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Optimal OpenGL pixel formats for Mac OS X? #12189

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ccawley2011 opened this issue Feb 4, 2025 · 3 comments
Open

Optimal OpenGL pixel formats for Mac OS X? #12189

ccawley2011 opened this issue Feb 4, 2025 · 3 comments
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@ccawley2011
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ccawley2011 commented Feb 4, 2025

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.

@slime73
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slime73 commented Feb 4, 2025

That isn't relevant for Macs from the past 15-20 (or more) years, as far as I know.

@ccawley2011
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That isn't relevant for Macs from the past 15-20 (or more) years, as far as I know.

OK, fair enough. I don't suppose you have any specific details on which versions/machines this is relevant for?

@slime73
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slime73 commented Feb 4, 2025

Considering the other paragraphs around that section, I'd expect pre-OpenGL 2 systems (before 2005ish). But you might need to hunt for the original webpage before its URL changed, on archive.org, to find out when that text was added.

@slouken slouken added this to the 3.x milestone Mar 21, 2025
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