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.










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  • 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






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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












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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.






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    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.






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      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.






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        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.







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        answered Nov 19 '18 at 21:48









        MoDJMoDJ

        3,10711648




        3,10711648






























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