Trade-offs between RGBA and BGRA formats for Metal textures












0















I am developing an iOS application using Metal and have the choice of using either RGBA or BGRA for texture formats. The application will be:




  • Rendering into textures

  • Drawing textures on screen

  • Generating UIImages from textures

  • Initialising textures from UIImages


Are there any performance trade-offs for choosing RGBA over BGRA? The latter two points lead me to RGBA, but I also notice that MTKTextureLoader defaults to BGRA textures. I was unable to find any application notes addressing difference between RGBA and BRGA in Metal.










share|improve this question

























  • I'll note that the pixelFormat of CAMetalLayer and MTKView default to BRGA.

    – Ken Thomases
    Nov 19 '18 at 16:55






  • 1





    I think Ken meant to say that they default to BGRA because I don't think there's a BRGA pixel format. Under macOS 10.14, if you create a basic MTKView using initWithFrame:device, then the pixel format is MTLPixelFormatBGRA8Unorm.

    – kennyc
    Nov 20 '18 at 9:44











  • Yes, thanks and sorry for the confusion. I meant BGRA.

    – Ken Thomases
    Nov 20 '18 at 16:51
















0















I am developing an iOS application using Metal and have the choice of using either RGBA or BGRA for texture formats. The application will be:




  • Rendering into textures

  • Drawing textures on screen

  • Generating UIImages from textures

  • Initialising textures from UIImages


Are there any performance trade-offs for choosing RGBA over BGRA? The latter two points lead me to RGBA, but I also notice that MTKTextureLoader defaults to BGRA textures. I was unable to find any application notes addressing difference between RGBA and BRGA in Metal.










share|improve this question

























  • I'll note that the pixelFormat of CAMetalLayer and MTKView default to BRGA.

    – Ken Thomases
    Nov 19 '18 at 16:55






  • 1





    I think Ken meant to say that they default to BGRA because I don't think there's a BRGA pixel format. Under macOS 10.14, if you create a basic MTKView using initWithFrame:device, then the pixel format is MTLPixelFormatBGRA8Unorm.

    – kennyc
    Nov 20 '18 at 9:44











  • Yes, thanks and sorry for the confusion. I meant BGRA.

    – Ken Thomases
    Nov 20 '18 at 16:51














0












0








0








I am developing an iOS application using Metal and have the choice of using either RGBA or BGRA for texture formats. The application will be:




  • Rendering into textures

  • Drawing textures on screen

  • Generating UIImages from textures

  • Initialising textures from UIImages


Are there any performance trade-offs for choosing RGBA over BGRA? The latter two points lead me to RGBA, but I also notice that MTKTextureLoader defaults to BGRA textures. I was unable to find any application notes addressing difference between RGBA and BRGA in Metal.










share|improve this question
















I am developing an iOS application using Metal and have the choice of using either RGBA or BGRA for texture formats. The application will be:




  • Rendering into textures

  • Drawing textures on screen

  • Generating UIImages from textures

  • Initialising textures from UIImages


Are there any performance trade-offs for choosing RGBA over BGRA? The latter two points lead me to RGBA, but I also notice that MTKTextureLoader defaults to BGRA textures. I was unable to find any application notes addressing difference between RGBA and BRGA in Metal.







ios opengl-es metal






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 20 '18 at 7:42







Hristo

















asked Nov 19 '18 at 16:31









HristoHristo

2,33531632




2,33531632













  • I'll note that the pixelFormat of CAMetalLayer and MTKView default to BRGA.

    – Ken Thomases
    Nov 19 '18 at 16:55






  • 1





    I think Ken meant to say that they default to BGRA because I don't think there's a BRGA pixel format. Under macOS 10.14, if you create a basic MTKView using initWithFrame:device, then the pixel format is MTLPixelFormatBGRA8Unorm.

    – kennyc
    Nov 20 '18 at 9:44











  • Yes, thanks and sorry for the confusion. I meant BGRA.

    – Ken Thomases
    Nov 20 '18 at 16:51



















  • I'll note that the pixelFormat of CAMetalLayer and MTKView default to BRGA.

    – Ken Thomases
    Nov 19 '18 at 16:55






  • 1





    I think Ken meant to say that they default to BGRA because I don't think there's a BRGA pixel format. Under macOS 10.14, if you create a basic MTKView using initWithFrame:device, then the pixel format is MTLPixelFormatBGRA8Unorm.

    – kennyc
    Nov 20 '18 at 9:44











  • Yes, thanks and sorry for the confusion. I meant BGRA.

    – Ken Thomases
    Nov 20 '18 at 16:51

















I'll note that the pixelFormat of CAMetalLayer and MTKView default to BRGA.

– Ken Thomases
Nov 19 '18 at 16:55





I'll note that the pixelFormat of CAMetalLayer and MTKView default to BRGA.

– Ken Thomases
Nov 19 '18 at 16:55




1




1





I think Ken meant to say that they default to BGRA because I don't think there's a BRGA pixel format. Under macOS 10.14, if you create a basic MTKView using initWithFrame:device, then the pixel format is MTLPixelFormatBGRA8Unorm.

– kennyc
Nov 20 '18 at 9:44





I think Ken meant to say that they default to BGRA because I don't think there's a BRGA pixel format. Under macOS 10.14, if you create a basic MTKView using initWithFrame:device, then the pixel format is MTLPixelFormatBGRA8Unorm.

– kennyc
Nov 20 '18 at 9:44













Yes, thanks and sorry for the confusion. I meant BGRA.

– Ken Thomases
Nov 20 '18 at 16:51





Yes, thanks and sorry for the confusion. I meant BGRA.

– Ken Thomases
Nov 20 '18 at 16:51












1 Answer
1






active

oldest

votes


















0














BGRA is the default and most optimal format for textures and image data on iOS devices. While RGBA is supported, use of RGBA format can result in real performance issues when reading RGBA textures with UIImage and CoreGraphics because these layers can silently reorder the bytes for each pixel (this hurts performance for every pixel). BGRA native data can be copied via memcpy() on the device.






share|improve this answer























    Your Answer






    StackExchange.ifUsing("editor", function () {
    StackExchange.using("externalEditor", function () {
    StackExchange.using("snippets", function () {
    StackExchange.snippets.init();
    });
    });
    }, "code-snippets");

    StackExchange.ready(function() {
    var channelOptions = {
    tags: "".split(" "),
    id: "1"
    };
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function() {
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled) {
    StackExchange.using("snippets", function() {
    createEditor();
    });
    }
    else {
    createEditor();
    }
    });

    function createEditor() {
    StackExchange.prepareEditor({
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: true,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: 10,
    bindNavPrevention: true,
    postfix: "",
    imageUploader: {
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    },
    onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    });


    }
    });














    draft saved

    draft discarded


















    StackExchange.ready(
    function () {
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53378966%2ftrade-offs-between-rgba-and-bgra-formats-for-metal-textures%23new-answer', 'question_page');
    }
    );

    Post as a guest















    Required, but never shown

























    1 Answer
    1






    active

    oldest

    votes








    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    0














    BGRA is the default and most optimal format for textures and image data on iOS devices. While RGBA is supported, use of RGBA format can result in real performance issues when reading RGBA textures with UIImage and CoreGraphics because these layers can silently reorder the bytes for each pixel (this hurts performance for every pixel). BGRA native data can be copied via memcpy() on the device.






    share|improve this answer




























      0














      BGRA is the default and most optimal format for textures and image data on iOS devices. While RGBA is supported, use of RGBA format can result in real performance issues when reading RGBA textures with UIImage and CoreGraphics because these layers can silently reorder the bytes for each pixel (this hurts performance for every pixel). BGRA native data can be copied via memcpy() on the device.






      share|improve this answer


























        0












        0








        0







        BGRA is the default and most optimal format for textures and image data on iOS devices. While RGBA is supported, use of RGBA format can result in real performance issues when reading RGBA textures with UIImage and CoreGraphics because these layers can silently reorder the bytes for each pixel (this hurts performance for every pixel). BGRA native data can be copied via memcpy() on the device.






        share|improve this answer













        BGRA is the default and most optimal format for textures and image data on iOS devices. While RGBA is supported, use of RGBA format can result in real performance issues when reading RGBA textures with UIImage and CoreGraphics because these layers can silently reorder the bytes for each pixel (this hurts performance for every pixel). BGRA native data can be copied via memcpy() on the device.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 19 '18 at 21:48









        MoDJMoDJ

        3,10711648




        3,10711648






























            draft saved

            draft discarded




















































            Thanks for contributing an answer to Stack Overflow!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid



            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.


            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53378966%2ftrade-offs-between-rgba-and-bgra-formats-for-metal-textures%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            鏡平學校

            ꓛꓣだゔៀៅຸ໢ທຮ໕໒ ,ໂ'໥໓າ໼ឨឲ៵៭ៈゎゔit''䖳𥁄卿' ☨₤₨こゎもょの;ꜹꟚꞖꞵꟅꞛေၦေɯ,ɨɡ𛃵𛁹ޝ޳ޠ޾,ޤޒޯ޾𫝒𫠁သ𛅤チョ'サノބޘދ𛁐ᶿᶇᶀᶋᶠ㨑㽹⻮ꧬ꧹؍۩وَؠ㇕㇃㇪ ㇦㇋㇋ṜẰᵡᴠ 軌ᵕ搜۳ٰޗޮ޷ސޯ𫖾𫅀ल, ꙭ꙰ꚅꙁꚊꞻꝔ꟠Ꝭㄤﺟޱސꧨꧼ꧴ꧯꧽ꧲ꧯ'⽹⽭⾁⿞⼳⽋២៩ញណើꩯꩤ꩸ꩮᶻᶺᶧᶂ𫳲𫪭𬸄𫵰𬖩𬫣𬊉ၲ𛅬㕦䬺𫝌𫝼,,𫟖𫞽ហៅ஫㆔ాఆఅꙒꚞꙍ,Ꙟ꙱エ ,ポテ,フࢰࢯ𫟠𫞶 𫝤𫟠ﺕﹱﻜﻣ𪵕𪭸𪻆𪾩𫔷ġ,ŧآꞪ꟥,ꞔꝻ♚☹⛵𛀌ꬷꭞȄƁƪƬșƦǙǗdžƝǯǧⱦⱰꓕꓢႋ神 ဴ၀க௭எ௫ឫោ ' េㇷㇴㇼ神ㇸㇲㇽㇴㇼㇻㇸ'ㇸㇿㇸㇹㇰㆣꓚꓤ₡₧ ㄨㄟ㄂ㄖㄎ໗ツڒذ₶।ऩछएोञयूटक़कयँृी,冬'𛅢𛅥ㇱㇵㇶ𥄥𦒽𠣧𠊓𧢖𥞘𩔋цѰㄠſtʯʭɿʆʗʍʩɷɛ,əʏダヵㄐㄘR{gỚṖḺờṠṫảḙḭᴮᵏᴘᵀᵷᵕᴜᴏᵾq﮲ﲿﴽﭙ軌ﰬﶚﶧ﫲Ҝжюїкӈㇴffצּ﬘﭅﬈軌'ffistfflſtffतभफɳɰʊɲʎ𛁱𛁖𛁮𛀉 𛂯𛀞నఋŀŲ 𫟲𫠖𫞺ຆຆ ໹້໕໗ๆทԊꧢꧠ꧰ꓱ⿝⼑ŎḬẃẖỐẅ ,ờỰỈỗﮊDžȩꭏꭎꬻ꭮ꬿꭖꭥꭅ㇭神 ⾈ꓵꓑ⺄㄄ㄪㄙㄅㄇstA۵䞽ॶ𫞑𫝄㇉㇇゜軌𩜛𩳠Jﻺ‚Üမ႕ႌႊၐၸဓၞၞၡ៸wyvtᶎᶪᶹစဎ꣡꣰꣢꣤ٗ؋لㇳㇾㇻㇱ㆐㆔,,㆟Ⱶヤマފ޼ޝަݿݞݠݷݐ',ݘ,ݪݙݵ𬝉𬜁𫝨𫞘くせぉて¼óû×ó£…𛅑הㄙくԗԀ5606神45,神796'𪤻𫞧ꓐ㄁ㄘɥɺꓵꓲ3''7034׉ⱦⱠˆ“𫝋ȍ,ꩲ軌꩷ꩶꩧꩫఞ۔فڱێظペサ神ナᴦᵑ47 9238їﻂ䐊䔉㠸﬎ffiﬣ,לּᴷᴦᵛᵽ,ᴨᵤ ᵸᵥᴗᵈꚏꚉꚟ⻆rtǟƴ𬎎

            Why https connections are so slow when debugging (stepping over) in Java?