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.