This enables some game engines only supporting 32 bit color formats,
e.g. 11th hour and Broken Sword 2.5.
Add support for the pixel formats RGBA8888 and ABGR8888. The pixel
formats are defined in big endian while iOS utilizes little endian,
thus requiring converting some formats to get correct color
representation.
Use the Apple Accelerate framework converting the format requiring
to minimize the CPU load since this is done every frame.