}.{minor.value}") - - 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] - logger.debug(f"_init_egl: config chosen, num_configs={num_configs.value}") - - if not eglBindAPI(EGL_OPENGL_API): - raise RuntimeError("eglBindAPI() failed") - - logger.debug("_init_egl: calling eglCreateContext()") - 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") - - logger.debug("_init_egl: calling eglCreatePbufferSurface()") - 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") - - logger.debug("_init_egl: calling eglMakeCurrent()") - if not eglMakeCurrent(display, surface, surface, context): - raise RuntimeError("eglMakeCurrent() failed") - - logger.debug("_init_egl: completed successfully") - return display, context, surface, _EGL - - except Exception: - logger.debug("_init_egl: failed, cleaning up") - # 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 - - logger.debug("_init_osmesa: starting") - os.environ["PYOPENGL_PLATFORM"] = "osmesa" - - logger.debug("_init_osmesa: importing OpenGL.osmesa") - from OpenGL import GL as _gl - from OpenGL.osmesa import ( - OSMesaCreateContextExt, OSMesaMakeCurrent, OSMesaDestroyContext, - OSMESA_RGBA, - ) - logger.debug("_init_osmesa: imports completed") - - 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))() - - logger.debug("_init_osmesa: calling OSMesaMakeCurrent()") - if not OSMesaMakeCurrent(ctx, buffer, _gl.GL_UNSIGNED_BYTE, width, height): - OSMesaDestroyContext(ctx) - raise RuntimeError("OSMesaMakeCurrent() failed") - - logger.debug("_init_osmesa: completed successfully") - return ctx, buffer - - class GLContext: - """Manages OpenGL context and resources for shader execution. - - Tries backends in order: GLFW (desktop) → EGL (headless GPU) → OSMesa (software). - """ + """Manages an OpenGL ES 3.0 context via EGL/ANGLE (singleton).""" _instance = None _initialized = False @@ -327,131 +161,111 @@ class GLContext: def __init__(self): if GLContext._initialized: - logger.debug("GLContext.__init__: already initialized, skipping") return - logger.debug("GLContext.__init__: starting initialization") - - global glfw, EGL - import time start = time.perf_counter() - 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 + self._display = None + self._surface = None + self._context = None self._vao = None - # Try backends in order: GLFW → EGL → OSMesa - errors = [] - - logger.debug("GLContext.__init__: trying GLFW backend") try: - self._window, glfw = _init_glfw() - self._backend = "glfw" - logger.debug("GLContext.__init__: GLFW backend succeeded") - except Exception as e: - logger.debug(f"GLContext.__init__: GLFW backend failed: {e}") - errors.append(("GLFW", e)) + self._display = EGL.eglGetDisplay(EGL.EGL_DEFAULT_DISPLAY) + if not self._display: + raise RuntimeError("eglGetDisplay() returned no display") - if self._backend is None: - logger.debug("GLContext.__init__: trying EGL backend") - try: - self._egl_display, self._egl_context, self._egl_surface, EGL = _init_egl() - self._backend = "egl" - logger.debug("GLContext.__init__: EGL backend succeeded") - except Exception as e: - logger.debug(f"GLContext.__init__: EGL backend failed: {e}") - errors.append(("EGL", e)) + major, minor = ctypes.c_int32(0), ctypes.c_int32(0) + if not EGL.eglInitialize(self._display, ctypes.byref(major), ctypes.byref(minor)): + err = EGL.eglGetError() + self._display = None + raise RuntimeError(f"eglInitialize() failed (EGL error: 0x{err:04X})") - if self._backend is None: - logger.debug("GLContext.__init__: trying OSMesa backend") - try: - self._osmesa_ctx, self._osmesa_buffer = _init_osmesa() - self._backend = "osmesa" - logger.debug("GLContext.__init__: OSMesa backend succeeded") - except Exception as e: - logger.debug(f"GLContext.__init__: OSMesa backend failed: {e}") - errors.append(("OSMesa", e)) + if not EGL.eglBindAPI(EGL.EGL_OPENGL_ES_API): + raise RuntimeError("eglBindAPI(EGL_OPENGL_ES_API) failed") - 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: GLFW is not supported.\n" - " Install OSMesa via Homebrew: brew install mesa\n" - " Then: pip install PyOpenGL PyOpenGL-accelerate" - ) - 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" - ) + config = EGL.EGLConfig() + n_configs = ctypes.c_int32(0) + if not EGL.eglChooseConfig( + self._display, + _egl_attribs( + EGL.EGL_RENDERABLE_TYPE, EGL.EGL_OPENGL_ES3_BIT, + EGL.EGL_SURFACE_TYPE, EGL.EGL_PBUFFER_BIT, + EGL.EGL_RED_SIZE, 8, EGL.EGL_GREEN_SIZE, 8, + EGL.EGL_BLUE_SIZE, 8, EGL.EGL_ALPHA_SIZE, 8, + ), + ctypes.byref(config), 1, ctypes.byref(n_configs), + ) or n_configs.value == 0: + raise RuntimeError("eglChooseConfig() failed") - 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}" + self._surface = EGL.eglCreatePbufferSurface( + self._display, config, + _egl_attribs(EGL.EGL_WIDTH, 64, EGL.EGL_HEIGHT, 64), ) + if not self._surface: + raise RuntimeError("eglCreatePbufferSurface() failed") - # Now import OpenGL.GL (after context is current) - logger.debug("GLContext.__init__: importing OpenGL.GL") - _import_opengl() + self._context = EGL.eglCreateContext( + self._display, config, EGL.EGL_NO_CONTEXT, + _egl_attribs(EGL.EGL_CONTEXT_CLIENT_VERSION, 3), + ) + if not self._context: + raise RuntimeError("eglCreateContext() failed") - # Create VAO (required for core profile, but OSMesa may use compat profile) - logger.debug("GLContext.__init__: creating VAO") - try: - vao = gl.glGenVertexArrays(1) - gl.glBindVertexArray(vao) - self._vao = vao # Only store after successful bind - logger.debug("GLContext.__init__: VAO created successfully") - except Exception as e: - logger.debug(f"GLContext.__init__: VAO creation failed (may be expected for OSMesa): {e}") - # 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 + if not EGL.eglMakeCurrent(self._display, self._surface, self._surface, self._context): + raise RuntimeError("eglMakeCurrent() failed") + + self._vao = gl.glGenVertexArrays(1) + gl.glBindVertexArray(self._vao) + + except Exception: + self._cleanup() + raise elapsed = (time.perf_counter() - start) * 1000 - # Log device info - renderer = gl.glGetString(gl.GL_RENDERER) - vendor = gl.glGetString(gl.GL_VENDOR) - version = gl.glGetString(gl.GL_VERSION) - renderer = renderer.decode() if renderer else "Unknown" - vendor = vendor.decode() if vendor else "Unknown" - version = version.decode() if version else "Unknown" + renderer = _gl_str(gl.GL_RENDERER) + vendor = _gl_str(gl.GL_VENDOR) + version = _gl_str(gl.GL_VERSION) GLContext._initialized = True - logger.info(f"GLSL context initialized in {elapsed:.1f}ms ({self._backend}) - {renderer} ({vendor}), GL {version}") + logger.info(f"GLSL context initialized in {elapsed:.1f}ms - {renderer} ({vendor}), GL {version}") def make_current(self): - 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) - + EGL.eglMakeCurrent(self._display, self._surface, self._surface, self._context) if self._vao is not None: gl.glBindVertexArray(self._vao) + def _cleanup(self): + if not self._display: + return + try: + if self._vao is not None: + gl.glDeleteVertexArrays(1, [self._vao]) + self._vao = None + except Exception: + pass + try: + EGL.eglMakeCurrent(self._display, EGL.EGL_NO_SURFACE, EGL.EGL_NO_SURFACE, EGL.EGL_NO_CONTEXT) + except Exception: + pass + try: + if self._context: + EGL.eglDestroyContext(self._display, self._context) + except Exception: + pass + try: + if self._surface: + EGL.eglDestroySurface(self._display, self._surface) + except Exception: + pass + try: + EGL.eglTerminate(self._display) + except Exception: + pass + self._display = None + def _compile_shader(source: str, shader_type: int) -> int: """Compile a shader and return its ID.""" @@ -459,8 +273,10 @@ def _compile_shader(source: str, shader_type: int) -> int: gl.glShaderSource(shader, source) gl.glCompileShader(shader) - if gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS) != gl.GL_TRUE: - error = gl.glGetShaderInfoLog(shader).decode() + if not gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS): + error = gl.glGetShaderInfoLog(shader) + if isinstance(error, bytes): + error = error.decode(errors="replace") gl.glDeleteShader(shader) raise RuntimeError(f"Shader compilation failed:\n{error}") @@ -484,8 +300,10 @@ def _create_program(vertex_source: str, fragment_source: str) -> int: gl.glDeleteShader(vertex_shader) gl.glDeleteShader(fragment_shader) - if gl.glGetProgramiv(program, gl.GL_LINK_STATUS) != gl.GL_TRUE: - error = gl.glGetProgramInfoLog(program).decode() + if not gl.glGetProgramiv(program, gl.GL_LINK_STATUS): + error = gl.glGetProgramInfoLog(program) + if isinstance(error, bytes): + error = error.decode(errors="replace") gl.glDeleteProgram(program) raise RuntimeError(f"Program linking failed:\n{error}") @@ -530,9 +348,6 @@ def _render_shader_batch( ctx = GLContext() ctx.make_current() - # Convert from GLSL ES to desktop GLSL 330 - fragment_source = _convert_es_to_desktop(fragment_code) - # Detect how many outputs the shader actually uses num_outputs = _detect_output_count(fragment_code) @@ -558,9 +373,9 @@ def _render_shader_batch( try: # Compile shaders (once for all batches) try: - program = _create_program(VERTEX_SHADER, fragment_source) + program = _create_program(VERTEX_SHADER, fragment_code) except RuntimeError: - logger.error(f"Fragment shader:\n{fragment_source}") + logger.error(f"Fragment shader:\n{fragment_code}") raise gl.glUseProgram(program) @@ -723,13 +538,13 @@ def _render_shader_batch( gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3) # Read back outputs for this batch - # (glGetTexImage is synchronous, implicitly waits for rendering) + gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo) batch_outputs = [] - for tex in output_textures: - gl.glBindTexture(gl.GL_TEXTURE_2D, tex) - data = gl.glGetTexImage(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, gl.GL_FLOAT) - img = np.frombuffer(data, dtype=np.float32).reshape(height, width, 4) - batch_outputs.append(img[::-1, :, :].copy()) + for i in range(num_outputs): + gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0 + i) + buf = np.empty((height, width, 4), dtype=np.float32) + gl.glReadPixels(0, 0, width, height, gl.GL_RGBA, gl.GL_FLOAT, buf) + batch_outputs.append(buf[::-1, :, :].copy()) # Pad with black images for unused outputs black_img = np.zeros((height, width, 4), dtype=np.float32) @@ -750,18 +565,18 @@ def _render_shader_batch( gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0) gl.glUseProgram(0) - for tex in input_textures: - gl.glDeleteTextures(int(tex)) - for tex in curve_textures: - gl.glDeleteTextures(int(tex)) - for tex in output_textures: - gl.glDeleteTextures(int(tex)) - for tex in ping_pong_textures: - gl.glDeleteTextures(int(tex)) + if input_textures: + gl.glDeleteTextures(len(input_textures), input_textures) + if curve_textures: + gl.glDeleteTextures(len(curve_textures), curve_textures) + if output_textures: + gl.glDeleteTextures(len(output_textures), output_textures) + if ping_pong_textures: + gl.glDeleteTextures(len(ping_pong_textures), ping_pong_textures) if fbo is not None: gl.glDeleteFramebuffers(1, [fbo]) - for pp_fbo in ping_pong_fbos: - gl.glDeleteFramebuffers(1, [pp_fbo]) + if ping_pong_fbos: + gl.glDeleteFramebuffers(len(ping_pong_fbos), ping_pong_fbos) if program is not None: gl.glDeleteProgram(program) diff --git a/requirements.txt b/requirements.txt index 6f0659a00..9b56c56cb 100644 --- a/requirements.txt +++ b/requirements.txt @@ -33,5 +33,5 @@ kornia>=0.7.1 spandrel pydantic~=2.0 pydantic-settings~=2.0 -PyOpenGL -glfw +PyOpenGL>=3.1.8 +comfy-angle