mirror of
https://github.com/comfyanonymous/ComfyUI.git
synced 2026-04-14 12:32:31 +08:00
angle
This commit is contained in:
parent
9642e4407b
commit
8d76bb94fd
@ -1,9 +1,9 @@
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import os
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import os
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import sys
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import sys
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import re
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import re
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import ctypes
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import logging
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import logging
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import ctypes.util
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from pathlib import Path
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import importlib.util
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from typing import TypedDict
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from typing import TypedDict
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import numpy as np
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import numpy as np
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@ -12,72 +12,48 @@ import torch
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import nodes
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import nodes
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from comfy_api.latest import ComfyExtension, io, ui
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from comfy_api.latest import ComfyExtension, io, ui
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from typing_extensions import override
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from typing_extensions import override
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from utils.install_util import get_missing_requirements_message
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logger = logging.getLogger(__name__)
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logger = logging.getLogger(__name__)
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def _check_opengl_availability():
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def _preload_angle():
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"""Early check for OpenGL availability. Raises RuntimeError if unlikely to work."""
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"""Pre-load ANGLE shared libraries so PyOpenGL discovers them."""
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logger.debug("_check_opengl_availability: starting")
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base_dir = Path(__file__).resolve().parent.parent
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missing = []
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# TODO: install from python package
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angle_dir = base_dir / "user"
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# Check Python packages (using find_spec to avoid importing)
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if sys.platform == "win32":
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logger.debug("_check_opengl_availability: checking for glfw package")
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egl_name, gles_name = "libEGL.dll", "libGLESv2.dll"
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if importlib.util.find_spec("glfw") is None:
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elif sys.platform == "darwin":
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missing.append("glfw")
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egl_name, gles_name = "libEGL.dylib", "libGLESv2.dylib"
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else:
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egl_name, gles_name = "libEGL.so", "libGLESv2.so"
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logger.debug("_check_opengl_availability: checking for OpenGL package")
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egl_path = angle_dir / egl_name
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if importlib.util.find_spec("OpenGL") is None:
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gles_path = angle_dir / gles_name
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missing.append("PyOpenGL")
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if missing:
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if not egl_path.is_file() or not gles_path.is_file():
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raise RuntimeError(
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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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f"GLSL Shader node: ANGLE libraries not found.\n"
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f"Place {egl_name} and {gles_name} in {angle_dir}/"
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)
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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 == "win32":
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logger.debug(f"_check_opengl_availability: platform={sys.platform}")
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os.add_dll_directory(str(angle_dir))
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if sys.platform.startswith("linux"):
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os.environ["PATH"] = str(angle_dir) + os.pathsep + os.environ.get("PATH", "")
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has_display = os.environ.get("DISPLAY") or os.environ.get("WAYLAND_DISPLAY")
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logger.debug(f"_check_opengl_availability: has_display={bool(has_display)}")
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if not has_display:
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# Check for EGL or OSMesa libraries
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logger.debug("_check_opengl_availability: checking for EGL library")
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has_egl = ctypes.util.find_library("EGL")
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logger.debug("_check_opengl_availability: checking for OSMesa library")
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has_osmesa = ctypes.util.find_library("OSMesa")
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# Error disabled for CI as it fails this check
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mode = 0 if sys.platform == "win32" else ctypes.RTLD_GLOBAL
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# if not has_egl and not has_osmesa:
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ctypes.CDLL(str(egl_path), mode=mode)
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# raise RuntimeError(
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ctypes.CDLL(str(gles_path), mode=mode)
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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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logger.debug("_check_opengl_availability: completed")
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# Run early check at import time
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# Pre-load ANGLE *before* any PyOpenGL import so that the EGL platform
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logger.debug("nodes_glsl: running _check_opengl_availability at import time")
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# plugin picks up ANGLE's libEGL / libGLESv2 instead of system libs.
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_check_opengl_availability()
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_preload_angle()
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os.environ.setdefault("PYOPENGL_PLATFORM", "egl")
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# OpenGL modules - initialized lazily when context is created
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from OpenGL import EGL
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gl = None
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from OpenGL import GLES3 as gl
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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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logger.debug("_import_opengl: importing OpenGL.GL")
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import OpenGL.GL as _gl
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gl = _gl
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logger.debug("_import_opengl: import completed")
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return gl
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class SizeModeInput(TypedDict):
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class SizeModeInput(TypedDict):
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@ -100,7 +76,7 @@ MAX_OUTPUTS = 4 # fragColor0-3 (MRT)
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# (-1,-1)---(3,-1)
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# (-1,-1)---(3,-1)
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#
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#
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# v_texCoord is computed from clip space: * 0.5 + 0.5 maps (-1,1) -> (0,1)
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# v_texCoord is computed from clip space: * 0.5 + 0.5 maps (-1,1) -> (0,1)
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VERTEX_SHADER = """#version 330 core
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VERTEX_SHADER = """#version 300 es
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out vec2 v_texCoord;
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out vec2 v_texCoord;
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void main() {
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void main() {
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vec2 verts[3] = vec2[](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
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vec2 verts[3] = vec2[](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
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@ -124,14 +100,21 @@ void main() {
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"""
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"""
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def _convert_es_to_desktop(source: str) -> str:
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"""Convert GLSL ES (WebGL) shader source to desktop GLSL 330 core."""
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def _egl_attribs(*values):
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# Remove any existing #version directive
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"""Build an EGL_NONE-terminated EGLint attribute array."""
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source = re.sub(r"#version\s+\d+(\s+es)?\s*\n?", "", source, flags=re.IGNORECASE)
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vals = list(values) + [EGL.EGL_NONE]
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# Remove precision qualifiers (not needed in desktop GLSL)
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return (ctypes.c_int32 * len(vals))(*vals)
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source = re.sub(r"precision\s+(lowp|mediump|highp)\s+\w+\s*;\s*\n?", "", source)
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# Prepend desktop GLSL version
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return "#version 330 core\n" + source
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def _gl_str(name):
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"""Get an OpenGL string parameter."""
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v = gl.glGetString(name)
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if v is None:
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return "Unknown"
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if isinstance(v, bytes):
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return v.decode(errors="replace")
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return ctypes.string_at(v).decode(errors="replace")
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def _detect_output_count(source: str) -> int:
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def _detect_output_count(source: str) -> int:
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@ -157,163 +140,8 @@ def _detect_pass_count(source: str) -> int:
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return 1
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return 1
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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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logger.debug("_init_glfw: starting")
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# On macOS, glfw.init() must be called from main thread or it hangs forever
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if sys.platform == "darwin":
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logger.debug("_init_glfw: skipping on macOS")
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raise RuntimeError("GLFW backend not supported on macOS")
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logger.debug("_init_glfw: importing glfw module")
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import glfw as _glfw
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logger.debug("_init_glfw: calling glfw.init()")
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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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logger.debug("_init_glfw: setting window hints")
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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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logger.debug("_init_glfw: calling create_window()")
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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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logger.debug("_init_glfw: calling make_context_current()")
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_glfw.make_context_current(window)
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logger.debug("_init_glfw: completed successfully")
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return window, _glfw
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except Exception:
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logger.debug("_init_glfw: failed, terminating glfw")
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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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logger.debug("_init_egl: starting")
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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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logger.debug("_init_egl: imports completed")
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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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logger.debug("_init_egl: calling eglGetDisplay()")
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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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logger.debug("_init_egl: calling eglInitialize()")
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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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logger.debug(f"_init_egl: EGL version {major.value}.{minor.value}")
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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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logger.debug(f"_init_egl: config chosen, num_configs={num_configs.value}")
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if not eglBindAPI(EGL_OPENGL_API):
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raise RuntimeError("eglBindAPI() failed")
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logger.debug("_init_egl: calling eglCreateContext()")
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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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logger.debug("_init_egl: calling eglCreatePbufferSurface()")
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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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logger.debug("_init_egl: calling eglMakeCurrent()")
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if not eglMakeCurrent(display, surface, surface, context):
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raise RuntimeError("eglMakeCurrent() failed")
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logger.debug("_init_egl: completed successfully")
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return display, context, surface, _EGL
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except Exception:
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logger.debug("_init_egl: failed, cleaning up")
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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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logger.debug("_init_osmesa: starting")
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os.environ["PYOPENGL_PLATFORM"] = "osmesa"
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logger.debug("_init_osmesa: importing OpenGL.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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logger.debug("_init_osmesa: imports completed")
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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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logger.debug("_init_osmesa: calling OSMesaMakeCurrent()")
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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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logger.debug("_init_osmesa: completed successfully")
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return ctx, buffer
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class GLContext:
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class GLContext:
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"""Manages OpenGL context and resources for shader execution.
|
"""Manages an OpenGL ES 3.0 context via EGL/ANGLE (singleton)."""
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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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_instance = None
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_initialized = False
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_initialized = False
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@ -330,126 +158,109 @@ class GLContext:
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logger.debug("GLContext.__init__: starting initialization")
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logger.debug("GLContext.__init__: starting initialization")
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global glfw, EGL
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import time
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import time
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start = time.perf_counter()
|
start = time.perf_counter()
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|
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||||||
self._backend = None
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self._display = None
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self._window = None
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self._surface = None
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self._egl_display = None
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self._context = 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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self._vao = None
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self._vao = None
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# Try backends in order: GLFW → EGL → OSMesa
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errors = []
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|
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logger.debug("GLContext.__init__: trying GLFW backend")
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try:
|
try:
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self._window, glfw = _init_glfw()
|
self._display = EGL.eglGetDisplay(EGL.EGL_DEFAULT_DISPLAY)
|
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self._backend = "glfw"
|
if not self._display:
|
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logger.debug("GLContext.__init__: GLFW backend succeeded")
|
raise RuntimeError("eglGetDisplay() returned no display")
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||||||
except Exception as e:
|
|
||||||
logger.debug(f"GLContext.__init__: GLFW backend failed: {e}")
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|
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errors.append(("GLFW", e))
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|
||||||
|
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if self._backend is None:
|
major, minor = ctypes.c_int32(0), ctypes.c_int32(0)
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logger.debug("GLContext.__init__: trying EGL backend")
|
if not EGL.eglInitialize(self._display, ctypes.byref(major), ctypes.byref(minor)):
|
||||||
try:
|
err = EGL.eglGetError()
|
||||||
self._egl_display, self._egl_context, self._egl_surface, EGL = _init_egl()
|
self._display = None
|
||||||
self._backend = "egl"
|
raise RuntimeError(f"eglInitialize() failed (EGL error: 0x{err:04X})")
|
||||||
logger.debug("GLContext.__init__: EGL backend succeeded")
|
|
||||||
except Exception as e:
|
|
||||||
logger.debug(f"GLContext.__init__: EGL backend failed: {e}")
|
|
||||||
errors.append(("EGL", e))
|
|
||||||
|
|
||||||
if self._backend is None:
|
if not EGL.eglBindAPI(EGL.EGL_OPENGL_ES_API):
|
||||||
logger.debug("GLContext.__init__: trying OSMesa backend")
|
raise RuntimeError("eglBindAPI(EGL_OPENGL_ES_API) failed")
|
||||||
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 self._backend is None:
|
config = EGL.EGLConfig()
|
||||||
if sys.platform == "win32":
|
n_configs = ctypes.c_int32(0)
|
||||||
platform_help = (
|
if not EGL.eglChooseConfig(
|
||||||
"Windows: Ensure GPU drivers are installed and display is available.\n"
|
self._display,
|
||||||
" CPU-only/headless mode is not supported on Windows."
|
_egl_attribs(
|
||||||
)
|
EGL.EGL_RENDERABLE_TYPE, EGL.EGL_OPENGL_ES3_BIT,
|
||||||
elif sys.platform == "darwin":
|
EGL.EGL_SURFACE_TYPE, EGL.EGL_PBUFFER_BIT,
|
||||||
platform_help = (
|
EGL.EGL_RED_SIZE, 8, EGL.EGL_GREEN_SIZE, 8,
|
||||||
"macOS: GLFW is not supported.\n"
|
EGL.EGL_BLUE_SIZE, 8, EGL.EGL_ALPHA_SIZE, 8,
|
||||||
" Install OSMesa via Homebrew: brew install mesa\n"
|
),
|
||||||
" Then: pip install PyOpenGL PyOpenGL-accelerate"
|
ctypes.byref(config), 1, ctypes.byref(n_configs),
|
||||||
)
|
) or n_configs.value == 0:
|
||||||
else:
|
raise RuntimeError("eglChooseConfig() failed")
|
||||||
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)
|
self._surface = EGL.eglCreatePbufferSurface(
|
||||||
raise RuntimeError(
|
self._display, config,
|
||||||
f"Failed to create OpenGL context.\n\n"
|
_egl_attribs(EGL.EGL_WIDTH, 64, EGL.EGL_HEIGHT, 64),
|
||||||
f"Backend errors:\n{error_details}\n\n"
|
|
||||||
f"{platform_help}"
|
|
||||||
)
|
)
|
||||||
|
if not self._surface:
|
||||||
|
raise RuntimeError("eglCreatePbufferSurface() failed")
|
||||||
|
|
||||||
# Now import OpenGL.GL (after context is current)
|
self._context = EGL.eglCreateContext(
|
||||||
logger.debug("GLContext.__init__: importing OpenGL.GL")
|
self._display, config, EGL.EGL_NO_CONTEXT,
|
||||||
_import_opengl()
|
_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)
|
if not EGL.eglMakeCurrent(self._display, self._surface, self._surface, self._context):
|
||||||
logger.debug("GLContext.__init__: creating VAO")
|
raise RuntimeError("eglMakeCurrent() failed")
|
||||||
try:
|
|
||||||
vao = gl.glGenVertexArrays(1)
|
self._vao = gl.glGenVertexArrays(1)
|
||||||
gl.glBindVertexArray(vao)
|
gl.glBindVertexArray(self._vao)
|
||||||
self._vao = vao # Only store after successful bind
|
|
||||||
logger.debug("GLContext.__init__: VAO created successfully")
|
except Exception:
|
||||||
except Exception as e:
|
self._cleanup()
|
||||||
logger.debug(f"GLContext.__init__: VAO creation failed (may be expected for OSMesa): {e}")
|
raise
|
||||||
# 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
|
elapsed = (time.perf_counter() - start) * 1000
|
||||||
|
|
||||||
# Log device info
|
renderer = _gl_str(gl.GL_RENDERER)
|
||||||
renderer = gl.glGetString(gl.GL_RENDERER)
|
vendor = _gl_str(gl.GL_VENDOR)
|
||||||
vendor = gl.glGetString(gl.GL_VENDOR)
|
version = _gl_str(gl.GL_VERSION)
|
||||||
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"
|
|
||||||
|
|
||||||
GLContext._initialized = True
|
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):
|
def make_current(self):
|
||||||
if self._backend == "glfw":
|
EGL.eglMakeCurrent(self._display, self._surface, self._surface, self._context)
|
||||||
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:
|
if self._vao is not None:
|
||||||
gl.glBindVertexArray(self._vao)
|
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:
|
def _compile_shader(source: str, shader_type: int) -> int:
|
||||||
"""Compile a shader and return its ID."""
|
"""Compile a shader and return its ID."""
|
||||||
@ -524,9 +335,6 @@ def _render_shader_batch(
|
|||||||
ctx = GLContext()
|
ctx = GLContext()
|
||||||
ctx.make_current()
|
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
|
# Detect how many outputs the shader actually uses
|
||||||
num_outputs = _detect_output_count(fragment_code)
|
num_outputs = _detect_output_count(fragment_code)
|
||||||
|
|
||||||
@ -546,9 +354,9 @@ def _render_shader_batch(
|
|||||||
try:
|
try:
|
||||||
# Compile shaders (once for all batches)
|
# Compile shaders (once for all batches)
|
||||||
try:
|
try:
|
||||||
program = _create_program(VERTEX_SHADER, fragment_source)
|
program = _create_program(VERTEX_SHADER, fragment_code)
|
||||||
except RuntimeError:
|
except RuntimeError:
|
||||||
logger.error(f"Fragment shader:\n{fragment_source}")
|
logger.error(f"Fragment shader:\n{fragment_code}")
|
||||||
raise
|
raise
|
||||||
|
|
||||||
gl.glUseProgram(program)
|
gl.glUseProgram(program)
|
||||||
@ -689,13 +497,13 @@ def _render_shader_batch(
|
|||||||
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
|
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
|
||||||
|
|
||||||
# Read back outputs for this batch
|
# Read back outputs for this batch
|
||||||
# (glGetTexImage is synchronous, implicitly waits for rendering)
|
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
|
||||||
batch_outputs = []
|
batch_outputs = []
|
||||||
for tex in output_textures:
|
for i in range(num_outputs):
|
||||||
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
|
gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0 + i)
|
||||||
data = gl.glGetTexImage(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, gl.GL_FLOAT)
|
buf = np.empty((height, width, 4), dtype=np.float32)
|
||||||
img = np.frombuffer(data, dtype=np.float32).reshape(height, width, 4)
|
gl.glReadPixels(0, 0, width, height, gl.GL_RGBA, gl.GL_FLOAT, buf)
|
||||||
batch_outputs.append(img[::-1, :, :].copy())
|
batch_outputs.append(buf[::-1, :, :].copy())
|
||||||
|
|
||||||
# Pad with black images for unused outputs
|
# Pad with black images for unused outputs
|
||||||
black_img = np.zeros((height, width, 4), dtype=np.float32)
|
black_img = np.zeros((height, width, 4), dtype=np.float32)
|
||||||
@ -716,16 +524,16 @@ def _render_shader_batch(
|
|||||||
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
|
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
|
||||||
gl.glUseProgram(0)
|
gl.glUseProgram(0)
|
||||||
|
|
||||||
for tex in input_textures:
|
if input_textures:
|
||||||
gl.glDeleteTextures(int(tex))
|
gl.glDeleteTextures(len(input_textures), input_textures)
|
||||||
for tex in output_textures:
|
if output_textures:
|
||||||
gl.glDeleteTextures(int(tex))
|
gl.glDeleteTextures(len(output_textures), output_textures)
|
||||||
for tex in ping_pong_textures:
|
if ping_pong_textures:
|
||||||
gl.glDeleteTextures(int(tex))
|
gl.glDeleteTextures(len(ping_pong_textures), ping_pong_textures)
|
||||||
if fbo is not None:
|
if fbo is not None:
|
||||||
gl.glDeleteFramebuffers(1, [fbo])
|
gl.glDeleteFramebuffers(1, [fbo])
|
||||||
for pp_fbo in ping_pong_fbos:
|
if ping_pong_fbos:
|
||||||
gl.glDeleteFramebuffers(1, [pp_fbo])
|
gl.glDeleteFramebuffers(len(ping_pong_fbos), ping_pong_fbos)
|
||||||
if program is not None:
|
if program is not None:
|
||||||
gl.glDeleteProgram(program)
|
gl.glDeleteProgram(program)
|
||||||
|
|
||||||
|
|||||||
@ -33,5 +33,4 @@ kornia>=0.7.1
|
|||||||
spandrel
|
spandrel
|
||||||
pydantic~=2.0
|
pydantic~=2.0
|
||||||
pydantic-settings~=2.0
|
pydantic-settings~=2.0
|
||||||
PyOpenGL
|
PyOpenGL>=3.1.8
|
||||||
glfw
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user