The Quartz 2D programming guide defines the availability of the various alpha storage modes:
Which ones should we use for RGB contexts, and why?
For non-opaque contexts, kCGImageAlphaPremultipliedFirst
or kCGImageAlphaPremultipliedLast
?
For opaque contexts, kCGImageAlphaNoneSkipFirst
or kCGImageAlphaNoneSkipLast
?
Does the choice of value affect performance?
Typically, I see kCGImageAlphaPremultipliedFirst
for non-opaque and kCGImageAlphaNoneSkipFirst
for opaque contexts. Some state that these perform better but I haven't seen any hard evidence or documentation about this.
A quick GitHub search shows that developers favor kCGImageAlphaPremultipliedFirst
over kCGImageAlphaPremultipliedLast
and kCGImageAlphaNoneSkipLast
over kCGImageAlphaNoneSkipFirst
. Sadly, this is little more than anecdotal evidence.
CGBitmapContextCreate
code without giving much touch if they're using the right bitmap info. – Doradorado