adds support for executing simple glsl shaders

using moderngl package
This commit is contained in:
pythongosssss
2026-01-23 10:37:52 -08:00
parent 79cdbc81cb
commit 866d863128
3 changed files with 427 additions and 0 deletions

425
comfy_extras/nodes_glsl.py Normal file
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@@ -0,0 +1,425 @@
"""
GLSL Fragment Shader Node for ComfyUI using ModernGL.
Supports headless rendering with automatic software/CPU fallback.
"""
import os
import re
import logging
from contextlib import contextmanager
from typing import TypedDict, Generator
import numpy as np
import torch
import nodes
from comfy_api.latest import ComfyExtension, io, ui
from comfy.cli_args import args
from typing_extensions import override
from utils.install_util import get_missing_requirements_message
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
logger = logging.getLogger(__name__)
try:
import moderngl
except ImportError as e:
raise RuntimeError(f"ModernGL is not available.\n{get_missing_requirements_message()}") from e
# Default NOOP fragment shader that passes through the input image unchanged
DEFAULT_FRAGMENT_SHADER = """#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
in vec2 v_texcoord;
out vec4 fragColor;
void main() {
fragColor = texture(u_image0, v_texcoord);
}
"""
# Simple vertex shader for full-screen quad
VERTEX_SHADER = """#version 330
in vec2 in_position;
in vec2 in_texcoord;
out vec2 v_texcoord;
void main() {
gl_Position = vec4(in_position, 0.0, 1.0);
v_texcoord = in_texcoord;
}
"""
def _convert_es_to_desktop_glsl(source: str) -> str:
"""Convert GLSL ES 3.00 shader to desktop GLSL 3.30 for ModernGL compatibility."""
return re.sub(r'#version\s+300\s+es', '#version 330', source)
def _create_software_gl_context() -> moderngl.Context:
original_env = os.environ.get("LIBGL_ALWAYS_SOFTWARE")
os.environ["LIBGL_ALWAYS_SOFTWARE"] = "1"
try:
ctx = moderngl.create_standalone_context(require=330)
logger.info(f"Created software-rendered OpenGL context: {ctx.info['GL_RENDERER']}")
return ctx
finally:
if original_env is None:
os.environ.pop("LIBGL_ALWAYS_SOFTWARE", None)
else:
os.environ["LIBGL_ALWAYS_SOFTWARE"] = original_env
def _create_gl_context(force_software: bool = False) -> moderngl.Context:
if force_software:
try:
return _create_software_gl_context()
except Exception as e:
raise RuntimeError(
"Failed to create software-rendered OpenGL context.\n"
"Ensure Mesa/llvmpipe is installed for software rendering support."
) from e
# Try hardware rendering first, fall back to software
try:
ctx = moderngl.create_standalone_context(require=330)
logger.info(f"Created OpenGL context: {ctx.info['GL_RENDERER']}")
return ctx
except Exception as hw_error:
logger.warning(f"Hardware OpenGL context creation failed: {hw_error}")
logger.info("Attempting software rendering fallback...")
try:
return _create_software_gl_context()
except Exception as sw_error:
raise RuntimeError(
f"Failed to create OpenGL context.\n"
f"Hardware error: {hw_error}\n\n"
f"Possible solutions:\n"
f"1. Install GPU drivers with OpenGL 3.3+ support\n"
f"2. Install Mesa for software rendering (Linux: apt install libgl1-mesa-dri)\n"
f"3. On headless servers, ensure virtual framebuffer (Xvfb) or EGL is available"
) from sw_error
def _image_to_texture(ctx: moderngl.Context, image: np.ndarray) -> moderngl.Texture:
height, width = image.shape[:2]
channels = image.shape[2] if len(image.shape) > 2 else 1
components = min(channels, 4)
image_uint8 = (np.clip(image, 0, 1) * 255).astype(np.uint8)
# Flip vertically for OpenGL coordinate system (origin at bottom-left)
image_uint8 = np.ascontiguousarray(np.flipud(image_uint8))
texture = ctx.texture((width, height), components, image_uint8.tobytes())
texture.filter = (moderngl.LINEAR, moderngl.LINEAR)
texture.repeat_x = False
texture.repeat_y = False
return texture
def _texture_to_image(fbo: moderngl.Framebuffer, channels: int = 4) -> np.ndarray:
width, height = fbo.size
data = fbo.read(components=channels)
image = np.frombuffer(data, dtype=np.uint8).reshape((height, width, channels))
image = np.ascontiguousarray(np.flipud(image))
return image.astype(np.float32) / 255.0
def _compile_shader(ctx: moderngl.Context, fragment_source: str) -> moderngl.Program:
# Convert user's GLSL ES 3.00 fragment shader to desktop GLSL 3.30 for ModernGL
fragment_source = _convert_es_to_desktop_glsl(fragment_source)
try:
program = ctx.program(
vertex_shader=VERTEX_SHADER,
fragment_shader=fragment_source,
)
return program
except Exception as e:
raise RuntimeError(
"Fragment shader compilation failed.\n\n"
"Make sure your shader:\n"
"1. Uses #version 300 es (WebGL 2.0 compatible)\n"
"2. Has valid GLSL ES 3.00 syntax\n"
"3. Includes 'precision highp float;' after version\n"
"4. Uses 'out vec4 fragColor' instead of gl_FragColor\n"
"5. Declares uniforms correctly (e.g., uniform sampler2D u_image0;)"
) from e
def _render_shader(
ctx: moderngl.Context,
program: moderngl.Program,
width: int,
height: int,
textures: list[moderngl.Texture],
uniforms: dict[str, int | float],
) -> np.ndarray:
# Create output texture and framebuffer
output_texture = ctx.texture((width, height), 4)
output_texture.filter = (moderngl.LINEAR, moderngl.LINEAR)
fbo = ctx.framebuffer(color_attachments=[output_texture])
# Full-screen quad vertices (position + texcoord)
vertices = np.array([
# Position (x, y), Texcoord (u, v)
-1.0, -1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0,
], dtype='f4')
vbo = ctx.buffer(vertices.tobytes())
vao = ctx.vertex_array(
program,
[(vbo, '2f 2f', 'in_position', 'in_texcoord')],
)
try:
# Bind textures
for i, texture in enumerate(textures):
texture.use(i)
uniform_name = f'u_image{i}'
if uniform_name in program:
program[uniform_name].value = i
# Set uniforms
if 'u_resolution' in program:
program['u_resolution'].value = (float(width), float(height))
for name, value in uniforms.items():
if name in program:
program[name].value = value
# Render
fbo.use()
fbo.clear(0.0, 0.0, 0.0, 1.0)
vao.render(moderngl.TRIANGLE_STRIP)
# Read result
return _texture_to_image(fbo, channels=4)
finally:
vao.release()
vbo.release()
output_texture.release()
fbo.release()
def _prepare_textures(
ctx: moderngl.Context,
image_list: list[torch.Tensor],
batch_idx: int,
) -> list[moderngl.Texture]:
textures = []
for img_tensor in image_list[:MAX_IMAGES]:
img_idx = min(batch_idx, img_tensor.shape[0] - 1)
img_np = img_tensor[img_idx].cpu().numpy()
textures.append(_image_to_texture(ctx, img_np))
return textures
def _prepare_uniforms(int_list: list[int], float_list: list[float]) -> dict[str, int | float]:
uniforms: dict[str, int | float] = {}
for i, val in enumerate(int_list[:MAX_UNIFORMS]):
uniforms[f'u_int{i}'] = int(val)
for i, val in enumerate(float_list[:MAX_UNIFORMS]):
uniforms[f'u_float{i}'] = float(val)
return uniforms
def _release_textures(textures: list[moderngl.Texture]) -> None:
for texture in textures:
texture.release()
@contextmanager
def _gl_context(force_software: bool = False) -> Generator[moderngl.Context, None, None]:
ctx = _create_gl_context(force_software)
try:
yield ctx
finally:
ctx.release()
@contextmanager
def _shader_program(ctx: moderngl.Context, fragment_source: str) -> Generator[moderngl.Program, None, None]:
program = _compile_shader(ctx, fragment_source)
try:
yield program
finally:
program.release()
@contextmanager
def _textures_context(
ctx: moderngl.Context,
image_list: list[torch.Tensor],
batch_idx: int,
) -> Generator[list[moderngl.Texture], None, None]:
textures = _prepare_textures(ctx, image_list, batch_idx)
try:
yield textures
finally:
_release_textures(textures)
class GLSLShader(io.ComfyNode):
@classmethod
def define_schema(cls) -> io.Schema:
# Create autogrow templates
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"Uniforms: u_image0-{MAX_IMAGES-1} (sampler2D), u_resolution (vec2), "
f"u_float0-{MAX_UNIFORMS-1}, u_int0-{MAX_UNIFORMS-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",
[], # No extra inputs - uses first input image dimensions
),
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="IMAGE"),
],
)
@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, out_height = size_mode["width"], size_mode["height"]
else:
out_height, out_width = image_list[0].shape[1], image_list[0].shape[2]
batch_size = image_list[0].shape[0]
uniforms = _prepare_uniforms(int_list, float_list)
with _gl_context(force_software=args.cpu) as ctx:
with _shader_program(ctx, fragment_shader) as program:
output_images = []
for b in range(batch_size):
with _textures_context(ctx, image_list, b) as textures:
result = _render_shader(ctx, program, out_width, out_height, textures, uniforms)
output_images.append(torch.from_numpy(result))
output_batch = torch.stack(output_images, dim=0)
if output_batch.shape[-1] == 4:
output_batch = output_batch[:, :, :, :3]
return io.NodeOutput(output_batch, ui=cls._build_ui_output(image_list, output_batch))
@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()

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@@ -2430,6 +2430,7 @@ async def init_builtin_extra_nodes():
"nodes_wanmove.py",
"nodes_image_compare.py",
"nodes_zimage.py",
"nodes_glsl.py",
]
import_failed = []

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@@ -28,3 +28,4 @@ kornia>=0.7.1
spandrel
pydantic~=2.0
pydantic-settings~=2.0
moderngl