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Texture created with IImageWrapper appears distorted on PS4

Hi there!

I'm using the IImageWrapper to create a texture from a downloaded PNG at runtime. It appears fine in my editor tests, but when we run it on the PS4 the texture appears distorted:

distorted texture on PS4

correct texture in Editor

Does anyone have any idea what this might be? I'm just using the standard Image creation example which you'll find if you search for 'texture from URL':

 UTexture2D* texture = nullptr;
     IImageWrapperModule& imageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
     IImageWrapperPtr imageWrapper = imageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
     if (imageWrapper.IsValid() && imageWrapper->SetCompressed(imageArray.GetData(), imageArray.Num()))
         const TArray<uint8>* uncompressedBGRA = nullptr;
         if (imageWrapper->GetRaw(ERGBFormat::BGRA, 8, uncompressedBGRA))
             int32 height = imageWrapper->GetHeight();
             int32 width = imageWrapper->GetWidth();
             texture = UTexture2D::CreateTransient(width, height, PF_B8G8R8A8);
             void* TextureData = texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
             FMemory::Memcpy(TextureData, uncompressedBGRA->GetData(), uncompressedBGRA->Num());

Any help would be much appreciated!

Product Version: UE 4.13
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asked Mar 30 '17 at 09:47 AM in C++ Programming

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avatar image IGorilla Mar 30 '17 at 01:39 PM

Not sure if it is related, but PS4 only takes square textures.

avatar image actionthom Mar 30 '17 at 01:52 PM

Thanks! Ours are square already unfortunately :(

avatar image IGorilla Mar 30 '17 at 02:33 PM

There is a bIsTiling that you can disable from the texture that might help. (call it before UpdateResource) If this doesnt work I suggest using UTexture2DDynamic and take a look at ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER() macro to store data into it. In 4.15 you can take a look at AsyncTaskDownloadImage.cpp (not previous version) to see how it is used.

avatar image IGorilla Mar 30 '17 at 03:04 PM

Correcting myself as it is bNoTiling that you should look for instead of bIsTiling . Might still not work though.

avatar image actionthom Apr 04 '17 at 03:54 PM

Thank you!

I'll try this first thing tomorrow :)

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3 answers: sort voted first

This was solved by making the following changes to my code. Thanks for all the help!

 uint8* TextureData = static_cast<uint8*>(texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE));
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answered Apr 07 '17 at 03:05 PM

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avatar image IGorilla Apr 07 '17 at 03:24 PM

It should be: texture->bNoTiling = true; ... right? Otherwise that part should not do anything.

avatar image actionthom Apr 07 '17 at 03:27 PM

yes indeed

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Solved it on PS4, but not on XBoxOne unfortunately. Any Idea ?

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answered Jul 10 '18 at 01:12 PM

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texture->bNoTiling = true; is not enough to make it work on XBoxOne because the low-level creation of the texture is done via a function called CreateVirtualTexture() which does not handle tiling as intended (at least, that's my understanding of it).

So, I modified the code of FTexture2DResource::InitRHI() to force the call of SafeCreateTexture2D() instead of CreateVirtualTexture(). In /Engine/Source/Runtime/Engine/Private/Texture2D.cpp, do the following :

     if( Owner->bNoTiling )
         TexCreateFlags |= TexCreate_NoTiling;
 //[DN][CDL] 10/Jul/2018
 // This is to force SafeCreateTexture2D() instead of CreateVirtualTexture() in \Engine\Source\Runtime\D3D12RHI\Private\XboxOne\XboxOneD3D12Texture.cpp
         TexCreateFlags &= ~(TexCreate_OfflineProcessed);
 //[\DN][CDL] 10/Jul/2018

It's kind of a hack but it works fine for me.

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answered Jul 11 '18 at 07:57 AM

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