| SDL_PROC(void, glActiveTexture, (GLenum)) |
| SDL_PROC(void, glAttachShader, (GLuint, GLuint)) |
| SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *)) |
| SDL_PROC(void, glBindTexture, (GLenum, GLuint)) |
| SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum)) |
| SDL_PROC(void, glClear, (GLbitfield)) |
| SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) |
| SDL_PROC(void, glCompileShader, (GLuint)) |
| SDL_PROC(GLuint, glCreateProgram, (void)) |
| SDL_PROC(GLuint, glCreateShader, (GLenum)) |
| SDL_PROC(void, glDeleteProgram, (GLuint)) |
| SDL_PROC(void, glDeleteShader, (GLuint)) |
| SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *)) |
| SDL_PROC(void, glDisable, (GLenum)) |
| SDL_PROC(void, glDisableVertexAttribArray, (GLuint)) |
| SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei)) |
| SDL_PROC(void, glEnable, (GLenum)) |
| SDL_PROC(void, glEnableVertexAttribArray, (GLuint)) |
| SDL_PROC(void, glFinish, (void)) |
| SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *)) |
| SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) |
| SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *)) |
| SDL_PROC(const GLubyte *, glGetString, (GLenum)) |
| SDL_PROC(GLenum, glGetError, (void)) |
| SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) |
| SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *)) |
| SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *)) |
| SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *)) |
| SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *)) |
| SDL_PROC(void, glLinkProgram, (GLuint)) |
| SDL_PROC(void, glPixelStorei, (GLenum, GLint)) |
| SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*)) |
| SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei)) |
| SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei)) |
| SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const char **, const GLint *)) |
| SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *)) |
| SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint)) |
| SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)) |
| SDL_PROC(void, glUniform1i, (GLint, GLint)) |
| SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat)) |
| SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *)) |
| SDL_PROC(void, glUseProgram, (GLuint)) |
| SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *)) |
| SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) |
| SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint)) |
| SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint)) |
| SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum)) |
| SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *)) |