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13 Commits

Author SHA1 Message Date
Haoming 18b6ac7f53
Merge 9cf5a29d63 into 443074eee9 2026-04-24 14:32:24 +07:00
Matt Miller 443074eee9
Add OpenAPI 3.1 specification for ComfyUI API (#13397)
* Add OpenAPI 3.1 specification for ComfyUI API

Adds a comprehensive OpenAPI 3.1 spec documenting all HTTP endpoints
exposed by ComfyUI's server, including prompt execution, queue management,
file uploads, userdata, settings, system stats, object info, assets,
and internal routes.

The spec was validated against the source code with adversarial review
from multiple models, and passes Spectral linting with zero errors.

Also removes openapi.yaml from .gitignore so the spec is tracked.

* Mark /api/history endpoints as deprecated

Address Jacob's review feedback on PR #13397 by explicitly marking the
three /api/history operations as deprecated in the OpenAPI spec:

  * GET  /api/history              -> superseded by GET /api/jobs
  * POST /api/history              -> superseded by /api/jobs management
  * GET  /api/history/{prompt_id}  -> superseded by GET /api/jobs/{job_id}

Each operation gains deprecated: true plus a description that names the
replacement. A formal sunset timeline (RFC 8594 Deprecation and RFC 8553
Sunset headers, minimum-runway policy) is being defined separately and
will be applied as a follow-up.

* Address Spectral lint findings in openapi.yaml

- Add operation descriptions to 52 endpoints (prompt, queue, upload,
  view, models, userdata, settings, assets, internal, etc.)
- Add schema descriptions to 22 component schemas
- Add parameter descriptions to 8 path parameters that were missing them
- Remove 6 unused component schemas: TaskOutput, EmbeddingsResponse,
  ExtensionsResponse, LogRawResponse, UserInfo, UserDataFullInfo

No wire/shape changes. Reduces Spectral findings from 92 to 4. The
remaining 4 are real issues (WebSocket 101 on /ws, loose error schema,
and two snake_case warnings on real wire field names) and are worth
addressing separately.

* fix(openapi): address jtreminio oneOf review on /api/userdata

Restructure the UserData response schemas to address the review feedback
on the `oneOf` without a discriminator, and fix two accuracy bugs found
while doing it.

Changes
- GET /api/userdata response: extract the inline `oneOf` to a named
  schema (`ListUserdataResponse`) and add the missing third variant
  returned when `split=true` and `full_info=false` (array of
  `[relative_path, ...path_components]`). Previously only two of the
  three actual server response shapes were described.
- UserDataResponse (POST endpoints): correct the description — this
  schema is a single item, not a list — and point at the canonical
  `GetUserDataResponseFullFile` schema instead of the duplicate
  `UserDataResponseFull`. Also removes the malformed blank line in
  `UserDataResponseShort`.
- Delete the now-unused `UserDataResponseFull` and
  `UserDataResponseShort` schemas (replaced by reuse of
  `GetUserDataResponseFullFile` and an inline string variant).
- Add an `x-variant-selector` vendor extension to both `oneOf` sites
  documenting which query-parameter combination selects which branch,
  since a true OpenAPI `discriminator` is not applicable (the variants
  are type-disjoint and the selector lives in the request, not the
  response body).

This keeps the shapes the server actually emits (no wire-breaking
change) while making the selection rule explicit for SDK generators
and readers.

---------

Co-authored-by: guill <jacob.e.segal@gmail.com>
2026-04-23 21:00:25 -07:00
Terry Jia 2e0503780d
range type (#13322)
Co-authored-by: guill <jacob.e.segal@gmail.com>
2026-04-23 20:51:34 -07:00
Terry Jia 00d2f4047d
fix: use textureSize instead of u_resolution for texel size in blur/sharpen shaders (#13347)
* fix: use textureSize instead of u_resolution for texel size in blur/sharpen shaders

* fix: remove unused u_resolution uniform and fix Glow shader texelSize

---------

Co-authored-by: guill <jacob.e.segal@gmail.com>
2026-04-23 20:42:22 -07:00
comfyanonymous c5d9edacd0
Print more tensor values in the preview any node. (#13544) 2026-04-23 22:19:00 -04:00
Daxiong (Lin) 47ccecaee0
chore: update workflow templates to v0.9.62 (#13539) 2026-04-23 16:56:13 -07:00
rattus 2327fa1c90
execution: Add anti-cycle validation (#13169)
Currently if the graph contains a cycle, the just inifitiate recursions,
hits a catch all then throws a generic error against the output node
that seeded the validation. Instead, fail the offending cycling mode
chain and handlng it as an error in its own right.

Co-authored-by: guill <jacob.e.segal@gmail.com>
2026-04-23 15:20:24 -07:00
Jukka Seppänen 084e08c6e2
Disable sageattention for SAM3 (#13529)
Causes Nans
2026-04-23 11:14:42 -07:00
rattus ef8f3cbcdc
comfy-aimdo 0.2.14: Hotfix async allocator estimations (#13534)
This was doing an over-estimate of VRAM used by the async allocator when lots
of little small tensors were in play.

Also change the versioning scheme to == so we can roll forward aimdo without
worrying about stable regressions downstream in comfyUI core.
2026-04-23 11:14:13 -07:00
Jukka Seppänen 6fbb6b6f49
Fix LTXV Reference Audio node (#13531) 2026-04-23 11:13:17 -07:00
Haoming 9cf5a29d63 handling 2026-04-18 22:06:11 +08:00
Haoming 2781473763 desc 2026-04-18 21:49:32 +08:00
Haoming dfffe581cd init 2026-04-18 21:41:31 +08:00
23 changed files with 3517 additions and 28 deletions

1
.gitignore vendored
View File

@ -21,6 +21,5 @@ venv*/
*.log
web_custom_versions/
.DS_Store
openapi.yaml
filtered-openapi.yaml
uv.lock

View File

@ -2,7 +2,6 @@
precision mediump float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform int u_int0; // Blend mode
uniform int u_int1; // Color tint
uniform float u_float0; // Intensity
@ -75,7 +74,7 @@ void main() {
float t0 = threshold - 0.15;
float t1 = threshold + 0.15;
vec2 texelSize = 1.0 / u_resolution;
vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));
float radius2 = radius * radius;
float sampleScale = clamp(radius * 0.75, 0.35, 1.0);

View File

@ -12,7 +12,6 @@ const int RADIAL_SAMPLES = 12;
const float RADIAL_STRENGTH = 0.0003;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)
uniform float u_float0; // Blur radius/amount
uniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)
@ -25,7 +24,7 @@ float gaussian(float x, float sigma) {
}
void main() {
vec2 texelSize = 1.0 / u_resolution;
vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));
float radius = max(u_float0, 0.0);
// Radial (angular) blur - single pass, doesn't use separable

View File

@ -2,14 +2,13 @@
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform float u_float0; // strength [0.0 2.0] typical: 0.31.0
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
void main() {
vec2 texel = 1.0 / u_resolution;
vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));
// Sample center and neighbors
vec4 center = texture(u_image0, v_texCoord);

View File

@ -2,7 +2,6 @@
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5
uniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels
uniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen
@ -19,7 +18,7 @@ float getLuminance(vec3 color) {
}
void main() {
vec2 texel = 1.0 / u_resolution;
vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));
float radius = max(u_float1, 0.5);
float amount = u_float0;
float threshold = u_float2;

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@ -268,7 +268,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform int u_int0; // Blend mode\nuniform int u_int1; // Color tint\nuniform float u_float0; // Intensity\nuniform float u_float1; // Radius\nuniform float u_float2; // Threshold\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int BLEND_ADD = 0;\nconst int BLEND_SCREEN = 1;\nconst int BLEND_SOFT = 2;\nconst int BLEND_OVERLAY = 3;\nconst int BLEND_LIGHTEN = 4;\n\nconst float GOLDEN_ANGLE = 2.39996323;\nconst int MAX_SAMPLES = 48;\nconst vec3 LUMA = vec3(0.299, 0.587, 0.114);\n\nfloat hash(vec2 p) {\n p = fract(p * vec2(123.34, 456.21));\n p += dot(p, p + 45.32);\n return fract(p.x * p.y);\n}\n\nvec3 hexToRgb(int h) {\n return vec3(\n float((h >> 16) & 255),\n float((h >> 8) & 255),\n float(h & 255)\n ) * (1.0 / 255.0);\n}\n\nvec3 blend(vec3 base, vec3 glow, int mode) {\n if (mode == BLEND_SCREEN) {\n return 1.0 - (1.0 - base) * (1.0 - glow);\n }\n if (mode == BLEND_SOFT) {\n return mix(\n base - (1.0 - 2.0 * glow) * base * (1.0 - base),\n base + (2.0 * glow - 1.0) * (sqrt(base) - base),\n step(0.5, glow)\n );\n }\n if (mode == BLEND_OVERLAY) {\n return mix(\n 2.0 * base * glow,\n 1.0 - 2.0 * (1.0 - base) * (1.0 - glow),\n step(0.5, base)\n );\n }\n if (mode == BLEND_LIGHTEN) {\n return max(base, glow);\n }\n return base + glow;\n}\n\nvoid main() {\n vec4 original = texture(u_image0, v_texCoord);\n \n float intensity = u_float0 * 0.05;\n float radius = u_float1 * u_float1 * 0.012;\n \n if (intensity < 0.001 || radius < 0.1) {\n fragColor = original;\n return;\n }\n \n float threshold = 1.0 - u_float2 * 0.01;\n float t0 = threshold - 0.15;\n float t1 = threshold + 0.15;\n \n vec2 texelSize = 1.0 / u_resolution;\n float radius2 = radius * radius;\n \n float sampleScale = clamp(radius * 0.75, 0.35, 1.0);\n int samples = int(float(MAX_SAMPLES) * sampleScale);\n \n float noise = hash(gl_FragCoord.xy);\n float angleOffset = noise * GOLDEN_ANGLE;\n float radiusJitter = 0.85 + noise * 0.3;\n \n float ca = cos(GOLDEN_ANGLE);\n float sa = sin(GOLDEN_ANGLE);\n vec2 dir = vec2(cos(angleOffset), sin(angleOffset));\n \n vec3 glow = vec3(0.0);\n float totalWeight = 0.0;\n \n // Center tap\n float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));\n glow += original.rgb * centerMask * 2.0;\n totalWeight += 2.0;\n \n for (int i = 1; i < MAX_SAMPLES; i++) {\n if (i >= samples) break;\n \n float fi = float(i);\n float dist = sqrt(fi / float(samples)) * radius * radiusJitter;\n \n vec2 offset = dir * dist * texelSize;\n vec3 c = texture(u_image0, v_texCoord + offset).rgb;\n float mask = smoothstep(t0, t1, dot(c, LUMA));\n \n float w = 1.0 - (dist * dist) / (radius2 * 1.5);\n w = max(w, 0.0);\n w *= w;\n \n glow += c * mask * w;\n totalWeight += w;\n \n dir = vec2(\n dir.x * ca - dir.y * sa,\n dir.x * sa + dir.y * ca\n );\n }\n \n glow *= intensity / max(totalWeight, 0.001);\n \n if (u_int1 > 0) {\n glow *= hexToRgb(u_int1);\n }\n \n vec3 result = blend(original.rgb, glow, u_int0);\n result += (noise - 0.5) * (1.0 / 255.0);\n \n fragColor = vec4(clamp(result, 0.0, 1.0), original.a);\n}",
"#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_image0;\nuniform int u_int0; // Blend mode\nuniform int u_int1; // Color tint\nuniform float u_float0; // Intensity\nuniform float u_float1; // Radius\nuniform float u_float2; // Threshold\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int BLEND_ADD = 0;\nconst int BLEND_SCREEN = 1;\nconst int BLEND_SOFT = 2;\nconst int BLEND_OVERLAY = 3;\nconst int BLEND_LIGHTEN = 4;\n\nconst float GOLDEN_ANGLE = 2.39996323;\nconst int MAX_SAMPLES = 48;\nconst vec3 LUMA = vec3(0.299, 0.587, 0.114);\n\nfloat hash(vec2 p) {\n p = fract(p * vec2(123.34, 456.21));\n p += dot(p, p + 45.32);\n return fract(p.x * p.y);\n}\n\nvec3 hexToRgb(int h) {\n return vec3(\n float((h >> 16) & 255),\n float((h >> 8) & 255),\n float(h & 255)\n ) * (1.0 / 255.0);\n}\n\nvec3 blend(vec3 base, vec3 glow, int mode) {\n if (mode == BLEND_SCREEN) {\n return 1.0 - (1.0 - base) * (1.0 - glow);\n }\n if (mode == BLEND_SOFT) {\n return mix(\n base - (1.0 - 2.0 * glow) * base * (1.0 - base),\n base + (2.0 * glow - 1.0) * (sqrt(base) - base),\n step(0.5, glow)\n );\n }\n if (mode == BLEND_OVERLAY) {\n return mix(\n 2.0 * base * glow,\n 1.0 - 2.0 * (1.0 - base) * (1.0 - glow),\n step(0.5, base)\n );\n }\n if (mode == BLEND_LIGHTEN) {\n return max(base, glow);\n }\n return base + glow;\n}\n\nvoid main() {\n vec4 original = texture(u_image0, v_texCoord);\n \n float intensity = u_float0 * 0.05;\n float radius = u_float1 * u_float1 * 0.012;\n \n if (intensity < 0.001 || radius < 0.1) {\n fragColor = original;\n return;\n }\n \n float threshold = 1.0 - u_float2 * 0.01;\n float t0 = threshold - 0.15;\n float t1 = threshold + 0.15;\n \n vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));\n float radius2 = radius * radius;\n \n float sampleScale = clamp(radius * 0.75, 0.35, 1.0);\n int samples = int(float(MAX_SAMPLES) * sampleScale);\n \n float noise = hash(gl_FragCoord.xy);\n float angleOffset = noise * GOLDEN_ANGLE;\n float radiusJitter = 0.85 + noise * 0.3;\n \n float ca = cos(GOLDEN_ANGLE);\n float sa = sin(GOLDEN_ANGLE);\n vec2 dir = vec2(cos(angleOffset), sin(angleOffset));\n \n vec3 glow = vec3(0.0);\n float totalWeight = 0.0;\n \n // Center tap\n float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));\n glow += original.rgb * centerMask * 2.0;\n totalWeight += 2.0;\n \n for (int i = 1; i < MAX_SAMPLES; i++) {\n if (i >= samples) break;\n \n float fi = float(i);\n float dist = sqrt(fi / float(samples)) * radius * radiusJitter;\n \n vec2 offset = dir * dist * texelSize;\n vec3 c = texture(u_image0, v_texCoord + offset).rgb;\n float mask = smoothstep(t0, t1, dot(c, LUMA));\n \n float w = 1.0 - (dist * dist) / (radius2 * 1.5);\n w = max(w, 0.0);\n w *= w;\n \n glow += c * mask * w;\n totalWeight += w;\n \n dir = vec2(\n dir.x * ca - dir.y * sa,\n dir.x * sa + dir.y * ca\n );\n }\n \n glow *= intensity / max(totalWeight, 0.001);\n \n if (u_int1 > 0) {\n glow *= hexToRgb(u_int1);\n }\n \n vec3 result = blend(original.rgb, glow, u_int0);\n result += (noise - 0.5) * (1.0 / 255.0);\n \n fragColor = vec4(clamp(result, 0.0, 1.0), original.a);\n}",
"from_input"
]
},

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@ -331,7 +331,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\n#pragma passes 2\nprecision highp float;\n\n// Blur type constants\nconst int BLUR_GAUSSIAN = 0;\nconst int BLUR_BOX = 1;\nconst int BLUR_RADIAL = 2;\n\n// Radial blur config\nconst int RADIAL_SAMPLES = 12;\nconst float RADIAL_STRENGTH = 0.0003;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)\nuniform float u_float0; // Blur radius/amount\nuniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nvoid main() {\n vec2 texelSize = 1.0 / u_resolution;\n float radius = max(u_float0, 0.0);\n\n // Radial (angular) blur - single pass, doesn't use separable\n if (u_int0 == BLUR_RADIAL) {\n // Only execute on first pass\n if (u_pass > 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec2 center = vec2(0.5);\n vec2 dir = v_texCoord - center;\n float dist = length(dir);\n\n if (dist < 1e-4) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec4 sum = vec4(0.0);\n float totalWeight = 0.0;\n float angleStep = radius * RADIAL_STRENGTH;\n\n dir /= dist;\n\n float cosStep = cos(angleStep);\n float sinStep = sin(angleStep);\n\n float negAngle = -float(RADIAL_SAMPLES) * angleStep;\n vec2 rotDir = vec2(\n dir.x * cos(negAngle) - dir.y * sin(negAngle),\n dir.x * sin(negAngle) + dir.y * cos(negAngle)\n );\n\n for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {\n vec2 uv = center + rotDir * dist;\n float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);\n sum += texture(u_image0, uv) * w;\n totalWeight += w;\n\n rotDir = vec2(\n rotDir.x * cosStep - rotDir.y * sinStep,\n rotDir.x * sinStep + rotDir.y * cosStep\n );\n }\n\n fragColor0 = sum / max(totalWeight, 0.001);\n return;\n }\n\n // Separable Gaussian / Box blur\n int samples = int(ceil(radius));\n\n if (samples == 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n // Direction: pass 0 = horizontal, pass 1 = vertical\n vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n vec4 color = vec4(0.0);\n float totalWeight = 0.0;\n float sigma = radius / 2.0;\n\n for (int i = -samples; i <= samples; i++) {\n vec2 offset = dir * float(i) * texelSize;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float weight;\n if (u_int0 == BLUR_GAUSSIAN) {\n weight = gaussian(float(i), sigma);\n } else {\n // BLUR_BOX\n weight = 1.0;\n }\n\n color += sample_color * weight;\n totalWeight += weight;\n }\n\n fragColor0 = color / totalWeight;\n}\n",
"#version 300 es\n#pragma passes 2\nprecision highp float;\n\n// Blur type constants\nconst int BLUR_GAUSSIAN = 0;\nconst int BLUR_BOX = 1;\nconst int BLUR_RADIAL = 2;\n\n// Radial blur config\nconst int RADIAL_SAMPLES = 12;\nconst float RADIAL_STRENGTH = 0.0003;\n\nuniform sampler2D u_image0;\nuniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)\nuniform float u_float0; // Blur radius/amount\nuniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nvoid main() {\n vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));\n float radius = max(u_float0, 0.0);\n\n // Radial (angular) blur - single pass, doesn't use separable\n if (u_int0 == BLUR_RADIAL) {\n // Only execute on first pass\n if (u_pass > 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec2 center = vec2(0.5);\n vec2 dir = v_texCoord - center;\n float dist = length(dir);\n\n if (dist < 1e-4) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec4 sum = vec4(0.0);\n float totalWeight = 0.0;\n float angleStep = radius * RADIAL_STRENGTH;\n\n dir /= dist;\n\n float cosStep = cos(angleStep);\n float sinStep = sin(angleStep);\n\n float negAngle = -float(RADIAL_SAMPLES) * angleStep;\n vec2 rotDir = vec2(\n dir.x * cos(negAngle) - dir.y * sin(negAngle),\n dir.x * sin(negAngle) + dir.y * cos(negAngle)\n );\n\n for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {\n vec2 uv = center + rotDir * dist;\n float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);\n sum += texture(u_image0, uv) * w;\n totalWeight += w;\n\n rotDir = vec2(\n rotDir.x * cosStep - rotDir.y * sinStep,\n rotDir.x * sinStep + rotDir.y * cosStep\n );\n }\n\n fragColor0 = sum / max(totalWeight, 0.001);\n return;\n }\n\n // Separable Gaussian / Box blur\n int samples = int(ceil(radius));\n\n if (samples == 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n // Direction: pass 0 = horizontal, pass 1 = vertical\n vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n vec4 color = vec4(0.0);\n float totalWeight = 0.0;\n float sigma = radius / 2.0;\n\n for (int i = -samples; i <= samples; i++) {\n vec2 offset = dir * float(i) * texelSize;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float weight;\n if (u_int0 == BLUR_GAUSSIAN) {\n weight = gaussian(float(i), sigma);\n } else {\n // BLUR_BOX\n weight = 1.0;\n }\n\n color += sample_color * weight;\n totalWeight += weight;\n }\n\n fragColor0 = color / totalWeight;\n}\n",
"from_input"
]
}

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@ -267,7 +267,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform float u_float0; // strength [0.0 2.0] typical: 0.31.0\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nvoid main() {\n vec2 texel = 1.0 / u_resolution;\n \n // Sample center and neighbors\n vec4 center = texture(u_image0, v_texCoord);\n vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));\n vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));\n vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));\n vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));\n \n // Edge enhancement (Laplacian)\n vec4 edges = center * 4.0 - top - bottom - left - right;\n \n // Add edges back scaled by strength\n vec4 sharpened = center + edges * u_float0;\n \n fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);\n}",
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // strength [0.0 2.0] typical: 0.31.0\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nvoid main() {\n vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));\n \n // Sample center and neighbors\n vec4 center = texture(u_image0, v_texCoord);\n vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));\n vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));\n vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));\n vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));\n \n // Edge enhancement (Laplacian)\n vec4 edges = center * 4.0 - top - bottom - left - right;\n \n // Add edges back scaled by strength\n vec4 sharpened = center + edges * u_float0;\n \n fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);\n}",
"from_input"
]
}

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@ -383,7 +383,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5\nuniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels\nuniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nfloat getLuminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec2 texel = 1.0 / u_resolution;\n float radius = max(u_float1, 0.5);\n float amount = u_float0;\n float threshold = u_float2;\n\n vec4 original = texture(u_image0, v_texCoord);\n\n // Gaussian blur for the \"unsharp\" mask\n int samples = int(ceil(radius));\n float sigma = radius / 2.0;\n\n vec4 blurred = vec4(0.0);\n float totalWeight = 0.0;\n\n for (int x = -samples; x <= samples; x++) {\n for (int y = -samples; y <= samples; y++) {\n vec2 offset = vec2(float(x), float(y)) * texel;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float dist = length(vec2(float(x), float(y)));\n float weight = gaussian(dist, sigma);\n blurred += sample_color * weight;\n totalWeight += weight;\n }\n }\n blurred /= totalWeight;\n\n // Unsharp mask = original - blurred\n vec3 mask = original.rgb - blurred.rgb;\n\n // Luminance-based threshold with smooth falloff\n float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));\n float thresholdScale = smoothstep(0.0, threshold, lumaDelta);\n mask *= thresholdScale;\n\n // Sharpen: original + mask * amount\n vec3 sharpened = original.rgb + mask * amount;\n\n fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);\n}\n",
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5\nuniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels\nuniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nfloat getLuminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));\n float radius = max(u_float1, 0.5);\n float amount = u_float0;\n float threshold = u_float2;\n\n vec4 original = texture(u_image0, v_texCoord);\n\n // Gaussian blur for the \"unsharp\" mask\n int samples = int(ceil(radius));\n float sigma = radius / 2.0;\n\n vec4 blurred = vec4(0.0);\n float totalWeight = 0.0;\n\n for (int x = -samples; x <= samples; x++) {\n for (int y = -samples; y <= samples; y++) {\n vec2 offset = vec2(float(x), float(y)) * texel;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float dist = length(vec2(float(x), float(y)));\n float weight = gaussian(dist, sigma);\n blurred += sample_color * weight;\n totalWeight += weight;\n }\n }\n blurred /= totalWeight;\n\n // Unsharp mask = original - blurred\n vec3 mask = original.rgb - blurred.rgb;\n\n // Luminance-based threshold with smooth falloff\n float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));\n float thresholdScale = smoothstep(0.0, threshold, lumaDelta);\n mask *= thresholdScale;\n\n // Sharpen: original + mask * amount\n vec3 sharpened = original.rgb + mask * amount;\n\n fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);\n}\n",
"from_input"
]
}

View File

@ -54,7 +54,7 @@ class SplitMHA(nn.Module):
if mask is not None and mask.ndim == 2:
mask = mask[:, None, None, :] # [B, T] -> [B, 1, 1, T] for SDPA broadcast
dtype = q.dtype # manual_cast may produce mixed dtypes
out = optimized_attention(q, k.to(dtype), v.to(dtype), self.num_heads, mask=mask)
out = optimized_attention(q, k.to(dtype), v.to(dtype), self.num_heads, mask=mask, low_precision_attention=False)
return self.out_proj(out)

View File

@ -40,7 +40,7 @@ class SAMAttention(nn.Module):
q = self.q_proj(q)
k = self.k_proj(k)
v = self.v_proj(v)
return self.out_proj(optimized_attention(q, k, v, self.num_heads))
return self.out_proj(optimized_attention(q, k, v, self.num_heads, low_precision_attention=False))
class TwoWayAttentionBlock(nn.Module):
@ -179,7 +179,7 @@ class Attention(nn.Module):
q, k, v = qkv.permute(2, 0, 3, 1, 4).unbind(dim=0)
if self.use_rope and freqs_cis is not None:
q, k = apply_rope(q, k, freqs_cis)
return self.proj(optimized_attention(q, k, v, self.num_heads, skip_reshape=True))
return self.proj(optimized_attention(q, k, v, self.num_heads, skip_reshape=True, low_precision_attention=False))
class Block(nn.Module):

View File

@ -364,7 +364,7 @@ class SplitAttn(nn.Module):
v = self.v_proj(v)
if rope is not None:
q, k = apply_rope_memory(q, k, rope, self.num_heads, num_k_exclude_rope)
out = optimized_attention(q, k, v, self.num_heads)
out = optimized_attention(q, k, v, self.num_heads, low_precision_attention=False)
return self.out_proj(out)
@ -657,7 +657,7 @@ class DecoupledMemoryAttnLayer(nn.Module):
v = self.self_attn_v_proj(normed)
if rope is not None:
q, k = apply_rope_memory(q, k, rope, self.num_heads, 0)
x = x + self.self_attn_out_proj(optimized_attention(q, k, v, self.num_heads))
x = x + self.self_attn_out_proj(optimized_attention(q, k, v, self.num_heads, low_precision_attention=False))
# Decoupled cross-attention: fuse image and memory projections
normed = self.norm2(x)
@ -668,7 +668,7 @@ class DecoupledMemoryAttnLayer(nn.Module):
v = self.cross_attn_v_proj(memory)
if rope is not None:
q, k = apply_rope_memory(q, k, rope, self.num_heads, num_k_exclude_rope)
x = x + self.cross_attn_out_proj(optimized_attention(q, k, v, self.num_heads))
x = x + self.cross_attn_out_proj(optimized_attention(q, k, v, self.num_heads, low_precision_attention=False))
# FFN
x = x + self.linear2(F.gelu(self.linear1(self.norm3(x))))

View File

@ -9,6 +9,7 @@ from comfy_api.latest._input import (
CurveInput,
MonotoneCubicCurve,
LinearCurve,
RangeInput,
)
__all__ = [
@ -21,4 +22,5 @@ __all__ = [
"CurveInput",
"MonotoneCubicCurve",
"LinearCurve",
"RangeInput",
]

View File

@ -1,5 +1,6 @@
from .basic_types import ImageInput, AudioInput, MaskInput, LatentInput
from .curve_types import CurvePoint, CurveInput, MonotoneCubicCurve, LinearCurve
from .range_types import RangeInput
from .video_types import VideoInput
__all__ = [
@ -12,4 +13,5 @@ __all__ = [
"CurveInput",
"MonotoneCubicCurve",
"LinearCurve",
"RangeInput",
]

View File

@ -0,0 +1,70 @@
from __future__ import annotations
import logging
import math
import numpy as np
logger = logging.getLogger(__name__)
class RangeInput:
"""Represents a levels/range adjustment: input range [min, max] with
optional midpoint (gamma control).
Generates a 1D LUT identical to GIMP's levels mapping:
1. Normalize input to [0, 1] using [min, max]
2. Apply gamma correction: pow(value, 1/gamma)
3. Clamp to [0, 1]
The midpoint field is a position in [0, 1] representing where the
midtone falls within [min, max]. It maps to gamma via:
gamma = -log2(midpoint)
So midpoint=0.5 gamma=1.0 (linear).
"""
def __init__(self, min_val: float, max_val: float, midpoint: float | None = None):
self.min_val = min_val
self.max_val = max_val
self.midpoint = midpoint
@staticmethod
def from_raw(data) -> RangeInput:
if isinstance(data, RangeInput):
return data
if isinstance(data, dict):
return RangeInput(
min_val=float(data.get("min", 0.0)),
max_val=float(data.get("max", 1.0)),
midpoint=float(data["midpoint"]) if data.get("midpoint") is not None else None,
)
raise TypeError(f"Cannot convert {type(data)} to RangeInput")
def to_lut(self, size: int = 256) -> np.ndarray:
"""Generate a float64 lookup table mapping [0, 1] input through this
levels adjustment.
The LUT maps normalized input values (0..1) to output values (0..1),
matching the GIMP levels formula.
"""
xs = np.linspace(0.0, 1.0, size, dtype=np.float64)
in_range = self.max_val - self.min_val
if abs(in_range) < 1e-10:
return np.where(xs >= self.min_val, 1.0, 0.0).astype(np.float64)
# Normalize: map [min, max] → [0, 1]
result = (xs - self.min_val) / in_range
result = np.clip(result, 0.0, 1.0)
# Gamma correction from midpoint
if self.midpoint is not None and self.midpoint > 0 and self.midpoint != 0.5:
gamma = max(-math.log2(self.midpoint), 0.001)
inv_gamma = 1.0 / gamma
mask = result > 0
result[mask] = np.power(result[mask], inv_gamma)
return result
def __repr__(self) -> str:
mid = f", midpoint={self.midpoint}" if self.midpoint is not None else ""
return f"RangeInput(min={self.min_val}, max={self.max_val}{mid})"

View File

@ -1266,6 +1266,43 @@ class Histogram(ComfyTypeIO):
Type = list[int]
@comfytype(io_type="RANGE")
class Range(ComfyTypeIO):
from comfy_api.input import RangeInput
if TYPE_CHECKING:
Type = RangeInput
class Input(WidgetInput):
def __init__(self, id: str, display_name: str=None, optional=False, tooltip: str=None,
socketless: bool=True, default: dict=None,
display: str=None,
gradient_stops: list=None,
show_midpoint: bool=None,
midpoint_scale: str=None,
value_min: float=None,
value_max: float=None,
advanced: bool=None):
super().__init__(id, display_name, optional, tooltip, None, default, socketless, None, None, None, None, advanced)
if default is None:
self.default = {"min": 0.0, "max": 1.0}
self.display = display
self.gradient_stops = gradient_stops
self.show_midpoint = show_midpoint
self.midpoint_scale = midpoint_scale
self.value_min = value_min
self.value_max = value_max
def as_dict(self):
return super().as_dict() | prune_dict({
"display": self.display,
"gradient_stops": self.gradient_stops,
"show_midpoint": self.show_midpoint,
"midpoint_scale": self.midpoint_scale,
"value_min": self.value_min,
"value_max": self.value_max,
})
DYNAMIC_INPUT_LOOKUP: dict[str, Callable[[dict[str, Any], dict[str, Any], tuple[str, dict[str, Any]], str, list[str] | None], None]] = {}
def register_dynamic_input_func(io_type: str, func: Callable[[dict[str, Any], dict[str, Any], tuple[str, dict[str, Any]], str, list[str] | None], None]):
DYNAMIC_INPUT_LOOKUP[io_type] = func
@ -2276,5 +2313,6 @@ __all__ = [
"BoundingBox",
"Curve",
"Histogram",
"Range",
"NodeReplace",
]

View File

@ -0,0 +1,113 @@
from enum import Enum
from typing import Any
from typing_extensions import override
from comfy_api.latest import ComfyExtension, io
from server import PromptServer
class ConvertMode(Enum):
Int = "int"
Int_Round = "int (round)"
Float = "float"
String = "string"
Boolean = "bool"
Boolean_String = "bool (string)"
TRUTHFUL: set[str] = {"true", "yes", "t", "y", "1"}
class ConvertAny(io.ComfyNode):
@classmethod
def define_schema(cls):
return io.Schema(
node_id="ConvertAny",
display_name="Type Conversion",
description="""
Convert one primitive type to another
- int: Call the Python native int() function ; return the integer with decimal places removed
- int (round): Call the Python native round() function ; return a rounded integer
- float: Call the Python native float() function ; return a decimal value
- string: Call the Python native str() function ; return the value's string representation
- bool: Call the Python native bool() function ; return whether the value is considered true or false
- bool (string): Return whether the string is one of ["true", "yes", "t", "y", "1"] (case insensitive)
""",
category="utils",
inputs=[
io.AnyType.Input(
id="input_value",
display_name="Input Value",
tooltip="The value to convert from",
),
io.Combo.Input(
id="output_type",
options=ConvertMode,
display_name="Output Type",
tooltip="The type to convert to",
),
],
outputs=[
io.AnyType.Output(
id="output_value",
display_name="Output Value",
tooltip="The value in the converted type if successful ; otherwise the original value",
)
],
hidden=[io.Hidden.unique_id],
search_aliases=[
"convert",
"to",
"int",
"float",
"string",
"bool",
],
)
@classmethod
def execute(cls, input_value: Any, output_type: str) -> io.NodeOutput:
try:
match output_type:
case ConvertMode.Int.value:
output_value = int(float(input_value))
case ConvertMode.Int_Round.value:
output_value = round(float(input_value))
case ConvertMode.Float.value:
output_value = float(input_value)
case ConvertMode.String.value:
output_value = str(input_value)
case ConvertMode.Boolean.value:
output_value = bool(input_value)
case ConvertMode.Boolean_String.value:
if not isinstance(input_value, str):
raise TypeError("Input is not a string")
output_value = input_value.strip().lower() in TRUTHFUL
case _:
# this should never happen as execution would throw "Value not in list" during validation
return io.NodeOutput(input_value)
except (TypeError, ValueError, ArithmeticError) as e:
if cls.hidden.unique_id:
PromptServer.instance.send_progress_text(
f'Failed to convert "{input_value}" ({type(input_value).__name__}) to "{output_type}":\n{e}',
cls.hidden.unique_id,
)
return io.NodeOutput(input_value)
else:
if cls.hidden.unique_id:
PromptServer.instance.send_progress_text(
f'Successfully converted "{input_value}" ({type(input_value).__name__}) to "{output_value}" ({type(output_value).__name__})',
cls.hidden.unique_id,
)
return io.NodeOutput(output_value)
class ConversionExtension(ComfyExtension):
@override
async def get_node_list(self) -> list[type[io.ComfyNode]]:
return [ConvertAny]
async def comfy_entrypoint():
return ConversionExtension()

View File

@ -1,6 +1,7 @@
import nodes
import node_helpers
import torch
import torchaudio
import comfy.model_management
import comfy.model_sampling
import comfy.samplers
@ -711,7 +712,14 @@ class LTXVReferenceAudio(io.ComfyNode):
@classmethod
def execute(cls, model, positive, negative, reference_audio, audio_vae, identity_guidance_scale, start_percent, end_percent) -> io.NodeOutput:
# Encode reference audio to latents and patchify
audio_latents = audio_vae.encode(reference_audio)
sample_rate = reference_audio["sample_rate"]
vae_sample_rate = getattr(audio_vae, "audio_sample_rate", 44100)
if vae_sample_rate != sample_rate:
waveform = torchaudio.functional.resample(reference_audio["waveform"], sample_rate, vae_sample_rate)
else:
waveform = reference_audio["waveform"]
audio_latents = audio_vae.encode(waveform.movedim(1, -1))
b, c, t, f = audio_latents.shape
ref_tokens = audio_latents.permute(0, 2, 1, 3).reshape(b, t, c * f)
ref_audio = {"tokens": ref_tokens}

View File

@ -1,5 +1,6 @@
import json
from comfy.comfy_types.node_typing import IO
import torch
# Preview Any - original implement from
# https://github.com/rgthree/rgthree-comfy/blob/main/py/display_any.py
@ -19,6 +20,7 @@ class PreviewAny():
SEARCH_ALIASES = ["show output", "inspect", "debug", "print value", "show text"]
def main(self, source=None):
torch.set_printoptions(edgeitems=6)
value = 'None'
if isinstance(source, str):
value = source
@ -33,6 +35,7 @@ class PreviewAny():
except Exception:
value = 'source exists, but could not be serialized.'
torch.set_printoptions()
return {"ui": {"text": (value,)}, "result": (value,)}
NODE_CLASS_MAPPINGS = {

View File

@ -811,11 +811,30 @@ class PromptExecutor:
self._notify_prompt_lifecycle("end", prompt_id)
async def validate_inputs(prompt_id, prompt, item, validated):
async def validate_inputs(prompt_id, prompt, item, validated, visiting=None):
if visiting is None:
visiting = []
unique_id = item
if unique_id in validated:
return validated[unique_id]
if unique_id in visiting:
cycle_path_nodes = visiting[visiting.index(unique_id):] + [unique_id]
cycle_nodes = list(dict.fromkeys(cycle_path_nodes))
cycle_path = " -> ".join(f"{node_id} ({prompt[node_id]['class_type']})" for node_id in cycle_path_nodes)
for node_id in cycle_nodes:
validated[node_id] = (False, [{
"type": "dependency_cycle",
"message": "Dependency cycle detected",
"details": cycle_path,
"extra_info": {
"node_id": node_id,
"cycle_nodes": cycle_nodes,
}
}], node_id)
return validated[unique_id]
inputs = prompt[unique_id]['inputs']
class_type = prompt[unique_id]['class_type']
obj_class = nodes.NODE_CLASS_MAPPINGS[class_type]
@ -899,7 +918,11 @@ async def validate_inputs(prompt_id, prompt, item, validated):
errors.append(error)
continue
try:
r = await validate_inputs(prompt_id, prompt, o_id, validated)
visiting.append(unique_id)
try:
r = await validate_inputs(prompt_id, prompt, o_id, validated, visiting)
finally:
visiting.pop()
if r[0] is False:
# `r` will be set in `validated[o_id]` already
valid = False
@ -1048,10 +1071,13 @@ async def validate_inputs(prompt_id, prompt, item, validated):
errors.append(error)
continue
if len(errors) > 0 or valid is not True:
ret = (False, errors, unique_id)
else:
ret = (True, [], unique_id)
ret = validated.get(unique_id, (True, [], unique_id))
# Recursive cycle detection may have already populated an error on us. Join it.
ret = (
ret[0] and valid is True and not errors,
ret[1] + [error for error in errors if error not in ret[1]],
unique_id,
)
validated[unique_id] = ret
return ret

View File

@ -2426,6 +2426,7 @@ async def init_builtin_extra_nodes():
"nodes_fresca.py",
"nodes_apg.py",
"nodes_preview_any.py",
"nodes_conversion.py",
"nodes_ace.py",
"nodes_string.py",
"nodes_camera_trajectory.py",

3231
openapi.yaml Normal file

File diff suppressed because it is too large Load Diff

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@ -1,5 +1,5 @@
comfyui-frontend-package==1.42.14
comfyui-workflow-templates==0.9.61
comfyui-workflow-templates==0.9.62
comfyui-embedded-docs==0.4.4
torch
torchsde
@ -23,7 +23,7 @@ SQLAlchemy>=2.0
filelock
av>=14.2.0
comfy-kitchen>=0.2.8
comfy-aimdo>=0.2.12
comfy-aimdo==0.2.14
requests
simpleeval>=1.0.0
blake3