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The generation engine behind Inline Studio.

Project description

Inline Core

The generation engine behind Inline. It takes a typed node graph (JSON) and returns immutable renders ("takes"), running image and video models on macOS, Windows, and Linux, from CPU-only boxes and low-VRAM laptops up to multi-GPU machines that split a single image's sampling across GPUs (via xDiT). It is Inline Studio's built-in render backend.

First model: Z-Image (Alibaba Tongyi), a 6B rectified-flow diffusion transformer (and a model xDiT already supports, so the multi-GPU split works on it from the start).

Status: early, and running end to end against a stub engine. In place and tested: the graph engine, the typed /v1 HTTP + websocket API (durable runs, streamed progress, coalescing), the model-dir scan, the device + memory policy (profiles, dtype, offload, int8), the low-level primitive node vocabulary, and a ComfyUI workflow importer. The Z-Image loader is written and validates on a GPU. Cross-request batching, single-image multi-GPU (an xDiT worker group behind the sampler seam, with the policy and IPC round-trip tested), and out-of-process custom nodes are built as seams but not yet running on real hardware.

Engine design

The two boundaries that matter most: graph orchestration is decoupled from GPU batching (graphs are the unit of caching, the sampler is the unit of batching, and the multi-GPU split routes through that same seam), and the device policy is the single owner of placement, so the same graph runs on a 4090, a 6 GB laptop, pure CPU, or split across several GPUs, without touching the graph.

Graph vs GPU orchestration (cheap, per request) is separate from a batched sampler that groups compatible jobs across requests
Schema typed graph, named params, edges type-checked before the run (a bad graph is rejected at submit)
Devices one device/memory policy owns dtype, placement, offload, and attention; no node hardcodes a device, so one graph runs GPU, low-VRAM, or pure CPU
Multi-GPU one image's denoise can split across GPUs via xDiT (PipeFusion on PCIe, Ulysses on NVLink), in an isolated worker group behind the sampler seam
Custom nodes run out of process, each pack in its own venv, behind a semver SDK
Interface a headless /v1 HTTP + websocket API; runs are durable and survive a restart
Outputs immutable takes; regenerating adds a take, never overwrites
Models drop-in models/ layout (bring your own, no downloads); a typed catalog feeds versioned node descriptors the UI renders generically

Install

Requires Python 3.11+ and uv.

uv venv
uv pip install -e ".[server]"     # engine + HTTP/websocket API
uv pip install -e ".[runtime]"    # + torch, diffusers, transformers (for real generation)
uv pip install -e ".[runtime,parallel]"  # + xfuser, to split one image across GPUs (2+ GPUs)

Models

Drop files into the models dir (default ./models, override with INLINE_MODELS_DIR), ComfyUI-style, by category:

models/
  diffusion_models/   z_image_turbo_bf16.safetensors   <- the one file you need for Z-Image
  vae/                ae.safetensors                   <- optional (see below)
  text_encoders/      qwen/   (an HF-format folder: config + tokenizer + weights)  <- optional
  loras/  controlnet/  checkpoints/  ...

Z-Image loads from a single diffusion .safetensors. Drop that one ComfyUI-style file in diffusion_models/; the runner loads the transformer via diffusers from_single_file. It also needs a VAE + text-encoder + tokenizer, resolved from local files - vae/*.safetensors or a dir, and an HF-format text_encoders/ dir.

Nothing is ever downloaded as a side effect of a render. Every load runs local_files_only=True, so a missing model is a clear, fast error, not a silent multi-GB fetch. Models arrive by exactly two paths:

  1. You place files under models/ (bring-your-own / fully offline); or
  2. You download them explicitly from the Z-Image node's model popup in the UI - it lists the diffusion model, VAE, and text-encoder, shows which are missing, and downloads them into models/ (never the hidden HF cache) with visible progress.

Override the diffusion source with INLINE_ZIMAGE_MODEL (a file or a diffusers dir), and the supporting components with INLINE_ZIMAGE_VAE / INLINE_ZIMAGE_TEXT_ENCODER. The engine scans the models dir on start; a node's model pickers list what is present.

Nodes

/v1/models serves each node's descriptor (ports, params, file pickers), so the Inline Studio canvas renders any node generically - adding a node type needs no UI release.

High-level model nodes are what the user sees. Generation is one-click: you drop a single Z-Image Turbo node, wire a Prompt into it, and hit Run. The node hooks up the diffusion model, VAE, and text-encoder behind the scenes - no loader/sampler wiring.

Underneath, a low-level primitive vocabulary exists (load/diffusion-model, load/vae, load/text-encoder, encode/text, latent/empty, sample, vae/decode, vae/encode) - the ComfyUI-equivalent decomposed graph, kept for validation/execution - but these are marked hidden and never appear in the add-node menu. Engine handles (model, vae, text-encoder, conditioning, latent) are typed sockets between nodes; only media outputs become Frames with take history. A best-effort ComfyUI importer maps existing workflows onto the primitives.

Multi-GPU: split one image across GPUs

Cut a single image's latency by running its denoise across several GPUs. The denoise loop (the iterative sampling step) is the expensive part of a render; with two or more GPUs, Inline Core runs each step's transformer forward collectively across them so one image finishes faster. This is not "one image per GPU" (independent renders); it is one image whose sampling is shared by all the GPUs.

It is done with xDiT (xfuser), which parallelizes diffusion-transformer inference. xfuser runs in an isolated worker group the engine spawns (one process per GPU via torchrun) and talks to over local IPC, so the HTTP server, database, and graph stay single-process and only the denoise is distributed. It sits behind the sampler seam (XFuserBatchedSampler), so a single-GPU or CPU run takes the in-process path and pays no overhead.

Two split methods, chosen from the interconnect the engine detects:

  • PipeFusion (default, PCIe): shards the transformer into a displaced patch pipeline with low, depth-independent communication. It needs no NVLink and works over plain PCIe (or Ethernet across nodes), so it is the default on a typical multi-GPU box.
  • Ulysses (NVLink): sequence-parallel attention, used when NVLink is present because it wants the higher interconnect bandwidth.

Enabling it:

  1. Install the extra and have 2+ CUDA GPUs on one machine:
    uv pip install -e ".[runtime,parallel]"  # xfuser + nvidia-ml-py; torchrun ships with torch
    
  2. Run normally. On the first denoise, the device policy enumerates the GPUs, detects NVLink vs PCIe (via nvidia-ml-py), and returns a parallel placement when there is more than one GPU. The engine then spawns the xfuser worker group (lazily, once, then reuses it) and splits the sampling across the GPUs. No graph, API, or per-request change is needed.
  3. Override the split if you want to pick it by hand, with INLINE_PARALLEL:
    INLINE_PARALLEL=pipefusion=2              # 2 GPUs, PipeFusion
    INLINE_PARALLEL=pipefusion=2,ulysses=2    # 4 GPUs, PipeFusion x Ulysses
    
    The degrees multiply to the world size, which must equal the number of GPUs.

The device policy and the worker-group IPC are in place and tested with a stub worker; the real xfuser denoise lands with the GPU-side Z-Image runner.

Memory: fit a big model onto a small GPU

When a model is too large to hold full-precision on your GPU - or larger than your system RAM - Inline Core fits it to the machine automatically, with no flags. This is the low-VRAM path, and it aims to "just run" instead of making you tune profiles.

  • Weights stream straight to the GPU. Each component loads directly onto the GPU from its memory-mapped .safetensors - the engine never materializes a full copy in system RAM first. So you do not need roughly 2× the model size in RAM to load it, and a load can no longer exhaust host RAM and take the server down.
  • Auto-fit picks the lightest plan that fits. The policy sizes the model against your VRAM and chooses, in order: full-precision residentint8 resident (weight-only quantization halves the big weights so they fit on the GPU) → CPU-offload streaming (submodules move on/off the GPU). A card that can't hold the model full-precision quantizes to int8 on its own - no need to know a flag.
  • Load-time fit check. A model too large for VRAM + RAM fails fast with a clear message on the node, instead of crashing mid-load. The model popup also shows the estimate up front (fits / will run int8 / won't fit).
  • Switching models frees the old one. Loading a different checkpoint evicts the previous weights rather than stacking them, so you can move between models without accumulating VRAM.
  • Generation fits too, not just loading. Prompts encode under no_grad so the text-encoder forward never retains its activation graph, and the encoder is parked on the CPU during denoise to free its VRAM; large images (1024² and up) decode the VAE in tiles instead of one full-frame pass. So the memory-heavy steps - encode and decode - stay bounded rather than spiking host RAM or VRAM and taking the server down at high resolution.
  • Fragmentation-resistant allocator. webui.sh runs with PyTorch expandable CUDA segments, which avoids the "allocation failed with VRAM still free" fragmentation OOMs common on low-VRAM cards.

You can still steer it by hand: --lowvram for the tight-VRAM profile, --smart-memory to force the offload machinery, --vram-budget GB / INLINE_VRAM_BUDGET_GB to cap the assumed VRAM, or INLINE_PROFILE to pin gpu-max | lowvram | cpu. GET /v1/health reports the live VRAM/RAM budget.

Run

The easy path is webui.sh, which maps friendly flags onto the engine's INLINE_* env knobs:

./webui.sh                            # loopback, port 8848
./webui.sh --listen --port 9000       # bind all interfaces on 9000
./webui.sh --multi-gpu                # split one image across GPUs (auto with 2+ GPUs)
./webui.sh --lowvram                  # tight-VRAM profile
./webui.sh --install --extra zimage   # set up ./.venv with the Z-Image runtime, then exit

./webui.sh --help lists every flag (networking, multi-GPU, device/memory profile, paths). The same flags are available on the Python entrypoint - python main.py --help - which is the dev path (it also takes --front-end-root DIR to serve a local SPA build). Or run the server module directly:

python main.py --listen --port 9000   # same flags as webui.sh; --front-end-root for a local UI build
python -m inline_core.server          # bare server (INLINE_HOST / INLINE_PORT from the env)

Working data (the run database and takes) lives in INLINE_DATA_DIR (default ./.inline).

API (v1)

  • POST /v1/runs {graph, target} returns {runId} (validated up front; 422 on a bad graph)
  • GET /v1/runs/{id} returns run state (durable; survives a restart)
  • GET /v1/runs/{id}/events (websocket): a snapshot, then progress / node_done / run_done
  • DELETE /v1/runs/{id} cancels
  • GET /v1/models returns node descriptors + registryVersion (ETag-aware)
  • GET /v1/takes/{id} and /v1/takes/{id}/bytes
  • POST /v1/assets (content-addressed upload) and GET /v1/health

Development

ruff check .        # lint
uv run pytest -q    # tests (no GPU needed; model code is import-guarded)

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