The valid values for this parameter changed when inpainting changed to gradient denoise. The generation slice's redux migration wasn't updated, resulting in a generation error until you change the setting or reset web UI.
- Add and use more performant `deepClone` method for deep copying throughout the UI.
Benchmarks indicate the Really Fast Deep Clone library (`rfdc`) is the best all-around way to deep-clone large objects.
This is particularly relevant in canvas. When drawing or otherwise manipulating canvas objects, we need to do a lot of deep cloning of the canvas layer state objects.
Previously, we were using lodash's `cloneDeep`.
I did some fairly realistic benchmarks with a handful of deep-cloning algorithms/libraries (including the native `structuredClone`). I used a snapshot of the canvas state as the data to be copied:
On Chromium, `rfdc` is by far the fastest, over an order of magnitude faster than `cloneDeep`.
On FF, `fastest-json-copy` and `recursiveDeepCopy` are even faster, but are rather limited in data types. `rfdc`, while only half as fast as the former 2, is still nearly an order of magnitude faster than `cloneDeep`.
On Safari, `structuredClone` is the fastest, about 2x as fast as `cloneDeep`. `rfdc` is only 30% faster than `cloneDeep`.
`rfdc`'s peak memory usage is about 10% more than `cloneDeep` on Chrome. I couldn't get memory measurements from FF and Safari, but let's just assume the memory usage is similar relative to the other algos.
Overall, `rfdc` is the best choice for a single algo for all browsers. It's definitely the best for Chromium, by far the most popular desktop browser and thus our primary target.
A future enhancement might be to detect the browser and use that to determine which algorithm to use.
There were two ways the canvas history could grow too large (past the `MAX_HISTORY` setting):
- Sometimes, when pushing to history, we didn't `shift` an item out when we exceeded the max history size.
- If the max history size was exceeded by more than one item, we still only `shift`, which removes one item.
These issue could appear after an extended canvas session, resulting in a memory leak and recurring major GCs/browser performance issues.
To fix these issues, a helper function is added for both past and future layer states, which uses slicing to ensure history never grows too large.
Previously, exceptions raised as custom nodes are initialized were fatal errors, causing the app to exit.
With this change, any error on import is caught and the error message printed. App continues to start up without the node.
For example, a custom node that isn't updated for v4.0.0 may raise an error on import if it is attempting to import things that no longer exist.
Currently translated at 98.3% (1106 of 1124 strings)
translationBot(ui): update translation (Italian)
Currently translated at 98.3% (1104 of 1122 strings)
Co-authored-by: Riccardo Giovanetti <riccardo.giovanetti@gmail.com>
Translate-URL: https://hosted.weblate.org/projects/invokeai/web-ui/it/
Translation: InvokeAI/Web UI
Currently translated at 72.4% (813 of 1122 strings)
Co-authored-by: Alexander Eichhorn <pfannkuchensack@einfach-doof.de>
Translate-URL: https://hosted.weblate.org/projects/invokeai/web-ui/de/
Translation: InvokeAI/Web UI
Add `dump_path` arg to the converter function & save the model to disk inside the conversion function. This is the same pattern as in the other conversion functions.
Prefer an early return/continue to reduce the indentation of the processor loop. Easier to read.
There are other ways to improve its structure but at first glance, they seem to involve changing the logic in scarier ways.
This must not have been tested after the processors were unified. Needed to shift the logic around so the resume event is handled correctly. Clear and easy fix.
* pass model config to _load_model
* make conversion work again
* do not write diffusers to disk when convert_cache set to 0
* adding same model to cache twice is a no-op, not an assertion error
* fix issues identified by psychedelicious during pr review
* following conversion, avoid redundant read of cached submodels
* fix error introduced while merging
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Co-authored-by: Lincoln Stein <lstein@gmail.com>
We switched all model paths to be absolute in #5900. In hindsight, this is a mistake, because it makes the `models_dir` non-portable.
This change reverts to the previous model pathing:
- Invoke-managed models (in the `models_dir`) are stored with relative paths
- Non-invoke-managed models (outside the `models_dir`, i.e. in-place installed models) still have absolute paths.
## Why absolute paths make things non-portable
Let's say my `models_dir` is `/media/rhino/invokeai/models/`. In the DB, all model paths will be absolute children of this path, like this:
- `/media/rhino/invokeai/models/sd-1/main/model1.ckpt`
I want to change my `models_dir` to `/home/bat/invokeai/models/`. I update my `invokeai.yaml` file and physically move the files to that directory.
On startup, the app checks for missing models. Because all of my model paths were absolute, they now point to a nonexistent path. All models are broken.
There are a couple options to recover from this situation, neither of which are reasonable:
1. The user must manually update every model's path. Unacceptable UX.
2. On startup, we check for missing models. For each missing model, we compare its path with the last-known models dir. If there is a match, we replace that portion of the path with the new models dir. Then we re-check to see if the path exists. If it does, we update the models DB entry. Brittle and requires a new DB entry for last-known models dir.
It's better to use relative paths for Invoke-managed models.
The seamless logic errors when a second GPU is selected. I don't understand why, but a workaround is to skip the model patching when there there are no seamless axes specified.
This is also just a good practice regardless - don't patch the model unless we need to. Probably a negligible perf impact.
Closes#6010
The build workflow was naming the file `InvokeAI-installer-v4.0.0rc6.zip.zip` (note the double ".zip"). This caused some confusion when creating releases on GitHub.
Name the build artifact `installer`. This results in `installer.zip`, which it's clear needs to be extracted first before uploading to the GH release.