ComfyUI/comfy_extras/nodes_glsl.py
2026-03-19 08:08:07 -07:00

689 lines
24 KiB
Python

import os
import sys
import re
import ctypes
import logging
from pathlib import Path
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
logger = logging.getLogger(__name__)
def _preload_angle():
egl_path = comfy_angle.get_egl_path()
gles_path = comfy_angle.get_glesv2_path()
if sys.platform == "win32":
angle_dir = os.comfy_angle.get_lib_dir()
os.add_dll_directory(angle_dir)
os.environ["PATH"] = angle_dir + os.pathsep + os.environ.get("PATH", "")
mode = 0 if sys.platform == "win32" else ctypes.RTLD_GLOBAL
ctypes.CDLL(str(egl_path), mode=mode)
ctypes.CDLL(str(gles_path), mode=mode)
# 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")
from OpenGL import EGL
from OpenGL import GLES3 as 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 300 es
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 _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 v is None:
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:
"""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 _detect_pass_count(source: str) -> int:
"""Detect multi-pass rendering from #pragma passes N directive.
Returns the number of passes (1 if not specified).
"""
match = re.search(r'#pragma\s+passes\s+(\d+)', source)
if match:
return max(1, int(match.group(1)))
return 1
class GLContext:
"""Manages an OpenGL ES 3.0 context via EGL/ANGLE (singleton)."""
_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
logger.debug("GLContext.__init__: starting initialization")
import time
start = time.perf_counter()
self._display = None
self._surface = None
self._context = None
self._vao = None
try:
self._display = EGL.eglGetDisplay(EGL.EGL_DEFAULT_DISPLAY)
if not self._display:
raise RuntimeError("eglGetDisplay() returned no display")
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 not EGL.eglBindAPI(EGL.EGL_OPENGL_ES_API):
raise RuntimeError("eglBindAPI(EGL_OPENGL_ES_API) failed")
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")
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")
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")
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
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 - {renderer} ({vendor}), GL {version}")
def make_current(self):
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."""
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.
Supports multi-pass rendering via #pragma passes N directive.
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]
"""
import time
start_time = time.perf_counter()
if not image_batches:
return []
ctx = GLContext()
ctx.make_current()
# Detect how many outputs the shader actually uses
num_outputs = _detect_output_count(fragment_code)
# Detect multi-pass rendering
num_passes = _detect_pass_count(fragment_code)
# Track resources for cleanup
program = None
fbo = None
output_textures = []
input_textures = []
ping_pong_textures = []
ping_pong_fbos = []
num_inputs = len(image_batches[0])
try:
# Compile shaders (once for all batches)
try:
program = _create_program(VERTEX_SHADER, fragment_code)
except RuntimeError:
logger.error(f"Fragment shader:\n{fragment_code}")
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 ping-pong resources for multi-pass rendering
if num_passes > 1:
for _ in range(2):
pp_tex = gl.glGenTextures(1)
ping_pong_textures.append(pp_tex)
gl.glBindTexture(gl.GL_TEXTURE_2D, pp_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.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)
pp_fbo = gl.glGenFramebuffers(1)
ping_pong_fbos.append(pp_fbo)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, pp_fbo)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, pp_tex, 0)
gl.glDrawBuffers(1, [gl.GL_COLOR_ATTACHMENT0])
if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
raise RuntimeError("Ping-pong 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)
# Get u_pass uniform location for multi-pass
pass_loc = gl.glGetUniformLocation(program, "u_pass")
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)
if num_passes == 1:
# Single pass - render directly to output FBO
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
if pass_loc >= 0:
gl.glUniform1i(pass_loc, 0)
gl.glClearColor(0, 0, 0, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
else:
# Multi-pass rendering with ping-pong
for p in range(num_passes):
is_last_pass = (p == num_passes - 1)
# Set pass uniform
if pass_loc >= 0:
gl.glUniform1i(pass_loc, p)
if is_last_pass:
# Last pass renders to the main output FBO
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
else:
# Intermediate passes render to ping-pong FBO
target_fbo = ping_pong_fbos[p % 2]
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, target_fbo)
# Set input texture for this pass
gl.glActiveTexture(gl.GL_TEXTURE0)
if p == 0:
# First pass reads from original input
gl.glBindTexture(gl.GL_TEXTURE_2D, input_textures[0])
else:
# Subsequent passes read from previous pass output
source_tex = ping_pong_textures[(p - 1) % 2]
gl.glBindTexture(gl.GL_TEXTURE_2D, source_tex)
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
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
batch_outputs = []
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)
for _ in range(num_outputs, MAX_OUTPUTS):
batch_outputs.append(black_img)
all_batch_outputs.append(batch_outputs)
elapsed = (time.perf_counter() - start_time) * 1000
num_batches = len(image_batches)
pass_info = f", {num_passes} passes" if num_passes > 1 else ""
logger.info(f"GLSL shader executed in {elapsed:.1f}ms ({num_batches} batch{'es' if num_batches != 1 else ''}, {width}x{height}{pass_info})")
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 ping_pong_textures:
gl.glDeleteTextures(len(ping_pong_textures), ping_pong_textures)
if fbo is not None:
gl.glDeleteFramebuffers(1, [fbo])
if ping_pong_fbos:
gl.glDeleteFramebuffers(len(ping_pong_fbos), ping_pong_fbos)
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=(
"Apply GLSL ES fragment shaders to images. "
"u_resolution (vec2) is always available."
),
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, tooltip=f"Images are available as u_image0-{MAX_IMAGES-1} (sampler2D) in the shader code"),
io.Autogrow.Input("floats", template=float_template, tooltip=f"Floats are available as u_float0-{MAX_UNIFORMS-1} in the shader code"),
io.Autogrow.Input("ints", template=int_template, tooltip=f"Ints are available as u_int0-{MAX_UNIFORMS-1} in the shader code"),
],
outputs=[
io.Image.Output(display_name="IMAGE0", tooltip="Available via layout(location = 0) out vec4 fragColor0 in the shader code"),
io.Image.Output(display_name="IMAGE1", tooltip="Available via layout(location = 1) out vec4 fragColor1 in the shader code"),
io.Image.Output(display_name="IMAGE2", tooltip="Available via layout(location = 2) out vec4 fragColor2 in the shader code"),
io.Image.Output(display_name="IMAGE3", tooltip="Available via layout(location = 3) out vec4 fragColor3 in the shader code"),
],
)
@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."""
input_images_ui = []
for img in image_list:
input_images_ui.extend(ui.ImageSaveHelper.save_images(
img,
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()