mirror of
https://github.com/comfyanonymous/ComfyUI.git
synced 2026-01-31 00:30:21 +08:00
fix ci
perf: only read required outputs
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parent
1263d6fe88
commit
59b955ff54
@ -41,11 +41,12 @@ def _check_opengl_availability():
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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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# Error disabled for CI as it fails this check
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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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@ -121,6 +122,18 @@ def _convert_es_to_desktop(source: str) -> str:
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return "#version 330 core\n" + source
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def _detect_output_count(source: str) -> int:
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"""Detect how many fragColor outputs are used in the shader.
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Returns the count of outputs needed (1 to MAX_OUTPUTS).
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"""
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matches = re.findall(r"fragColor(\d+)", source)
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if not matches:
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return 1 # Default to 1 output if none found
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max_index = max(int(m) for m in matches)
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return min(max_index + 1, MAX_OUTPUTS)
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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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@ -441,6 +454,9 @@ def _render_shader_batch(
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# Convert from GLSL ES to desktop GLSL 330
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fragment_source = _convert_es_to_desktop(fragment_code)
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# Detect how many outputs the shader actually uses
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num_outputs = _detect_output_count(fragment_code)
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# Track resources for cleanup
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program = None
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fbo = None
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@ -459,12 +475,12 @@ def _render_shader_batch(
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gl.glUseProgram(program)
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# Create framebuffer with multiple color attachments (reused for all batches)
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# Create framebuffer with only the needed color attachments
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fbo = gl.glGenFramebuffers(1)
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
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draw_buffers = []
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for i in range(MAX_OUTPUTS):
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for i in range(num_outputs):
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tex = gl.glGenTextures(1)
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output_textures.append(tex)
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gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
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@ -474,7 +490,7 @@ def _render_shader_batch(
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gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0 + i, gl.GL_TEXTURE_2D, tex, 0)
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draw_buffers.append(gl.GL_COLOR_ATTACHMENT0 + i)
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gl.glDrawBuffers(MAX_OUTPUTS, draw_buffers)
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gl.glDrawBuffers(num_outputs, draw_buffers)
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if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
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raise RuntimeError("Framebuffer is not complete")
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@ -545,6 +561,11 @@ def _render_shader_batch(
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img = np.frombuffer(data, dtype=np.float32).reshape(height, width, 4)
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batch_outputs.append(np.ascontiguousarray(img[::-1, :, :]))
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# Pad with black images for unused outputs
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black_img = np.zeros((height, width, 4), dtype=np.float32)
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for _ in range(num_outputs, MAX_OUTPUTS):
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batch_outputs.append(black_img)
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all_batch_outputs.append(batch_outputs)
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return all_batch_outputs
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