We tested performance of this on a very low end device, and it doesn't make any difference for the frame rate. Memory utilization is unlikely to be significantly less for most content either. Rendering to 16-bit textures is known to cause issues on modern hardware like the Galaxy S2, so we should just stay away from this hack.
Should we also test this with WebGL rendering? Currently we will render to RGB565 if a canvas is requested without alpha.
We tested this visually. We want to whip up a real measurement on the device. We should do the same with canvas. Also, probably not a good idea to step in front of the MWC train, so lets do this right after.
If we render to RGB565 for WebGL, but still use readback, we convert through BGRA, possibly even having to convert between RGBA and BGRA in software if the device doesn't support BGRA readback.
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