Through lots of magical macro work, see below, the calls define, and instantiate both calls and the apc and everything. The code above is part of what one line gets expanded to.
glGen(genBuffer, params->obj->glGenBuffers);
glGen(genFramebuffer, params->obj->glGenFramebuffers);
glGen(genProgramPipeline, params->obj->glGenProgramPipelines);
glGen(genQuery, params->obj->glGenQueries);
glGen(genRenderbuffer, params->obj->glGenRenderbuffers);
glGen(genSampler, params->obj->glGenSamplers);
glGen(genTexture, glGenTextures);
glGen(genTransformFeedback, params->obj->glGenTransformFeedbacks);
glGen(genVertexArray, params->obj->glGenVertexArrays);
glMethod0(end, glEnd);
glMethod0(loadIdentity, glLoadIdentity);
glMethod0(endList, glEndList);
glMethod_u(activeTexture, params->obj->glActiveTexture);
glMethod_u(clear, glClear);
glMethod_u(enableClientState, glEnableClientState);
glMethod_u(enable, glEnable);
glMethod_u(frontFace, glFrontFace);
glMethod_u(cullFace, glCullFace);
glMethod_u(disable, glDisable);
glMethod_u(begin, glBegin);
glMethod_u(generateMipmap, params->obj->glGenerateMipmap);
glMethod_u(callList, glCallList);
glMethod_eo(bindTexture, glBindTexture);
glMethod_eo(bindTransformFeedback, params->obj->glBindTransformFeedback);
glMethod_eo(bindBuffer, params->obj->glBindBuffer);
glMethod_eo(bindFramebuffer, params->obj->glBindFramebuffer);
glMethod_eo(bindRenderbuffer, params->obj->glBindRenderbuffer);
glMethod_eo(bindSampler, params->obj->glBindSampler);
glMethod_eo(beginQuery, params->obj->glBeginQuery);
glMethod_e(endQuery, params->obj->glEndQuery);
glMethod_uu(hint, glHint);
glMethod_uu(newList, glNewList);
glMethod_uuu(texParameteri, glTexParameteri);
glMethod_f(clearDepth, glClearDepth);
glMethod_ff(depthRange, glDepthRange);
glMethod_fff(scale, glScalef);
glMethod_ffff(clearColor, glClearColor);
glMethod_ffff(texCoord4f, glTexCoord4f);
glMethod_ffff(vertex4f, glVertex4f);
glMethod_ffff(color4f, glColor4f);
glMethod_uuuu(color4ub, glColor4ub);
glMethod_iiii(vertex4i, glVertex4i);
glMethod_ffff(rotate, glRotatef);
glMethod_uuuuu(texStorage2D, params->obj->glTexStorage2D);
glMethod_uuuuuu(texStorage3D, params->obj->glTexStorage3D);