mirror of
https://github.com/comfyanonymous/ComfyUI.git
synced 2026-01-26 19:19:53 +00:00
adds support for executing simple glsl shaders
using moderngl package
This commit is contained in:
425
comfy_extras/nodes_glsl.py
Normal file
425
comfy_extras/nodes_glsl.py
Normal file
@@ -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()
|
||||||
1
nodes.py
1
nodes.py
@@ -2430,6 +2430,7 @@ async def init_builtin_extra_nodes():
|
|||||||
"nodes_wanmove.py",
|
"nodes_wanmove.py",
|
||||||
"nodes_image_compare.py",
|
"nodes_image_compare.py",
|
||||||
"nodes_zimage.py",
|
"nodes_zimage.py",
|
||||||
|
"nodes_glsl.py",
|
||||||
]
|
]
|
||||||
|
|
||||||
import_failed = []
|
import_failed = []
|
||||||
|
|||||||
@@ -28,3 +28,4 @@ kornia>=0.7.1
|
|||||||
spandrel
|
spandrel
|
||||||
pydantic~=2.0
|
pydantic~=2.0
|
||||||
pydantic-settings~=2.0
|
pydantic-settings~=2.0
|
||||||
|
moderngl
|
||||||
|
|||||||
Reference in New Issue
Block a user