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Optimal OpenGL pixel formats for Mac OS X? #12189

@ccawley2011

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@ccawley2011

The official Apple documentation mentions this:

The best format and data type combinations to use for texture data are:

GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV)
GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE
The combination GL_RGBA and GL_UNSIGNED_BYTE needs to be swizzled by many cards when the data is loaded, so it's > not recommended.

It's unclear if it's strictly necessary to use those formats in order to use GL_UNPACK_CLIENT_STORAGE_APPLE, although it would make sense if the benefit of using it is negated when swizzling is required.

Originally posted by @ccawley2011 in #11889 (comment)

It would be interesting to know that's true for modern Macs, and if it's worth prioritising it for SDL's OpenGL renderer on Mac OS X.

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