bool initializeOpenGLShims()
{
    static bool success = true;
    static bool initialized = false;
    if (initialized)
        return success;

    initialized = true;
    ASSIGN_FUNCTION_TABLE_ENTRY(glActiveTexture, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glAttachShader, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBindAttribLocation, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBindBuffer, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBindFramebuffer, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBindRenderbuffer, success);
    ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glBindVertexArray);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBlendColor, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBlendEquation, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBlendEquationSeparate, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBlendFuncSeparate, success);
#if defined(GL_ES_VERSION_2_0)
    ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glBlitFramebuffer);
#else
    ASSIGN_FUNCTION_TABLE_ENTRY(glBlitFramebuffer, success);
#endif
    ASSIGN_FUNCTION_TABLE_ENTRY(glBufferData, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glBufferSubData, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glCheckFramebufferStatus, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glCompileShader, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glCreateProgram, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glCreateShader, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteBuffers, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteFramebuffers, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteProgram, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteRenderbuffers, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteShader, success);
    ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glDeleteVertexArrays);
    ASSIGN_FUNCTION_TABLE_ENTRY(glDetachShader, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glDisableVertexAttribArray, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glEnableVertexAttribArray, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glFramebufferRenderbuffer, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glFramebufferTexture2D, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGenBuffers, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGenerateMipmap, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGenFramebuffers, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGenRenderbuffers, success);
    ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glGenVertexArrays);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetActiveAttrib, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetActiveUniform, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetAttachedShaders, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetAttribLocation, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetBufferParameteriv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetFramebufferAttachmentParameteriv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetProgramInfoLog, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetProgramiv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetRenderbufferParameteriv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetShaderInfoLog, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetShaderiv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetShaderSource, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetUniformfv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetUniformiv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetUniformLocation, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetVertexAttribfv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetVertexAttribiv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glGetVertexAttribPointerv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glIsBuffer, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glIsFramebuffer, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glIsProgram, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glIsRenderbuffer, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glIsShader, success);
    ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glIsVertexArray);
    ASSIGN_FUNCTION_TABLE_ENTRY(glLinkProgram, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glRenderbufferStorage, success);
#if defined(GL_ES_VERSION_2_0)
    ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glRenderbufferStorageMultisample);
#else
    ASSIGN_FUNCTION_TABLE_ENTRY(glRenderbufferStorageMultisample, success);
#endif
    ASSIGN_FUNCTION_TABLE_ENTRY(glSampleCoverage, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glShaderSource, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glStencilFuncSeparate, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glStencilMaskSeparate, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glStencilOpSeparate, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1i, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1iv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2i, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2iv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3i, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3iv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4i, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4iv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniformMatrix2fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniformMatrix3fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUniformMatrix4fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glUseProgram, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glValidateProgram, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib1f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib1fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib2f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib2fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib3f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib3fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib4f, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib4fv, success);
    ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttribPointer, success);

    if (!success)
        LOG_ERROR("Could not initialize OpenGL shims");
    return success;
}

Unknown