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Author SHA1 Message Date
pythongosssss
183a296588
Merge c3d07bec6d into 0167653781 2026-01-30 14:21:01 -08:00
Alexander Piskun
0167653781
feat(api-nodes): add RecraftCreateStyleNode node (#12055)
Co-authored-by: Jedrzej Kosinski <kosinkadink1@gmail.com>
2026-01-30 14:04:43 -08:00
pythongosssss
c3d07bec6d add diagnostics, update mac initialization
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2026-01-30 12:26:04 -08:00
Jedrzej Kosinski
0a7993729c
Remove NodeInfoV3-related code; we are almost 100% guaranteed to stick with NodeInfoV1 for the foreseable future (#12147)
Co-authored-by: guill <jacob.e.segal@gmail.com>
2026-01-30 10:21:48 -08:00
pythongosssss
59b955ff54 fix ci
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perf: only read required outputs
2026-01-29 20:14:26 -08:00
pythongosssss
1263d6fe88 add additional support for egl & osmesa backends 2026-01-29 20:07:40 -08:00
pythongosssss
23572c6314 tidy 2026-01-28 20:59:01 -08:00
pythongosssss
d809ef8fb1 remove cpu support 2026-01-28 20:58:04 -08:00
pythongosssss
a4317314d2 convert to using PyOpenGL and glfw 2026-01-28 20:48:20 -08:00
pythongosssss
aaea976f36 fix line endings
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2026-01-28 11:02:17 -08:00
pythongosssss
cee092213e Merge remote-tracking branch 'origin/master' into pysssss/basic-glsl-shader-node 2026-01-28 10:50:12 -08:00
pythongosssss
3da0e9c367 fix casing 2026-01-28 10:47:36 -08:00
pythongosssss
9fa8202620 Try fix build 2026-01-28 10:47:36 -08:00
pythongosssss
b4438c9baf Support multiple outputs 2026-01-28 10:47:36 -08:00
pythongosssss
cc30293d65 tidy 2026-01-23 10:38:26 -08:00
pythongosssss
866d863128 adds support for executing simple glsl shaders
using moderngl package
2026-01-23 10:37:52 -08:00
6 changed files with 912 additions and 84 deletions

View File

@ -1252,23 +1252,6 @@ class NodeInfoV1:
price_badge: dict | None = None
search_aliases: list[str]=None
@dataclass
class NodeInfoV3:
input: dict=None
output: dict=None
hidden: list[str]=None
name: str=None
display_name: str=None
description: str=None
python_module: Any = None
category: str=None
output_node: bool=None
deprecated: bool=None
experimental: bool=None
dev_only: bool=None
api_node: bool=None
price_badge: dict | None = None
@dataclass
class PriceBadgeDepends:
@ -1497,40 +1480,6 @@ class Schema:
)
return info
def get_v3_info(self, cls) -> NodeInfoV3:
input_dict = {}
output_dict = {}
hidden_list = []
# TODO: make sure dynamic types will be handled correctly
if self.inputs:
for input in self.inputs:
add_to_dict_v3(input, input_dict)
if self.outputs:
for output in self.outputs:
add_to_dict_v3(output, output_dict)
if self.hidden:
for hidden in self.hidden:
hidden_list.append(hidden.value)
info = NodeInfoV3(
input=input_dict,
output=output_dict,
hidden=hidden_list,
name=self.node_id,
display_name=self.display_name,
description=self.description,
category=self.category,
output_node=self.is_output_node,
deprecated=self.is_deprecated,
experimental=self.is_experimental,
dev_only=self.is_dev_only,
api_node=self.is_api_node,
python_module=getattr(cls, "RELATIVE_PYTHON_MODULE", "nodes"),
price_badge=self.price_badge.as_dict(self.inputs) if self.price_badge is not None else None,
)
return info
def get_finalized_class_inputs(d: dict[str, Any], live_inputs: dict[str, Any], include_hidden=False) -> tuple[dict[str, Any], V3Data]:
out_dict = {
"required": {},
@ -1585,9 +1534,6 @@ def add_to_dict_v1(i: Input, d: dict):
as_dict.pop("optional", None)
d.setdefault(key, {})[i.id] = (i.get_io_type(), as_dict)
def add_to_dict_v3(io: Input | Output, d: dict):
d[io.id] = (io.get_io_type(), io.as_dict())
class DynamicPathsDefaultValue:
EMPTY_DICT = "empty_dict"
@ -1748,13 +1694,6 @@ class _ComfyNodeBaseInternal(_ComfyNodeInternal):
# set hidden
type_clone.hidden = HiddenHolder.from_v3_data(v3_data)
return type_clone
@final
@classmethod
def GET_NODE_INFO_V3(cls) -> dict[str, Any]:
schema = cls.GET_SCHEMA()
info = schema.get_v3_info(cls)
return asdict(info)
#############################################
# V1 Backwards Compatibility code
#--------------------------------------------
@ -2107,12 +2046,10 @@ __all__ = [
"HiddenHolder",
"Hidden",
"NodeInfoV1",
"NodeInfoV3",
"Schema",
"ComfyNode",
"NodeOutput",
"add_to_dict_v1",
"add_to_dict_v3",
"V3Data",
"ImageCompare",
"PriceBadgeDepends",

View File

@ -1,11 +1,8 @@
from __future__ import annotations
from enum import Enum
from typing import Optional
from pydantic import BaseModel, Field, conint, confloat
from pydantic import BaseModel, Field
class RecraftColor:
@ -229,24 +226,24 @@ class RecraftColorObject(BaseModel):
class RecraftControlsObject(BaseModel):
colors: Optional[list[RecraftColorObject]] = Field(None, description='An array of preferable colors')
background_color: Optional[RecraftColorObject] = Field(None, description='Use given color as a desired background color')
no_text: Optional[bool] = Field(None, description='Do not embed text layouts')
artistic_level: Optional[conint(ge=0, le=5)] = Field(None, description='Defines artistic tone of your image. At a simple level, the person looks straight at the camera in a static and clean style. Dynamic and eccentric levels introduce movement and creativity. The value should be in range [0..5].')
colors: list[RecraftColorObject] | None = Field(None, description='An array of preferable colors')
background_color: RecraftColorObject | None = Field(None, description='Use given color as a desired background color')
no_text: bool | None = Field(None, description='Do not embed text layouts')
artistic_level: int | None = Field(None, description='Defines artistic tone of your image. At a simple level, the person looks straight at the camera in a static and clean style. Dynamic and eccentric levels introduce movement and creativity. The value should be in range [0..5].')
class RecraftImageGenerationRequest(BaseModel):
prompt: str = Field(..., description='The text prompt describing the image to generate')
size: Optional[RecraftImageSize] = Field(None, description='The size of the generated image (e.g., "1024x1024")')
n: conint(ge=1, le=6) = Field(..., description='The number of images to generate')
negative_prompt: Optional[str] = Field(None, description='A text description of undesired elements on an image')
model: Optional[RecraftModel] = Field(RecraftModel.recraftv3, description='The model to use for generation (e.g., "recraftv3")')
style: Optional[str] = Field(None, description='The style to apply to the generated image (e.g., "digital_illustration")')
substyle: Optional[str] = Field(None, description='The substyle to apply to the generated image, depending on the style input')
controls: Optional[RecraftControlsObject] = Field(None, description='A set of custom parameters to tweak generation process')
style_id: Optional[str] = Field(None, description='Use a previously uploaded style as a reference; UUID')
strength: Optional[confloat(ge=0.0, le=1.0)] = Field(None, description='Defines the difference with the original image, should lie in [0, 1], where 0 means almost identical, and 1 means miserable similarity')
random_seed: Optional[int] = Field(None, description="Seed for video generation")
size: RecraftImageSize | None = Field(None, description='The size of the generated image (e.g., "1024x1024")')
n: int = Field(..., description='The number of images to generate')
negative_prompt: str | None = Field(None, description='A text description of undesired elements on an image')
model: RecraftModel | None = Field(RecraftModel.recraftv3, description='The model to use for generation (e.g., "recraftv3")')
style: str | None = Field(None, description='The style to apply to the generated image (e.g., "digital_illustration")')
substyle: str | None = Field(None, description='The substyle to apply to the generated image, depending on the style input')
controls: RecraftControlsObject | None = Field(None, description='A set of custom parameters to tweak generation process')
style_id: str | None = Field(None, description='Use a previously uploaded style as a reference; UUID')
strength: float | None = Field(None, description='Defines the difference with the original image, should lie in [0, 1], where 0 means almost identical, and 1 means miserable similarity')
random_seed: int | None = Field(None, description="Seed for video generation")
# text_layout
@ -258,5 +255,13 @@ class RecraftReturnedObject(BaseModel):
class RecraftImageGenerationResponse(BaseModel):
created: int = Field(..., description='Unix timestamp when the generation was created')
credits: int = Field(..., description='Number of credits used for the generation')
data: Optional[list[RecraftReturnedObject]] = Field(None, description='Array of generated image information')
image: Optional[RecraftReturnedObject] = Field(None, description='Single generated image')
data: list[RecraftReturnedObject] | None = Field(None, description='Array of generated image information')
image: RecraftReturnedObject | None = Field(None, description='Single generated image')
class RecraftCreateStyleRequest(BaseModel):
style: str = Field(..., description="realistic_image, digital_illustration, vector_illustration, or icon")
class RecraftCreateStyleResponse(BaseModel):
id: str = Field(..., description="UUID of the created style")

View File

@ -12,6 +12,8 @@ from comfy_api_nodes.apis.recraft import (
RecraftColor,
RecraftColorChain,
RecraftControls,
RecraftCreateStyleRequest,
RecraftCreateStyleResponse,
RecraftImageGenerationRequest,
RecraftImageGenerationResponse,
RecraftImageSize,
@ -323,6 +325,75 @@ class RecraftStyleInfiniteStyleLibrary(IO.ComfyNode):
return IO.NodeOutput(RecraftStyle(style_id=style_id))
class RecraftCreateStyleNode(IO.ComfyNode):
@classmethod
def define_schema(cls):
return IO.Schema(
node_id="RecraftCreateStyleNode",
display_name="Recraft Create Style",
category="api node/image/Recraft",
description="Create a custom style from reference images. "
"Upload 1-5 images to use as style references. "
"Total size of all images is limited to 5 MB.",
inputs=[
IO.Combo.Input(
"style",
options=["realistic_image", "digital_illustration"],
tooltip="The base style of the generated images.",
),
IO.Autogrow.Input(
"images",
template=IO.Autogrow.TemplatePrefix(
IO.Image.Input("image"),
prefix="image",
min=1,
max=5,
),
),
],
outputs=[
IO.String.Output(display_name="style_id"),
],
hidden=[
IO.Hidden.auth_token_comfy_org,
IO.Hidden.api_key_comfy_org,
IO.Hidden.unique_id,
],
is_api_node=True,
price_badge=IO.PriceBadge(
expr="""{"type":"usd","usd": 0.04}""",
),
)
@classmethod
async def execute(
cls,
style: str,
images: IO.Autogrow.Type,
) -> IO.NodeOutput:
files = []
total_size = 0
max_total_size = 5 * 1024 * 1024 # 5 MB limit
for i, img in enumerate(list(images.values())):
file_bytes = tensor_to_bytesio(img, total_pixels=2048 * 2048, mime_type="image/webp").read()
total_size += len(file_bytes)
if total_size > max_total_size:
raise Exception("Total size of all images exceeds 5 MB limit.")
files.append((f"file{i + 1}", file_bytes))
response = await sync_op(
cls,
endpoint=ApiEndpoint(path="/proxy/recraft/styles", method="POST"),
response_model=RecraftCreateStyleResponse,
files=files,
data=RecraftCreateStyleRequest(style=style),
content_type="multipart/form-data",
max_retries=1,
)
return IO.NodeOutput(response.id)
class RecraftTextToImageNode(IO.ComfyNode):
@classmethod
def define_schema(cls):
@ -395,7 +466,7 @@ class RecraftTextToImageNode(IO.ComfyNode):
negative_prompt: str = None,
recraft_controls: RecraftControls = None,
) -> IO.NodeOutput:
validate_string(prompt, strip_whitespace=False, max_length=1000)
validate_string(prompt, strip_whitespace=False, min_length=1, max_length=1000)
default_style = RecraftStyle(RecraftStyleV3.realistic_image)
if recraft_style is None:
recraft_style = default_style
@ -1024,6 +1095,7 @@ class RecraftExtension(ComfyExtension):
RecraftStyleV3DigitalIllustrationNode,
RecraftStyleV3LogoRasterNode,
RecraftStyleInfiniteStyleLibrary,
RecraftCreateStyleNode,
RecraftColorRGBNode,
RecraftControlsNode,
]

810
comfy_extras/nodes_glsl.py Normal file
View File

@ -0,0 +1,810 @@
import os
import sys
import re
import logging
import ctypes.util
import importlib.util
from typing import TypedDict
import numpy as np
import torch
import nodes
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 = []
# 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")
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")
# Run early check at import time
logger.debug("nodes_glsl: running _check_opengl_availability at import time")
_check_opengl_availability()
# OpenGL modules - initialized lazily when context is created
gl = None
glfw = None
EGL = None
def _import_opengl():
"""Import OpenGL module. Called after context is created."""
global gl
if gl is None:
logger.debug("_import_opengl: importing OpenGL.GL")
import OpenGL.GL as _gl
gl = _gl
logger.debug("_import_opengl: import completed")
return gl
class SizeModeInput(TypedDict):
size_mode: str
width: int
height: int
MAX_IMAGES = 5 # u_image0-4
MAX_UNIFORMS = 5 # u_float0-4, u_int0-4
MAX_OUTPUTS = 4 # fragColor0-3 (MRT)
# Vertex shader using gl_VertexID trick - no VBO needed.
# Draws a single triangle that covers the entire screen:
#
# (-1,3)
# /|
# / | <- visible area is the unit square from (-1,-1) to (1,1)
# / | parts outside get clipped away
# (-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
out vec2 v_texCoord;
void main() {
vec2 verts[3] = vec2[](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
v_texCoord = verts[gl_VertexID] * 0.5 + 0.5;
gl_Position = vec4(verts[gl_VertexID], 0, 1);
}
"""
DEFAULT_FRAGMENT_SHADER = """#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
void main() {
fragColor0 = texture(u_image0, v_texCoord);
}
"""
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 _detect_output_count(source: str) -> int:
"""Detect how many fragColor outputs are used in the shader.
Returns the count of outputs needed (1 to MAX_OUTPUTS).
"""
matches = re.findall(r"fragColor(\d+)", source)
if not matches:
return 1 # Default to 1 output if none found
max_index = max(int(m) for m in matches)
return min(max_index + 1, MAX_OUTPUTS)
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).
"""
_instance = None
_initialized = False
def __new__(cls):
if cls._instance is None:
cls._instance = super().__new__(cls)
return cls._instance
def __init__(self):
if GLContext._initialized:
logger.debug("GLContext.__init__: already initialized, skipping")
return
GLContext._initialized = True
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
# 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))
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))
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 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"
)
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}"
)
# Now import OpenGL.GL (after context is current)
logger.debug("GLContext.__init__: importing OpenGL.GL")
_import_opengl()
# Create VAO (required for core profile, but OSMesa may use compat profile)
logger.debug("GLContext.__init__: creating VAO")
self._vao = None
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
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"
logger.info(f"GLSL context initialized in {elapsed:.1f}ms ({self._backend}) - {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)
if self._vao is not None:
gl.glBindVertexArray(self._vao)
def _compile_shader(source: str, shader_type: int) -> int:
"""Compile a shader and return its ID."""
shader = gl.glCreateShader(shader_type)
gl.glShaderSource(shader, source)
gl.glCompileShader(shader)
if gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS) != gl.GL_TRUE:
error = gl.glGetShaderInfoLog(shader).decode()
gl.glDeleteShader(shader)
raise RuntimeError(f"Shader compilation failed:\n{error}")
return shader
def _create_program(vertex_source: str, fragment_source: str) -> int:
"""Create and link a shader program."""
vertex_shader = _compile_shader(vertex_source, gl.GL_VERTEX_SHADER)
try:
fragment_shader = _compile_shader(fragment_source, gl.GL_FRAGMENT_SHADER)
except RuntimeError:
gl.glDeleteShader(vertex_shader)
raise
program = gl.glCreateProgram()
gl.glAttachShader(program, vertex_shader)
gl.glAttachShader(program, fragment_shader)
gl.glLinkProgram(program)
gl.glDeleteShader(vertex_shader)
gl.glDeleteShader(fragment_shader)
if gl.glGetProgramiv(program, gl.GL_LINK_STATUS) != gl.GL_TRUE:
error = gl.glGetProgramInfoLog(program).decode()
gl.glDeleteProgram(program)
raise RuntimeError(f"Program linking failed:\n{error}")
return program
def _render_shader_batch(
fragment_code: str,
width: int,
height: int,
image_batches: list[list[np.ndarray]],
floats: list[float],
ints: list[int],
) -> list[list[np.ndarray]]:
"""
Render a fragment shader for multiple batches efficiently.
Compiles shader once, reuses framebuffer/textures across batches.
Args:
fragment_code: User's fragment shader code
width: Output width
height: Output height
image_batches: List of batches, each batch is a list of input images (H, W, C) float32 [0,1]
floats: List of float uniforms
ints: List of int uniforms
Returns:
List of batch outputs, each is a list of output images (H, W, 4) float32 [0,1]
"""
if not image_batches:
return []
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)
# Track resources for cleanup
program = None
fbo = None
output_textures = []
input_textures = []
num_inputs = len(image_batches[0])
try:
# Compile shaders (once for all batches)
try:
program = _create_program(VERTEX_SHADER, fragment_source)
except RuntimeError:
logger.error(f"Fragment shader:\n{fragment_source}")
raise
gl.glUseProgram(program)
# Create framebuffer with only the needed color attachments
fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
draw_buffers = []
for i in range(num_outputs):
tex = gl.glGenTextures(1)
output_textures.append(tex)
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, width, height, 0, gl.GL_RGBA, gl.GL_FLOAT, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0 + i, gl.GL_TEXTURE_2D, tex, 0)
draw_buffers.append(gl.GL_COLOR_ATTACHMENT0 + i)
gl.glDrawBuffers(num_outputs, draw_buffers)
if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
raise RuntimeError("Framebuffer is not complete")
# Create input textures (reused for all batches)
for i in range(num_inputs):
tex = gl.glGenTextures(1)
input_textures.append(tex)
gl.glActiveTexture(gl.GL_TEXTURE0 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
loc = gl.glGetUniformLocation(program, f"u_image{i}")
if loc >= 0:
gl.glUniform1i(loc, i)
# Set static uniforms (once for all batches)
loc = gl.glGetUniformLocation(program, "u_resolution")
if loc >= 0:
gl.glUniform2f(loc, float(width), float(height))
for i, v in enumerate(floats):
loc = gl.glGetUniformLocation(program, f"u_float{i}")
if loc >= 0:
gl.glUniform1f(loc, v)
for i, v in enumerate(ints):
loc = gl.glGetUniformLocation(program, f"u_int{i}")
if loc >= 0:
gl.glUniform1i(loc, v)
gl.glViewport(0, 0, width, height)
gl.glDisable(gl.GL_BLEND) # Ensure no alpha blending - write output directly
# Process each batch
all_batch_outputs = []
for images in image_batches:
# Update input textures with this batch's images
for i, img in enumerate(images):
gl.glActiveTexture(gl.GL_TEXTURE0 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, input_textures[i])
# Flip vertically for GL coordinates, ensure RGBA
h, w, c = img.shape
if c == 3:
img_upload = np.empty((h, w, 4), dtype=np.float32)
img_upload[:, :, :3] = img[::-1, :, :]
img_upload[:, :, 3] = 1.0
else:
img_upload = np.ascontiguousarray(img[::-1, :, :])
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, w, h, 0, gl.GL_RGBA, gl.GL_FLOAT, img_upload)
# Render
gl.glClearColor(0, 0, 0, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
# Read back outputs for this batch
# (glGetTexImage is synchronous, implicitly waits for rendering)
batch_outputs = []
for tex in output_textures:
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
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(np.ascontiguousarray(img[::-1, :, :]))
# Pad with black images for unused outputs
black_img = np.zeros((height, width, 4), dtype=np.float32)
for _ in range(num_outputs, MAX_OUTPUTS):
batch_outputs.append(black_img)
all_batch_outputs.append(batch_outputs)
return all_batch_outputs
finally:
# Unbind before deleting
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glUseProgram(0)
if input_textures:
gl.glDeleteTextures(len(input_textures), input_textures)
if output_textures:
gl.glDeleteTextures(len(output_textures), output_textures)
if fbo is not None:
gl.glDeleteFramebuffers(1, [fbo])
if program is not None:
gl.glDeleteProgram(program)
class GLSLShader(io.ComfyNode):
@classmethod
def define_schema(cls) -> io.Schema:
image_template = io.Autogrow.TemplatePrefix(
io.Image.Input("image"),
prefix="image",
min=1,
max=MAX_IMAGES,
)
float_template = io.Autogrow.TemplatePrefix(
io.Float.Input("float", default=0.0),
prefix="u_float",
min=0,
max=MAX_UNIFORMS,
)
int_template = io.Autogrow.TemplatePrefix(
io.Int.Input("int", default=0),
prefix="u_int",
min=0,
max=MAX_UNIFORMS,
)
return io.Schema(
node_id="GLSLShader",
display_name="GLSL Shader",
category="image/shader",
description=(
f"Apply GLSL fragment shaders to images. "
f"Inputs: u_image0-{MAX_IMAGES-1} (sampler2D), u_resolution (vec2), "
f"u_float0-{MAX_UNIFORMS-1}, u_int0-{MAX_UNIFORMS-1}. "
f"Outputs: layout(location = 0-{MAX_OUTPUTS-1}) out vec4 fragColor0-{MAX_OUTPUTS-1}."
),
inputs=[
io.String.Input(
"fragment_shader",
default=DEFAULT_FRAGMENT_SHADER,
multiline=True,
tooltip="GLSL fragment shader source code (GLSL ES 3.00 / WebGL 2.0 compatible)",
),
io.DynamicCombo.Input(
"size_mode",
options=[
io.DynamicCombo.Option("from_input", []),
io.DynamicCombo.Option(
"custom",
[
io.Int.Input(
"width",
default=512,
min=1,
max=nodes.MAX_RESOLUTION,
),
io.Int.Input(
"height",
default=512,
min=1,
max=nodes.MAX_RESOLUTION,
),
],
),
],
tooltip="Output size: 'from_input' uses first input image dimensions, 'custom' allows manual size",
),
io.Autogrow.Input("images", template=image_template),
io.Autogrow.Input("floats", template=float_template),
io.Autogrow.Input("ints", template=int_template),
],
outputs=[
io.Image.Output(display_name="IMAGE0"),
io.Image.Output(display_name="IMAGE1"),
io.Image.Output(display_name="IMAGE2"),
io.Image.Output(display_name="IMAGE3"),
],
)
@classmethod
def execute(
cls,
fragment_shader: str,
size_mode: SizeModeInput,
images: io.Autogrow.Type,
floats: io.Autogrow.Type = None,
ints: io.Autogrow.Type = None,
**kwargs,
) -> io.NodeOutput:
image_list = [v for v in images.values() if v is not None]
float_list = (
[v if v is not None else 0.0 for v in floats.values()] if floats else []
)
int_list = [v if v is not None else 0 for v in ints.values()] if ints else []
if not image_list:
raise ValueError("At least one input image is required")
# Determine output dimensions
if size_mode["size_mode"] == "custom":
out_width = size_mode["width"]
out_height = size_mode["height"]
else:
out_height, out_width = image_list[0].shape[1:3]
batch_size = image_list[0].shape[0]
# Prepare batches
image_batches = []
for batch_idx in range(batch_size):
batch_images = [img_tensor[batch_idx].cpu().numpy().astype(np.float32) for img_tensor in image_list]
image_batches.append(batch_images)
all_batch_outputs = _render_shader_batch(
fragment_shader,
out_width,
out_height,
image_batches,
float_list,
int_list,
)
# Collect outputs into tensors
all_outputs = [[] for _ in range(MAX_OUTPUTS)]
for batch_outputs in all_batch_outputs:
for i, out_img in enumerate(batch_outputs):
all_outputs[i].append(torch.from_numpy(out_img))
output_tensors = [torch.stack(all_outputs[i], dim=0) for i in range(MAX_OUTPUTS)]
return io.NodeOutput(
*output_tensors,
ui=cls._build_ui_output(image_list, output_tensors[0]),
)
@classmethod
def _build_ui_output(
cls, image_list: list[torch.Tensor], output_batch: torch.Tensor
) -> dict[str, list]:
"""Build UI output with input and output images for client-side shader execution."""
combined_inputs = torch.cat(image_list, dim=0)
input_images_ui = ui.ImageSaveHelper.save_images(
combined_inputs,
filename_prefix="GLSLShader_input",
folder_type=io.FolderType.temp,
cls=None,
compress_level=1,
)
output_images_ui = ui.ImageSaveHelper.save_images(
output_batch,
filename_prefix="GLSLShader_output",
folder_type=io.FolderType.temp,
cls=None,
compress_level=1,
)
return {"input_images": input_images_ui, "images": output_images_ui}
class GLSLExtension(ComfyExtension):
@override
async def get_node_list(self) -> list[type[io.ComfyNode]]:
return [GLSLShader]
async def comfy_entrypoint() -> GLSLExtension:
return GLSLExtension()

View File

@ -2432,6 +2432,7 @@ async def init_builtin_extra_nodes():
"nodes_wanmove.py",
"nodes_image_compare.py",
"nodes_zimage.py",
"nodes_glsl.py",
"nodes_lora_debug.py"
]

View File

@ -29,3 +29,6 @@ kornia>=0.7.1
spandrel
pydantic~=2.0
pydantic-settings~=2.0
PyOpenGL
PyOpenGL-accelerate
glfw