text: # include <GLES2/gl2.h>
  
  # include <cstdio>
  
  void runApp () {
  
  	printf("GL_VERSION  : %s\n", glGetString(GL_VERSION) );
  	printf("GL_RENDERER : %s\n", glGetString(GL_RENDERER) );
  
  	glViewport(0, 0, 64, 64);
  	glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  	glClear(GL_COLOR_BUFFER_BIT);
  
  /* Create swap chain GPGPU render textures
  const gpgpuTexture = [,];
  for (let i = 0; i < 2; ++i) {
    gpgpuTexture[i] = {
      texture: gl.createTexture(),
      framebuffer: gl.createFramebuffer()
    };
    gl.bindTexture(gl.TEXTURE_2D, gpgpuTexture[i].texture);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gpgpuTextureSide, gpgpuTextureSide, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
    gl.bindFramebuffer(gl.FRAMEBUFFER, gpgpuTexture[i].framebuffer);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gpgpuTexture[i].texture, 0);
  }
  */
  
  	char* data[64*64*8] = { 0 };
  
  	//glBindFramebuffer(GL_FRAMEBUFFER, 1);//gpgpuTexture[chainIdSrc].framebuffer);
  	glReadPixels(0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, data);
  
  }
  
  