{"id":2219,"date":"2013-04-08T23:45:39","date_gmt":"2013-04-08T14:45:39","guid":{"rendered":"http:\/\/peta.okechan.net\/blog\/?p=2219"},"modified":"2013-04-08T23:45:39","modified_gmt":"2013-04-08T14:45:39","slug":"%e3%81%84%e3%81%bexcode%e3%81%a7opengl%e3%82%92%e4%bd%bf%e3%81%a3%e3%81%9fgpu%e3%82%b3%e3%83%b3%e3%83%94%e3%83%a5%e3%83%bc%e3%83%86%e3%82%a3%e3%83%b3%e3%82%b0%e3%82%92%e3%81%af%e3%81%98%e3%82%81","status":"publish","type":"post","link":"https:\/\/peta.okechan.net\/blog\/archives\/2219","title":{"rendered":"\u3044\u307eXcode\u3067OpenGL\u3092\u4f7f\u3063\u305fGPU\u30b3\u30f3\u30d4\u30e5\u30fc\u30c6\u30a3\u30f3\u30b0\u3092\u306f\u3058\u3081\u308b\u65b9\u6cd5"},"content":{"rendered":"<p>OpenGL\u306b\u6163\u308c\u3066\u308c\u3070\u7c21\u5358\u3060\u3068\u601d\u3046\u3051\u3069\u3001\u6163\u308c\u3066\u306a\u3044\u3068\u96e3\u3057\u3044\u3068\u601d\u3046\u3002<br \/>\n\u3053\u306e\u8fba\u306f\u3084\u306f\u308aCUDA\u3068\u304b\u306eGPGPU\u7528\u306eAPI\u306b\u6bd4\u3079\u308b\u3068\u3001\u5fc5\u8981\u306a\u624b\u7d9a\u304d\u304c\u591a\u904e\u304e\u308b\u611f\u304c\u3042\u308b\u3002<br \/>\n1\u304b\u3089\u4f5c\u308b\u5834\u5408\u306fCUDA\u306e\u65b9\u304c\u660e\u3089\u304b\u306b\u697d\u3060\u3051\u3069\u3001\u30bf\u30fc\u30b2\u30c3\u30c8\u74b0\u5883\u306e\u554f\u984c\u3068\u304b\u3067CUDA\u3092\u9078\u629e\u51fa\u6765\u306a\u3044\u3068\u304d\u3084\u3001\u3059\u3067\u306bOpenGL\u3092\u4f7f\u3063\u3066\u308b\u30a2\u30d7\u30ea\u306b\u7d44\u307f\u8fbc\u3080\u3068\u304dOpenGL\u3067GPGPU\u3092\u3084\u308b\u306e\u3082\u3044\u3044\u3068\u601d\u3046\u3002<\/p>\n<p>Xcode\u3067Command Line Tool\u306e\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\uff08\u8a00\u8a9e\u306fC++\uff09\u3092\u65b0\u898f\u4f5c\u6210\u3057\u3066OpenGL.framework\u3092\u8ffd\u52a0\u3059\u308b\u3060\u3051\u3067\u3001\u30b3\u30f3\u30d1\u30a4\u30eb\u304c\u51fa\u6765\u3066\u5b9f\u884c\u3082\u51fa\u6765\u308b\u30bd\u30fc\u30b9\u3092\u8f09\u305b\u308b\u3051\u3069\u3001\u5177\u4f53\u7684\u306a\u8a08\u7b97\u306b\u5fc5\u8981\u306a\u51e6\u7406\u306f\u9577\u304f\u306a\u308a\u3059\u304e\u308b\u306e\u3067\u7701\u7565\u3057\u3066\u308b\u3002<br \/>\n\u3088\u3063\u3066\u3053\u306e\u30bd\u30fc\u30b9\u3092\u30b3\u30f3\u30d1\u30a4\u30eb\u3057\u3066\u5b9f\u884c\u3057\u3066\u3082\u610f\u5473\u306e\u3042\u308b\u8a08\u7b97\u306f\u4f55\u3082\u884c\u308f\u306a\u3044\u3002<\/p>\n<p>\u305f\u3060\u3001\u7701\u7565\u3057\u305f\u90e8\u5206\u306f\u666e\u901a\u306eOpenGL\u306e\u30b3\u30fc\u30c9\u3068\u540c\u3058\u306b\u306a\u308b\u306f\u305a\u306a\u306e\u3067\u3001OpenGL\u306b\u6163\u308c\u3066\u308b\u4eba\u306f\u3059\u3050\u306b\u5177\u4f53\u7684\u306a\u51e6\u7406\u304c\u66f8\u3051\u308b\u3093\u3058\u3083\u306a\u3044\u304b\u3068\u601d\u3046\u3002<\/p>\n<p>\u3042\u3068\u30b5\u30f3\u30d7\u30eb\u30b3\u30fc\u30c9\u306f\u3001OpenGL\u3067GPU\u30b3\u30f3\u30d4\u30e5\u30fc\u30c6\u30a3\u30f3\u30b0\u3092\u884c\u3046\u96db\u5f62\u3067\u3042\u308b\u3060\u3051\u3067\u306a\u304f\u3001\u753b\u9762\u8868\u793a\u7121\u3057\u3067OpenGL\u3092\u4f7f\u3046\u30d7\u30ed\u30b0\u30e9\u30e0\u306e\u96db\u5f62\u3067\u3082\u3042\u308b\u3002<\/p>\n<pre class=\"brush: cpp; title: ; notranslate\" title=\"\">#include &lt;iostream&gt;\r\n#include &lt;OpenGL\/OpenGL.h&gt;\r\n#include &lt;OpenGL\/gl.h&gt;\r\n\r\nint main(int argc, const char * argv&#x5B;])\r\n{\r\n    \/\/ CGL\u30b3\u30f3\u30c6\u30ad\u30b9\u30c8\u306e\u4f5c\u6210\r\n    CGLError errorCode;\r\n    CGLPixelFormatAttribute attributes&#x5B;4] = {\r\n        kCGLPFAAccelerated,   \/\/ GPU\u3092\u4f7f\u3046\r\n        kCGLPFAOpenGLProfile, \/\/ \u2193\u3067\u6307\u5b9a\u3059\u308b\u30d0\u30fc\u30b8\u30e7\u30f3\u306e\u30b3\u30a2\u30d7\u30ed\u30d5\u30a1\u30a4\u30eb\u3092\u4f7f\u7528\r\n        (CGLPixelFormatAttribute) kCGLOGLPVersion_3_2_Core,\r\n        (CGLPixelFormatAttribute) 0\r\n    };\r\n    CGLPixelFormatObj pixelFormat = NULL;\r\n    GLint numPixelFormats = 0;\r\n    CGLContextObj cglContext = NULL;\r\n    errorCode = CGLChoosePixelFormat(attributes, &amp;pixelFormat, &amp;numPixelFormats);\r\n    errorCode = CGLCreateContext(pixelFormat, NULL, &amp;cglContext);\r\n    errorCode = CGLSetCurrentContext(cglContext);\r\n\r\n    \/\/ \u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u3092\u4f5c\u6210\u3057\u3066\u8a08\u7b97\u7d50\u679c\u306e\u683c\u7d0d\u5148\u3068\u3057\u3066\u30c6\u30af\u30b9\u30c1\u30e3\u3092\u30a2\u30bf\u30c3\u30c1\r\n    GLuint frameBuffer;\r\n    GLuint texOut;\r\n    GLint fWidth = 8, fHeight = 8;\r\n    \r\n    glGenTextures(1, &amp;texOut);\r\n    glBindTexture(GL_TEXTURE_2D, texOut);\r\n    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fWidth, fHeight, 0, GL_RGBA, GL_FLOAT, NULL);\r\n    \r\n    glGenFramebuffers(1, &amp;frameBuffer);\r\n    glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);\r\n    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texOut, 0);\r\n    \r\n    \/\/ \u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u304c\u4f7f\u3048\u308b\u304b\u78ba\u8a8d\r\n    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\r\n    if (status == GL_FRAMEBUFFER_COMPLETE) {\r\n        printf(&quot;glFramebufferTexture2D success!\\n&quot;);\r\n        \r\n        glViewport(0, 0, fWidth, fHeight);\r\n        glClearColor(0.0, 0.0, 0.0, 0.0);\r\n        glClear(GL_COLOR_BUFFER_BIT);\r\n        \r\n        \/*\r\n         \u3042\u3068\u306f\u3053\u3053\u3067\u666e\u901a\u306eOpenGL\u306e\u63cf\u753b\u30b3\u30fc\u30c9\u3092\u5b9f\u884c\u3057\u3066\u3044\u304f\u3002\r\n         \u51e6\u7406\u306e\u6d41\u308c\u306f\u30b7\u30a7\u30fc\u30c0\u3092\u4f7f\u3063\u305f\u666e\u901a\u306eOpenGL\u306e\u30b3\u30fc\u30c9\u3068\u540c\u3058\u3002\r\n         \u3069\u3046\u3044\u3046\u8a08\u7b97\u3092\u884c\u3046\u304b\u306f\u30b7\u30a7\u30fc\u30c0\u306b\u66f8\u304f\u3002\r\n         \u8a08\u7b97\u306b\u5fc5\u8981\u306a\u30c7\u30fc\u30bf\u306f\u3001\u9802\u70b9\u30c7\u30fc\u30bf\u3084\u30c6\u30af\u30b9\u30c1\u30e3\u30c7\u30fc\u30bf\u3084uniform\u5909\u6570\u3068\u304b\u3067\u30b7\u30a7\u30fc\u30c0\u306b\u6e21\u3059\u3002\r\n         \u7d50\u679c\u306f\u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u306b\u30a2\u30bf\u30c3\u30c1\u3055\u308c\u305f\u30c6\u30af\u30b9\u30c1\u30e3\u306b\u4fdd\u5b58\u3055\u308c\u308b\u3002\r\n         \r\n         \u6700\u4f4e\u9650\u5fc5\u8981\u306a\u51e6\u7406\u306f\u3001\r\n         \u30fb\u30b7\u30a7\u30fc\u30c0\u306e\u8aad\u307f\u8fbc\u307f\u3001\u30b3\u30f3\u30d1\u30a4\u30eb\u3001\u30ea\u30f3\u30af\r\n         \u30fb\u9802\u70b9\u30c7\u30fc\u30bf\u306e\u7528\u610f\uff08\u753b\u9762\u3044\u3063\u3071\u3044\u306b\u8868\u793a\u3055\u308c\u308b\u77e9\u5f62\u306e\u5206\uff09\u3068GPU\u3078\u306e\u8ee2\u9001\r\n         \u30fb\u8a08\u7b97\u306b\u4f7f\u3046\u30c7\u30fc\u30bf\u3092\u30c6\u30af\u30b9\u30c1\u30e3\u30c7\u30fc\u30bf\u3068\u3057\u3066\u7528\u610f\u3057\u3066GPU\u306b\u8ee2\u9001\r\n         \u30fb\u63cf\u753b\u30b3\u30de\u30f3\u30c9\u306e\u5b9f\u884c\r\n         \u30fbglFinish()\r\n         *\/\r\n        \r\n        \/\/ GPU\u304b\u3089\u51e6\u7406\u7d50\u679c\u3092\u53d7\u3051\u53d6\u308b\r\n        float *ret = (float*)malloc(sizeof(float) * fWidth * fHeight * 4);\r\n        glBindTexture(GL_TEXTURE_2D, texOut);\r\n        glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, ret);\r\n        \r\n        \/*\r\n         \u3042\u3068\u306f\u7d50\u679c\u3092\u716e\u308b\u306a\u308a\u713c\u304f\u306a\u308a\r\n         *\/\r\n        \r\n        free(ret);\r\n        \r\n    } else {\r\n        printf(&quot;glFramebufferTexture2D failed!\\n&quot;);\r\n    }\r\n    glDeleteTextures(1, &amp;texOut);\r\n    glBindFramebuffer(GL_FRAMEBUFFER, 0);\r\n    \r\n    \/\/ cglContext \u3092\u7834\u68c4\r\n    errorCode = CGLSetCurrentContext(NULL);\r\n    errorCode = CGLDestroyContext(cglContext);\r\n    \r\n    \/*\r\n     \u30a8\u30e9\u30fc\u51e6\u7406\u3092\u3059\u308b\u5834\u5408\u306f\u3001 CGLErrorString(errorCode) \u3068\u3059\u308b\u3068\u30a8\u30e9\u30fc\u5185\u5bb9\u3092\u8868\u3059\u6587\u5b57\u5217\u304c\u5f97\u3089\u308c\u308b\u3063\u307d\u3044\u3002\r\n     OpenGL \u90e8\u5206\u306b\u3064\u3044\u3066\u306f\u3001\u666e\u901a\u306b glGetError() \u3067\u3002\r\n     *\/\r\n    \r\n    return 0;\r\n}<\/pre>\n<h3>\u53c2\u8003<\/h3>\n<p><a href=\"http:\/\/renderingpipeline.com\/2012\/05\/windowless-opengl-on-macos-x\/\" target=\"_blank\">Windowless OpenGL on MacOS X | RenderingPipeline<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>OpenGL\u306b\u6163\u308c\u3066\u308c\u3070\u7c21\u5358\u3060\u3068\u601d\u3046\u3051\u3069\u3001\u6163\u308c\u3066\u306a\u3044\u3068\u96e3\u3057\u3044\u3068\u601d\u3046\u3002<br \/>\n\u3053\u306e\u8fba\u306f\u3084\u306f\u308aCUDA\u3068\u304b\u306eGPGPU\u7528\u306eAPI\u306b\u6bd4\u3079\u308b\u3068\u3001\u5fc5\u8981\u306a\u624b\u7d9a\u304d\u304c\u591a\u904e\u304e\u308b\u611f\u304c\u3042\u308b\u3002<br \/>\n1\u304b\u3089\u4f5c\u308b\u5834\u5408\u306fCUDA\u306e\u65b9\u304c\u660e\u3089\u304b\u306b\u697d\u3060\u3051\u3069\u3001\u30bf\u30fc\u30b2\u30c3\u30c8\u74b0\u5883\u306e\u554f\u984c\u3068\u304b\u3067CUDA\u3092\u9078\u629e\u51fa\u6765\u306a\u3044\u3068\u304d\u3084\u3001\u3059\u3067\u306bOpenGL\u3092\u4f7f\u3063\u3066\u308b\u30a2\u30d7\u30ea\u306b\u7d44\u307f\u8fbc\u3080\u3068\u304dOpenGL\u3067GPGPU\u3092\u3084\u308b\u306e\u3082\u3044\u3044\u3068\u601d\u3046\u3002<\/p>\n<p>Xcode\u3067Command Line Tool\u306e\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\uff08\u8a00\u8a9e\u306fC++\uff09\u3092\u65b0\u898f\u4f5c\u6210\u3057\u3066OpenGL.framework\u3092\u8ffd\u52a0\u3059\u308b\u3060\u3051\u3067\u3001\u30b3\u30f3\u30d1\u30a4\u30eb\u304c\u51fa\u6765\u3066\u5b9f\u884c\u3082\u51fa\u6765\u308b\u30bd\u30fc\u30b9\u3092\u8f09\u305b\u308b\u3051\u3069\u3001\u5177\u4f53\u7684\u306a\u8a08\u7b97\u306b\u5fc5\u8981\u306a\u51e6\u7406\u306f\u9577\u304f\u306a\u308a\u3059\u304e\u308b\u306e\u3067\u7701\u7565\u3057\u3066\u308b\u3002<br \/>\n\u3088\u3063\u3066\u3053\u306e\u30bd\u30fc\u30b9\u3092\u30b3\u30f3\u30d1\u30a4\u30eb\u3057\u3066\u5b9f\u884c\u3057\u3066\u3082\u610f\u5473\u306e\u3042\u308b\u8a08\u7b97\u306f\u4f55\u3082\u884c\u308f\u306a\u3044\u3002<\/p>\n<p>\u305f\u3060\u3001\u7701\u7565\u3057\u305f\u90e8\u5206\u306f\u666e\u901a\u306eOpenGL\u306e\u30b3\u30fc\u30c9\u3068\u540c\u3058\u306b\u306a\u308b\u306f\u305a\u306a\u306e\u3067\u3001OpenGL\u306b\u6163\u308c\u3066\u308b\u4eba\u306f\u3059\u3050\u306b\u5177\u4f53\u7684\u306a\u51e6\u7406\u304c\u66f8\u3051\u308b\u3093\u3058\u3083\u306a\u3044\u304b\u3068\u601d\u3046\u3002<\/p>\n<p>\u3042\u3068\u30b5\u30f3\u30d7\u30eb\u30b3\u30fc\u30c9\u306f\u3001OpenGL\u3067GPU\u30b3\u30f3\u30d4\u30e5\u30fc\u30c6\u30a3\u30f3\u30b0\u3092\u884c\u3046\u96db\u5f62\u3067\u3042\u308b\u3060\u3051\u3067\u306a\u304f\u3001\u753b\u9762\u8868\u793a\u7121\u3057\u3067OpenGL\u3092\u4f7f\u3046\u30d7\u30ed\u30b0\u30e9\u30e0\u306e\u96db\u5f62\u3067\u3082\u3042\u308b\u3002<\/p>\n<pre class=\"brush: cpp; title: ; notranslate\" title=\"\">#include &lt;iostream&gt;\r\n#include &lt;OpenGL\/OpenGL.h&gt;\r\n#include &lt;OpenGL\/gl.h&gt;\r\n\r\nint main(int argc, const char * argv&#x5B;])\r\n{\r\n    \/\/ CGL\u30b3\u30f3\u30c6\u30ad\u30b9\u30c8\u306e\u4f5c\u6210\r\n    CGLError errorCode;\r\n    CGLPixelFormatAttribute attributes&#x5B;4] = {\r\n        kCGLPFAAccelerated,   \/\/ GPU\u3092\u4f7f\u3046\r\n        kCGLPFAOpenGLProfile, \/\/ \u2193\u3067\u6307\u5b9a\u3059\u308b\u30d0\u30fc\u30b8\u30e7\u30f3\u306e\u30b3\u30a2\u30d7\u30ed\u30d5\u30a1\u30a4\u30eb\u3092\u4f7f\u7528\r\n        (CGLPixelFormatAttribute) kCGLOGLPVersion_3_2_Core,\r\n        (CGLPixelFormatAttribute) 0\r\n    };\r\n    CGLPixelFormatObj pixelFormat = NULL;\r\n    GLint numPixelFormats = 0;\r\n    CGLContextObj cglContext = NULL;\r\n    errorCode = CGLChoosePixelFormat(attributes, &amp;pixelFormat, &amp;numPixelFormats);\r\n    errorCode = CGLCreateContext(pixelFormat, NULL, &amp;cglContext);\r\n    errorCode = CGLSetCurrentContext(cglContext);\r\n\r\n    \/\/ \u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u3092\u4f5c\u6210\u3057\u3066\u8a08\u7b97\u7d50\u679c\u306e\u683c\u7d0d\u5148\u3068\u3057\u3066\u30c6\u30af\u30b9\u30c1\u30e3\u3092\u30a2\u30bf\u30c3\u30c1\r\n    GLuint frameBuffer;\r\n    GLuint texOut;\r\n    GLint fWidth = 8, fHeight = 8;\r\n    \r\n    glGenTextures(1, &amp;texOut);\r\n    glBindTexture(GL_TEXTURE_2D, texOut);\r\n    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fWidth, fHeight, 0, GL_RGBA, GL_FLOAT, NULL);\r\n    \r\n    glGenFramebuffers(1, &amp;frameBuffer);\r\n    glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);\r\n    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texOut, 0);\r\n    \r\n    \/\/ \u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u304c\u4f7f\u3048\u308b\u304b\u78ba\u8a8d\r\n    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\r\n    if (status == GL_FRAMEBUFFER_COMPLETE) {\r\n        printf(&quot;glFramebufferTexture2D success!\\n&quot;);\r\n        \r\n        glViewport(0, 0, fWidth, fHeight);\r\n        glClearColor(0.0, 0.0, 0.0, 0.0);\r\n        glClear(GL_COLOR_BUFFER_BIT);\r\n        \r\n        \/*\r\n         \u3042\u3068\u306f\u3053\u3053\u3067\u666e\u901a\u306eOpenGL\u306e\u63cf\u753b\u30b3\u30fc\u30c9\u3092\u5b9f\u884c\u3057\u3066\u3044\u304f\u3002\r\n         \u51e6\u7406\u306e\u6d41\u308c\u306f\u30b7\u30a7\u30fc\u30c0\u3092\u4f7f\u3063\u305f\u666e\u901a\u306eOpenGL\u306e\u30b3\u30fc\u30c9\u3068\u540c\u3058\u3002\r\n         \u3069\u3046\u3044\u3046\u8a08\u7b97\u3092\u884c\u3046\u304b\u306f\u30b7\u30a7\u30fc\u30c0\u306b\u66f8\u304f\u3002\r\n         \u8a08\u7b97\u306b\u5fc5\u8981\u306a\u30c7\u30fc\u30bf\u306f\u3001\u9802\u70b9\u30c7\u30fc\u30bf\u3084\u30c6\u30af\u30b9\u30c1\u30e3\u30c7\u30fc\u30bf\u3084uniform\u5909\u6570\u3068\u304b\u3067\u30b7\u30a7\u30fc\u30c0\u306b\u6e21\u3059\u3002\r\n         \u7d50\u679c\u306f\u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u306b\u30a2\u30bf\u30c3\u30c1\u3055\u308c\u305f\u30c6\u30af\u30b9\u30c1\u30e3\u306b\u4fdd\u5b58\u3055\u308c\u308b\u3002\r\n         \r\n         \u6700\u4f4e\u9650\u5fc5\u8981\u306a\u51e6\u7406\u306f\u3001\r\n         \u30fb\u30b7\u30a7\u30fc\u30c0\u306e\u8aad\u307f\u8fbc\u307f\u3001\u30b3\u30f3\u30d1\u30a4\u30eb\u3001\u30ea\u30f3\u30af\r\n         \u30fb\u9802\u70b9\u30c7\u30fc\u30bf\u306e\u7528\u610f\uff08\u753b\u9762\u3044\u3063\u3071\u3044\u306b\u8868\u793a\u3055\u308c\u308b\u77e9\u5f62\u306e\u5206\uff09\u3068GPU\u3078\u306e\u8ee2\u9001\r\n         \u30fb\u8a08\u7b97\u306b\u4f7f\u3046\u30c7\u30fc\u30bf\u3092\u30c6\u30af\u30b9\u30c1\u30e3\u30c7\u30fc\u30bf\u3068\u3057\u3066\u7528\u610f\u3057\u3066GPU\u306b\u8ee2\u9001\r\n         \u30fb\u63cf\u753b\u30b3\u30de\u30f3\u30c9\u306e\u5b9f\u884c\r\n         \u30fbglFinish()\r\n         *\/\r\n        \r\n        \/\/ GPU\u304b\u3089\u51e6\u7406\u7d50\u679c\u3092\u53d7\u3051\u53d6\u308b\r\n        float *ret = (float*)malloc(sizeof(float) * fWidth * fHeight * 4);\r\n        glBindTexture(GL_TEXTURE_2D, texOut);\r\n        glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, ret);\r\n        \r\n        \/*\r\n         \u3042\u3068\u306f\u7d50\u679c\u3092\u716e\u308b\u306a\u308a\u713c\u304f\u306a\u308a\r\n         *\/\r\n        \r\n        free(ret);\r\n        \r\n    } else {\r\n        printf(&quot;glFramebufferTexture2D failed!\\n&quot;);\r\n    }\r\n    glDeleteTextures(1, &amp;texOut);\r\n    glBindFramebuffer(GL_FRAMEBUFFER, 0);\r\n    \r\n    \/\/ cglContext \u3092\u7834\u68c4\r\n    errorCode = CGLSetCurrentContext(NULL);\r\n    errorCode = CGLDestroyContext(cglContext);\r\n    \r\n    \/*\r\n     \u30a8\u30e9\u30fc\u51e6\u7406\u3092\u3059\u308b\u5834\u5408\u306f\u3001 CGLErrorString(errorCode) \u3068\u3059\u308b\u3068\u30a8\u30e9\u30fc\u5185\u5bb9\u3092\u8868\u3059\u6587\u5b57\u5217\u304c\u5f97\u3089\u308c\u308b\u3063\u307d\u3044\u3002\r\n     OpenGL \u90e8\u5206\u306b\u3064\u3044\u3066\u306f\u3001\u666e\u901a\u306b glGetError() \u3067\u3002\r\n     *\/\r\n    \r\n    return 0;\r\n}<\/pre>\n<h3>\u53c2\u8003<\/h3>\n<p><a href=\"http:\/\/renderingpipeline.com\/2012\/05\/windowless-opengl-on-macos-x\/\" target=\"_blank\">Windowless OpenGL on MacOS X | RenderingPipeline<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32],"tags":[437,348,434],"class_list":["post-2219","post","type-post","status-publish","format-standard","hentry","category-tech","tag-c","tag-gpgpu","tag-opengl"],"_links":{"self":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/posts\/2219","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/comments?post=2219"}],"version-history":[{"count":0,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/posts\/2219\/revisions"}],"wp:attachment":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/media?parent=2219"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/categories?post=2219"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/tags?post=2219"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}