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5 Commits

Author SHA1 Message Date
pythongosssss
c821d8ee2a add library override for windows, forcing EGL/GLESv2 -> libEGL/libGELSv2 2026-03-23 06:50:29 -07:00
pythongosssss
27b6f8a927 fix 2026-03-23 04:48:27 -07:00
pythongosssss
9ad848bd59 unused 2026-03-19 08:08:21 -07:00
pythongosssss
efe6439ad0 update to use comfy_angle lib 2026-03-19 08:08:07 -07:00
pythongosssss
8d76bb94fd angle 2026-03-17 02:51:47 -07:00
2 changed files with 161 additions and 347 deletions

View File

@@ -1,85 +1,67 @@
import os
import sys
import re
import ctypes
import logging
import ctypes.util
import importlib.util
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
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 = []
def _preload_angle():
egl_path = comfy_angle.get_egl_path()
gles_path = comfy_angle.get_glesv2_path()
# 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")
if sys.platform == "win32":
angle_dir = comfy_angle.get_lib_dir()
os.add_dll_directory(angle_dir)
os.environ["PATH"] = angle_dir + os.pathsep + os.environ.get("PATH", "")
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")
mode = 0 if sys.platform == "win32" else ctypes.RTLD_GLOBAL
ctypes.CDLL(str(egl_path), mode=mode)
ctypes.CDLL(str(gles_path), mode=mode)
# Run early check at import time
logger.debug("nodes_glsl: running _check_opengl_availability at import time")
_check_opengl_availability()
# 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")
# OpenGL modules - initialized lazily when context is created
gl = None
glfw = None
EGL = None
import OpenGL
OpenGL.USE_ACCELERATE = False
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
def _patch_find_library():
"""On Windows, PyOpenGL's EGL platform looks for 'EGL' and 'GLESv2' by
name via ctypes.util.find_library, but ANGLE ships as 'libEGL' and
'libGLESv2'. Patch find_library to return the full ANGLE paths so
PyOpenGL loads the same DLLs we pre-loaded (same handle, no duplicates)."""
if sys.platform != "win32":
return
import ctypes.util
_orig = ctypes.util.find_library
def _patched(name):
if name == 'EGL':
return comfy_angle.get_egl_path()
if name == 'GLESv2':
return comfy_angle.get_glesv2_path()
return _orig(name)
ctypes.util.find_library = _patched
_patch_find_library()
from OpenGL import EGL
from OpenGL import GLES3 as gl
class SizeModeInput(TypedDict):
size_mode: str
width: int
@@ -100,7 +82,7 @@ MAX_OUTPUTS = 4 # fragColor0-3 (MRT)
# (-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
VERTEX_SHADER = """#version 300 es
out vec2 v_texCoord;
void main() {
vec2 verts[3] = vec2[](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
@@ -124,14 +106,21 @@ void main() {
"""
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 _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 not v:
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:
@@ -157,163 +146,8 @@ def _detect_pass_count(source: str) -> int:
return 1
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).
"""
"""Manages an OpenGL ES 3.0 context via EGL/ANGLE (singleton)."""
_instance = None
_initialized = False
@@ -325,131 +159,111 @@ class GLContext:
def __init__(self):
if GLContext._initialized:
logger.debug("GLContext.__init__: already initialized, skipping")
return
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
self._display = None
self._surface = None
self._context = None
self._vao = 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))
self._display = EGL.eglGetDisplay(EGL.EGL_DEFAULT_DISPLAY)
if not self._display:
raise RuntimeError("eglGetDisplay() returned no display")
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))
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 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 not EGL.eglBindAPI(EGL.EGL_OPENGL_ES_API):
raise RuntimeError("eglBindAPI(EGL_OPENGL_ES_API) failed")
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"
)
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")
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}"
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")
# Now import OpenGL.GL (after context is current)
logger.debug("GLContext.__init__: importing OpenGL.GL")
_import_opengl()
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")
# Create VAO (required for core profile, but OSMesa may use compat profile)
logger.debug("GLContext.__init__: creating VAO")
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
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
# 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"
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 ({self._backend}) - {renderer} ({vendor}), GL {version}")
logger.info(f"GLSL context initialized in {elapsed:.1f}ms - {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)
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."""
@@ -457,8 +271,10 @@ def _compile_shader(source: str, shader_type: int) -> int:
gl.glShaderSource(shader, source)
gl.glCompileShader(shader)
if gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS) != gl.GL_TRUE:
error = gl.glGetShaderInfoLog(shader).decode()
if not gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS):
error = gl.glGetShaderInfoLog(shader)
if isinstance(error, bytes):
error = error.decode(errors="replace")
gl.glDeleteShader(shader)
raise RuntimeError(f"Shader compilation failed:\n{error}")
@@ -482,8 +298,10 @@ def _create_program(vertex_source: str, fragment_source: str) -> int:
gl.glDeleteShader(vertex_shader)
gl.glDeleteShader(fragment_shader)
if gl.glGetProgramiv(program, gl.GL_LINK_STATUS) != gl.GL_TRUE:
error = gl.glGetProgramInfoLog(program).decode()
if not gl.glGetProgramiv(program, gl.GL_LINK_STATUS):
error = gl.glGetProgramInfoLog(program)
if isinstance(error, bytes):
error = error.decode(errors="replace")
gl.glDeleteProgram(program)
raise RuntimeError(f"Program linking failed:\n{error}")
@@ -524,9 +342,6 @@ def _render_shader_batch(
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)
@@ -546,9 +361,9 @@ def _render_shader_batch(
try:
# Compile shaders (once for all batches)
try:
program = _create_program(VERTEX_SHADER, fragment_source)
program = _create_program(VERTEX_SHADER, fragment_code)
except RuntimeError:
logger.error(f"Fragment shader:\n{fragment_source}")
logger.error(f"Fragment shader:\n{fragment_code}")
raise
gl.glUseProgram(program)
@@ -689,13 +504,13 @@ def _render_shader_batch(
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
# Read back outputs for this batch
# (glGetTexImage is synchronous, implicitly waits for rendering)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
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(img[::-1, :, :].copy())
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)
@@ -716,16 +531,16 @@ def _render_shader_batch(
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glUseProgram(0)
for tex in input_textures:
gl.glDeleteTextures(int(tex))
for tex in output_textures:
gl.glDeleteTextures(int(tex))
for tex in ping_pong_textures:
gl.glDeleteTextures(int(tex))
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])
for pp_fbo in ping_pong_fbos:
gl.glDeleteFramebuffers(1, [pp_fbo])
if ping_pong_fbos:
gl.glDeleteFramebuffers(len(ping_pong_fbos), ping_pong_fbos)
if program is not None:
gl.glDeleteProgram(program)

View File

@@ -33,5 +33,4 @@ kornia>=0.7.1
spandrel
pydantic~=2.0
pydantic-settings~=2.0
PyOpenGL
glfw
PyOpenGL>=3.1.8