Create a QuickTime graphics importer for your image, then get a CGImageRef with GraphicsImportCreateCGImage.
Allocate a width * height * sizeof(UInt32) block of memory to hold your 32-bpp RGBA data, then use CGBitmapContextCreate to create a CGContextRef that uses that memory.
Draw your image into the context with CGContextDrawImage, and QT will expand the image data out to the depth of the context.