[Day 235] Opengl's pixel format takes a long time

Hi folks!

I'm trying to work with Opengl and even though I got it to work (I can set a screen color) successfully, it takes a long time (something like 3 seconds) for opengl to init.

I stepped through the code and found that the bottle neck was in ChoosePixelFormat:
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PIXELFORMATDESCRIPTOR desired_pixel_format = {};
    desired_pixel_format.nSize = sizeof(desired_pixel_format);
    desired_pixel_format.nVersion = 1;
    desired_pixel_format.dwFlags = PFD_SUPPORT_OPENGL|PFD_DRAW_TO_WINDOW|PFD_DOUBLEBUFFER;
    desired_pixel_format.cColorBits = 32;
    desired_pixel_format.cAlphaBits = 8;
    desired_pixel_format.iLayerType = PFD_MAIN_PLANE;
    
    int suggested_pixel_format_index = ChoosePixelFormat(window_dc, &desired_pixel_format);
    PIXELFORMATDESCRIPTOR suggested_pixel_format;
    DescribePixelFormat(window_dc, suggested_pixel_format_index, sizeof(suggested_pixel_format), &suggested_pixel_format);
    SetPixelFormat(window_dc, suggested_pixel_format_index, &suggested_pixel_format);


So I copied the values from the pixel format windows gave me and hardcoded it into a new code that doesn't use ChoosePixelFormat.
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PIXELFORMATDESCRIPTOR pixel_format = {};
    pixel_format.nSize = sizeof(pixel_format);
    pixel_format.nVersion = 1;
    pixel_format.dwFlags = 33317;
    pixel_format.cColorBits = 32;
    pixel_format.cRedBits = 8;
    pixel_format.cRedShift = 16;
    pixel_format.cGreenBits = 8;
    pixel_format.cGreenShift = 8;
    pixel_format.cBlueBits = 8;
    pixel_format.cBlueShift = 0;
    pixel_format.cAlphaBits = 8;
    pixel_format.cAlphaShift = 24;
    pixel_format.cAccumBits = 64;
    pixel_format.cAccumRedBits = 16;
    pixel_format.cAccumGreenBits = 16;
    pixel_format.cAccumBlueBits = 16;
    pixel_format.cAccumAlphaBits = 16;
    pixel_format.cDepthBits = 24;
    pixel_format.cStencilBits = 0;
    pixel_format.cAuxBuffers = 4;
    
    BOOL result = SetPixelFormat(window_dc, 8, &pixel_format);


However this time, the bottleneck happened in SetPixelFormat.

I found it quite weird that it launched 4 threads and specially weird that it changed places (ChoosePixelFormat and SetPixelFormat) based on what code I called, and that the output log looked the same on them both:

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'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\nvoglv64.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\shell32.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\windows.storage.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\shlwapi.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\powrprof.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\profapi.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\setupapi.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\wtsapi32.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\version.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\devobj.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\wintrust.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\msasn1.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\crypt32.dll'. Cannot find or open the PDB file.
The thread 0x2ce8 has exited with code 0 (0x0).
The thread 0x2dd8 has exited with code 0 (0x0).
The thread 0xb20 has exited with code 0 (0x0).
The thread 0x2e64 has exited with code 0 (0x0).
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\nvspcap64.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\ole32.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\psapi.dll'. Cannot find or open the PDB file.
'win32_main.exe' (Win32): Loaded 'C:\Windows\System32\winhttp.dll'. Cannot find or open the PDB file.


Last week, I tried messing around with SDL and found that whenever I changed the window to use Opengl, it took the same 3 seconds to start. I tested that .exe in 4 different PCs. Two of them opened instantaneously, and two (the better two) took a long time.

I have a 64-bit Windows 10, running on an i7-5820K @3.30GHz and two GTX 780.

What could possibly be causing this?

Thanks,
Dan Zaidan
Bad driver. Bad anti-virus software. Some other running service/utility/software. But most likely just a drivers issue. Not much you can do...

Edited by Mārtiņš Možeiko on
I'm getting the same thing. On my PC with a GTX 750Ti it takes 3 seconds, yet on my laptop with just the integrated intel graphics, it only takes about 100 milliseconds.
I'm running into the same problem, about 1.2 seconds for me. Some web searching digs up a number of posts about this issue, but no actual solutions. It does reek of a driver issue, but the issue seems widespread enough that finding a workaround would be highly desirable.
@mmozeiko I only use Windows Defender in this PC, it turned it off and added it to the exceptions list but there was no difference. I ended all the processes I could and no difference, so yeah, it's probably a driver problem.

It's somewhat reassuring that Nytheris and musicaljelly also have the problem. :P

Just to add some info, I tested on the drivers GeForce 382.05, 384.76 and 384.94.
I did a little debugging and disassembling of Nvidia OpenGL driver (user-space part of it) to look what it is doing.

First I wrote this test code: https://gist.github.com/mmozeiko/9b661cf8f48b56945984d518a9cd6310

On my desktop PC (i7-6700K, GTX 970, Windows 10 x64, Nvidia 384.94 driver) it gives me 0.668 seconds for Choose + Set pixel format functions.

After profiling, disassembling and debugging the driver, I found that most of the time it is processing huge list application & executable names. Not sure exactly what it is doing but its a lot of code+time. I think it tries to mach profile for custom 3D settings. In your Nvidia Control Panel go to "Manage 3D Settings" -> Program Settings -> uncheck "Show only programs found on this computer" and check how big is the list in combobox. It is huge.

Unfortunately there is no good way to officially delete contents of this list. I started to look where this list is stored and found three locations:
  1. C:\ProgramData\NVIDIA Corporation\Drs\nvdrsdb0.bin
  2. C:\ProgramData\NVIDIA Corporation\Drs\nvdrsdb1.bin
  3. C:\Program Files\NVIDIA Corporation\Drs\nvdrsdb.bin
First two you can safely remove - but just in case DO NOT DELETE these files. Rename to something like nvdrsdb0.bin.old. It looks that these files store customized settings and are recreated from third location if they don't exist.

After removing first two files, the test program from my gist now prints 0.456 seconds. That is 32% improvement. Pretty nice.

Unfortunately we cannot remove or replace with empty file the third location. By doing that the Nvidia opengl driver will simply crash and none of your applications will work. What I did instead - I went to Nvidia site and took this file from old 280.26 driver version from 2011. There this file is only 305KB big compared to 1.4MB - so it stores less information about application settings. You can get this file here: nvdrsdb.zip You'll need to replace this file every time you upgrade Nvidia driver.

After replacing nvdrsdb.bin file my test program prints out 0.306 seconds which is ~54% - two times faster than initially. Even better!

Now it looks that Nvidia opengl code now is spending most of the time in different place, some initialization code with loading library (LoadLibrary function). Processing that big list is not a bottleneck anymore. Ideally I would want to reduce this list to 0 items, but that would require more time on reverse engineering format of nvdrsdb.bin file. I tried some quick'n'dirty experiments - replaced few numbers with value 0 in header, but all I got was crash. So more debugging is needed. But it should be possible.

I think Nvidia is just adding more and more predefined application profiles to this file, it gets bigger and bigger, so the linear scan through list gets slower and slower. Not 100% sure about this, that's just my guess.

I do not know if this breaks anything. Maybe your SLI configuration will stop working. Maybe there will be some glitches with older OpenGL applications/games - this file might contain some workarounds, not only 3D setting customizations. But try it, maybe it gets faster also for you. This is not a real fix, but for dev machine this could be acceptable workaround.


Edited by Mārtiņš Možeiko on
Wow, thanks so much for digging into this!

I ran your code and it printed 1.081.
So I went to the C:\Program Files\NVIDIA Corporation\Drs directory and there was no nvdrsdb0.bin or nvdrsdb0.bin!

Only nvdrsdb.bin and dbInstaller.exe.
After changing the nvdrsdb.bin file to the one you linked, I got a small performance increase to 1.077. :(

Over in the SDL thread, Daniel_Gibson linked to this tweet from Sean Barret: https://twitter.com/nothings/status/891335303130005504
Based on his tweet: "If NVIDIA folks following me want more info" I suppose Nvidia is already aware of the driver issue, and that it is actually pretty widespread (with different results, apparently). :P
nvdrsdb0.bin and nvdrsdb1.bin files are in "C:\ProgramData\NVIDIA Corporation\Drs" folder. Not "Program Files".

Edited by Mārtiņš Možeiko on
Oh yeah! (I can't believe I overlooked that... :( )

Now it's waay faster! 0.478!

Thanks so much! :)
I have a small addition to this not pertaining to the particular nvidia issue at hand, but the seemingly excessive call cost in general.

Since Choose/Set/...PixelFormat are part of OpenGL, despite them usually being called through GDI32, they require the relevant DLLs and their dependencies to be loaded and initialized, which gets triggered on the first function call.
Hence, you can shave off even more time by making a call to one of these functions as early as possible within a new thread.

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DWORD WINAPI glSpeedUp(LPVOID param) {
	HDC dc = GetDC(NULL);
	DescribePixelFormat(dc, 0, 0, NULL);
	ReleaseDC(NULL, dc);
	return 0;
}

// this stack size is far from optimal; refer the later post for a more fitting way to create this thread
CreateThread(NULL, 2048, &glSpeedUp, NULL, 0, NULL);


This is a fire and forget solution, because once your actual PixelFormat calls are made, they will just wait for the initialization to finish, if necessary. Depending on how much time the rest of your initialization took, you might end up reducing the execution time of the PixelFormat call to pretty much nothing (these calls are very fast).

On a system with only one core (or in the unlikely scenario that your process affinity was changed accordingly) this most certainly yields no benefit. If you have this information readily available to you and this is the case, you may as well skip this pre-loading step.

Edited by ginkgobitter on Reason: changed misleading comment
I tried on an AMD card with the latest drivers in a small game and it's actually a little slower on my machine. Creating and setting up the window is one of the first things the application do, so there isn't much time for the "preload". And since my goal is to display the window as soon as possible, I will probably never have enough time to preload. But if it works on nvidia card maybe it's worth the small loss on AMD cards ?
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Timing from application startup to window display (with OpenGL context).

Without glSpeedUp (performance counter)
439165
450329
419435
431645
417669

With glSpeedUp (performance counter)
484501
480652
424411
522190
514524

Without glSpeedUp (performance counter / performance frequency)
0.168818
0.165523
0.194572
0.190022
0.205242

With glSpeedUp (performance counter / performance frequency)
0.201068
0.212608
0.204966
0.168355
0.215469

It surprises me that the slowdown is so significant (in fact, that there could be one at all). I am actually working without libraries and implicit imports. I import all the function calls explicitly and create the speedup thread as soon as the necessary function pointers are loaded, so it can start processing while finishing to import other functions.
After that there's still detection of monitors and calls for DPI settings, initialization of configuration files... so there's quite a bit of time to at least shave some time off the loading process.

I am very surprised that you actually experience a slowdown which doesn't really makes sense to me. It's what I would imagine could happen on a unicore system where the process cannot be parallelized. But I cannot see another scenario in which this would become slower. That would mean the thread creation took longer than the code leading up to your first PixelFormat call.

If you have some time, I'd really appreciate more details (what exactly are you doing between thread creation and your first PixelFormat call and how long is it taking, and do you have a multicore system?), I am currently running this on a R9 280 (driver version 17.7.1) on an 8-core AMD system and this process makes the call about 30% faster for me.

(I actually have not tried it on NVIDIA cards yet - but it would make sense that it works the same way, since the general way of handling this is coming from Windows, not the GPU driver)

Edited by ginkgobitter on Reason: typo
Here is the code (I removed everything related to the game). Search for window_create.
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#define NOLOOP 1

#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#include <stdint.h>

typedef uint8_t u8;
typedef uint16_t u16;
typedef uint32_t u32;
typedef uint64_t u64;

typedef int8_t s8;
typedef int16_t s16;
typedef int32_t s32;
typedef int64_t s64;

typedef uint8_t b8;
typedef uint32_t b32;

typedef uintptr_t umm;
typedef intptr_t smm;

typedef float r32;
typedef double r64;

#define arrayCount( array ) ( ( u64 ) ( sizeof( array ) / sizeof( ( array )[ 0 ] ) ) )
#define s32_max 0x7fffffff
#define s32_min ( -0x7fffffff - 1 )

typedef union PlatformSpecific {
    
    struct {
        HWND windowHandle;
        HDC deviceContext;
        HGLRC renderContext;
    };
} PlatformSpecific;

typedef struct window_State {
    
    b32 running;
    b32 closeRequested;
    u32 hasFocus;
    s32 x;
    s32 y;
    u32 width;
    u32 height;
    b32 resized;
    u32 screenWidth;
    u32 screenHeight;
    u8 keys[ 256 ];
    u8 scancodes[ 256 ];
    u32 characters[ 32 ];
    u32 characterCount;
    s32 mouseX;
    s32 mouseY;
    PlatformSpecific platform;
} window_State;

enum input_Key {
    
    key_none,
    
    key_mouseLeft,
    key_mouseRight,
    key_mouseMidle,
    key_mouse_4,
    key_mouse_5,
    key_cancel,
    key_backspace,
    key_tab,
    key_clear,
    key_return,
    key_shift,
    key_control,
    key_alt,
    key_pause,
    key_capsLock,
    key_kana,
    key_hangul,
    key_junja,
    key_final,
    key_hanja,
    key_kanji,
    key_escape,
    key_convert,
    key_nonConvert,
    key_accept,
    key_modeChange,
    key_space,
    key_pageUp,
    key_pageDown,
    key_end,
    key_home,
    key_left,
    key_up,
    key_right,
    key_down,
    key_select,
    key_print,
    key_execute,
    key_printScreen,
    key_insert,
    key_delete,
    key_help,
    
    key_0,
    key_1,
    key_2,
    key_3,
    key_4,
    key_5,
    key_6,
    key_7,
    key_8,
    key_9,
    
    key_a,
    key_b,
    key_c,
    key_d,
    key_e,
    key_f,
    key_g,
    key_h,
    key_i,
    key_j,
    key_k,
    key_l,
    key_m,
    key_n,
    key_o,
    key_p,
    key_q,
    key_r,
    key_s,
    key_t,
    key_u,
    key_v,
    key_w,
    key_x,
    key_y,
    key_z,
    
    key_leftMeta,
    key_rightMeta,
    key_application,
    key_sleep,
    key_numpad_0,
    key_numpad_1,
    key_numpad_2,
    key_numpad_3,
    key_numpad_4,
    key_numpad_5,
    key_numpad_6,
    key_numpad_7,
    key_numpad_8,
    key_numpad_9,
    
    key_multiply,
    key_divide,
    key_add,
    key_subtract,
    key_separator,
    key_decimal,
    
    key_f1,
    key_f2,
    key_f3,
    key_f4,
    key_f5,
    key_f6,
    key_f7,
    key_f8,
    key_f9,
    key_f10,
    key_f11,
    key_f12,
    key_f13,
    key_f14,
    key_f15,
    key_f16,
    key_f17,
    key_f18,
    key_f19,
    key_f20,
    key_f21,
    key_f22,
    key_f23,
    key_f24,
    
    key_numLock,
    key_scrollLock,
    key_leftShift,
    key_rightShift,
    key_leftControl,
    key_rightControl,
    key_leftAlt,
    key_rightAlt,
    
    key_browserBack,
    key_browserForward,
    key_browserRefresh,
    key_browserStop,
    key_browserSearch,
    key_browserFavorites,
    key_browserHome,
    key_volumeMute,
    key_volumeDown,
    key_volumeUp,
    key_mediaNext,
    key_mediaPrevious,
    key_mediaStop,
    key_mediaPlay,
    key_launchMail,
    key_launchMedia,
    key_launchApplication_1,
    key_launchApplication_2,
    
    key_oemPlus,
    key_oemMinus,
    key_oemComma,
    key_oemPeriod,
    key_oem_1,
    key_oem_2,
    key_oem_3,
    key_oem_4,
    key_oem_5,
    key_oem_6,
    key_oem_7,
    key_oem_8,
    key_oem_102,
    key_oemClear,
    key_processKey,
    key_packet,
    key_attn,
    key_crsel,
    key_exsel,
    key_ereof,
    key_play,
    key_zoom,
    key_noname,
    key_pa1,
    
    key_count
};

u8 vkToKey[ 256 ] = { };
u8 keyToVk[ 256 ] = { };

void input_vkToKey( ) {
    
#define vkKeyMapping( vk, key ) vkToKey[ vk ] = key; keyToVk[ key ] = vk;
    
    vkKeyMapping( VK_LBUTTON, key_mouseLeft );
    vkKeyMapping( VK_RBUTTON, key_mouseRight );
    vkKeyMapping( VK_MBUTTON, key_mouseMidle );
    vkKeyMapping( VK_XBUTTON1, key_mouse_4 );
    vkKeyMapping( VK_XBUTTON2, key_mouse_5 );
    vkKeyMapping( VK_CANCEL, key_cancel );
    vkKeyMapping( VK_BACK, key_backspace );
    vkKeyMapping( VK_TAB, key_tab );
    vkKeyMapping( VK_CLEAR, key_clear );
    vkKeyMapping( VK_RETURN, key_return );
    vkKeyMapping( VK_SHIFT, key_shift );
    vkKeyMapping( VK_CONTROL, key_control );
    vkKeyMapping( VK_MENU, key_alt );
    vkKeyMapping( VK_PAUSE, key_pause );
    vkKeyMapping( VK_CAPITAL, key_capsLock );
    vkKeyMapping( VK_KANA, key_kana );
    vkKeyMapping( VK_HANGUL, key_hangul );
    vkKeyMapping( VK_JUNJA, key_junja );
    vkKeyMapping( VK_FINAL, key_final );
    vkKeyMapping( VK_HANJA, key_hanja );
    vkKeyMapping( VK_KANJI, key_kanji );
    vkKeyMapping( VK_ESCAPE, key_escape );
    vkKeyMapping( VK_CONVERT, key_convert );
    vkKeyMapping( VK_NONCONVERT, key_nonConvert );
    vkKeyMapping( VK_ACCEPT, key_accept );
    vkKeyMapping( VK_MODECHANGE, key_modeChange );
    vkKeyMapping( VK_SPACE, key_space );
    vkKeyMapping( VK_PRIOR, key_pageUp  );
    vkKeyMapping( VK_NEXT, key_pageDown );
    vkKeyMapping( VK_END, key_end );
    vkKeyMapping( VK_HOME, key_home );
    vkKeyMapping( VK_LEFT, key_left );
    vkKeyMapping( VK_UP, key_up );
    vkKeyMapping( VK_RIGHT, key_right );
    vkKeyMapping( VK_DOWN, key_down );
    vkKeyMapping( VK_SELECT, key_select );
    vkKeyMapping( VK_PRINT, key_print );
    vkKeyMapping( VK_EXECUTE, key_execute );
    vkKeyMapping( VK_SNAPSHOT, key_printScreen );
    vkKeyMapping( VK_INSERT, key_insert );
    vkKeyMapping( VK_DELETE, key_delete );
    vkKeyMapping( VK_HELP, key_help );
    vkKeyMapping( '0', key_0 );
    vkKeyMapping( '1', key_1 );
    vkKeyMapping( '2', key_2 );
    vkKeyMapping( '3', key_3 );
    vkKeyMapping( '4', key_4 );
    vkKeyMapping( '5', key_5 );
    vkKeyMapping( '6', key_6 );
    vkKeyMapping( '7', key_7 );
    vkKeyMapping( '8', key_8 );
    vkKeyMapping( '9', key_9 );
    vkKeyMapping( 'A', key_a );
    vkKeyMapping( 'B', key_b );
    vkKeyMapping( 'C', key_c );
    vkKeyMapping( 'D', key_d );
    vkKeyMapping( 'E', key_e );
    vkKeyMapping( 'F', key_f );
    vkKeyMapping( 'G', key_g );
    vkKeyMapping( 'H', key_h );
    vkKeyMapping( 'I', key_i );
    vkKeyMapping( 'J', key_j );
    vkKeyMapping( 'K', key_k );
    vkKeyMapping( 'L', key_l );
    vkKeyMapping( 'M', key_m );
    vkKeyMapping( 'N', key_n );
    vkKeyMapping( 'O', key_o );
    vkKeyMapping( 'P', key_p );
    vkKeyMapping( 'Q', key_q );
    vkKeyMapping( 'R', key_r );
    vkKeyMapping( 'S', key_s );
    vkKeyMapping( 'T', key_t );
    vkKeyMapping( 'U', key_u );
    vkKeyMapping( 'V', key_v );
    vkKeyMapping( 'W', key_w );
    vkKeyMapping( 'X', key_x );
    vkKeyMapping( 'Y', key_y );
    vkKeyMapping( 'Z', key_z );
    vkKeyMapping( VK_LWIN, key_leftMeta );
    vkKeyMapping( VK_RWIN, key_rightMeta );
    vkKeyMapping( VK_APPS, key_application );
    vkKeyMapping( VK_SLEEP, key_sleep );
    vkKeyMapping( VK_NUMPAD0, key_numpad_0 );
    vkKeyMapping( VK_NUMPAD1, key_numpad_1 );
    vkKeyMapping( VK_NUMPAD2, key_numpad_2 );
    vkKeyMapping( VK_NUMPAD3, key_numpad_3 );
    vkKeyMapping( VK_NUMPAD4, key_numpad_4 );
    vkKeyMapping( VK_NUMPAD5, key_numpad_5 );
    vkKeyMapping( VK_NUMPAD6, key_numpad_6 );
    vkKeyMapping( VK_NUMPAD7, key_numpad_7 );
    vkKeyMapping( VK_NUMPAD8, key_numpad_8 );
    vkKeyMapping( VK_NUMPAD9, key_numpad_9 );
    vkKeyMapping( VK_MULTIPLY, key_multiply );
    vkKeyMapping( VK_DIVIDE, key_divide );
    vkKeyMapping( VK_ADD, key_add );
    vkKeyMapping( VK_SUBTRACT, key_subtract );
    vkKeyMapping( VK_SEPARATOR, key_separator );
    vkKeyMapping( VK_DECIMAL, key_decimal );
    vkKeyMapping( VK_F1, key_f1 );
    vkKeyMapping( VK_F2, key_f2 );
    vkKeyMapping( VK_F3, key_f3 );
    vkKeyMapping( VK_F4, key_f4 );
    vkKeyMapping( VK_F5, key_f5 );
    vkKeyMapping( VK_F6, key_f6 );
    vkKeyMapping( VK_F7, key_f7 );
    vkKeyMapping( VK_F8, key_f8 );
    vkKeyMapping( VK_F9, key_f9 );
    vkKeyMapping( VK_F10, key_f10 );
    vkKeyMapping( VK_F11, key_f11 );
    vkKeyMapping( VK_F12, key_f12 );
    vkKeyMapping( VK_F13, key_f13 );
    vkKeyMapping( VK_F14, key_f14 );
    vkKeyMapping( VK_F15, key_f15 );
    vkKeyMapping( VK_F16, key_f16 );
    vkKeyMapping( VK_F17, key_f17 );
    vkKeyMapping( VK_F18, key_f18 );
    vkKeyMapping( VK_F19, key_f19 );
    vkKeyMapping( VK_F20, key_f20 );
    vkKeyMapping( VK_F21, key_f21 );
    vkKeyMapping( VK_F22, key_f22 );
    vkKeyMapping( VK_F23, key_f23 );
    vkKeyMapping( VK_F24, key_f24 );
    vkKeyMapping( VK_NUMLOCK, key_numLock );
    vkKeyMapping( VK_SCROLL, key_scrollLock );
    vkKeyMapping( VK_LSHIFT, key_leftShift );
    vkKeyMapping( VK_RSHIFT, key_rightShift );
    vkKeyMapping( VK_LCONTROL, key_leftControl );
    vkKeyMapping( VK_RCONTROL, key_rightControl );
    vkKeyMapping( VK_LMENU, key_leftAlt );
    vkKeyMapping( VK_RMENU, key_rightAlt );
    
    vkKeyMapping( VK_BROWSER_BACK, key_browserBack );
    vkKeyMapping( VK_BROWSER_FORWARD, key_browserForward );
    vkKeyMapping( VK_BROWSER_REFRESH, key_browserRefresh );
    vkKeyMapping( VK_BROWSER_STOP, key_browserStop );
    vkKeyMapping( VK_BROWSER_SEARCH, key_browserSearch );
    vkKeyMapping( VK_BROWSER_FAVORITES, key_browserFavorites );
    vkKeyMapping( VK_BROWSER_HOME, key_browserHome );
    vkKeyMapping( VK_VOLUME_MUTE, key_volumeMute );
    vkKeyMapping( VK_VOLUME_DOWN, key_volumeDown );
    vkKeyMapping( VK_VOLUME_UP, key_volumeUp );
    vkKeyMapping( VK_MEDIA_NEXT_TRACK, key_mediaNext );
    vkKeyMapping( VK_MEDIA_PREV_TRACK, key_mediaPrevious );
    vkKeyMapping( VK_MEDIA_STOP, key_mediaStop );
    vkKeyMapping( VK_MEDIA_PLAY_PAUSE, key_mediaPlay );
    vkKeyMapping( VK_LAUNCH_MAIL, key_launchMail );
    vkKeyMapping( VK_LAUNCH_MEDIA_SELECT, key_launchMedia );
    vkKeyMapping( VK_LAUNCH_APP1, key_launchApplication_1 );
    vkKeyMapping( VK_LAUNCH_APP2, key_launchApplication_2 );
    vkKeyMapping( VK_OEM_PLUS, key_oemPlus );
    vkKeyMapping( VK_OEM_COMMA, key_oemComma );
    vkKeyMapping( VK_OEM_MINUS, key_oemMinus );
    vkKeyMapping( VK_OEM_PERIOD, key_oemPeriod );
    vkKeyMapping( VK_OEM_1, key_oem_1 );
    vkKeyMapping( VK_OEM_2, key_oem_2 );
    vkKeyMapping( VK_OEM_3, key_oem_3 );
    vkKeyMapping( VK_OEM_4, key_oem_4 );
    vkKeyMapping( VK_OEM_5, key_oem_5 );
    vkKeyMapping( VK_OEM_6, key_oem_6 );
    vkKeyMapping( VK_OEM_7, key_oem_7 );
    vkKeyMapping( VK_OEM_8, key_oem_8 );
    vkKeyMapping( VK_OEM_102, key_oem_102 );
    vkKeyMapping( VK_OEM_CLEAR, key_oemClear );
    vkKeyMapping( VK_PROCESSKEY, key_processKey );
    vkKeyMapping( VK_PACKET, key_packet );
    vkKeyMapping( VK_ATTN, key_attn );
    vkKeyMapping( VK_CRSEL, key_crsel );
    vkKeyMapping( VK_EXSEL, key_exsel );
    vkKeyMapping( VK_EREOF, key_ereof );
    vkKeyMapping( VK_PLAY, key_play );
    vkKeyMapping( VK_ZOOM, key_zoom );
    vkKeyMapping( VK_NONAME, key_noname );
    vkKeyMapping( VK_PA1, key_pa1 );
    
#undef vkKeyMapping
}

enum input_Scancode {
    
    sc_escape = 0x01,
    sc_1 = 0x02,
    sc_2 = 0x03,
    sc_3 = 0x04,
    sc_4 = 0x05,
    sc_5 = 0x06,
    sc_6 = 0x07,
    sc_7 = 0x08,
    sc_8 = 0x09,
    sc_9 = 0x0A,
    sc_0 = 0x0B,
    sc_minus = 0x0C,
    sc_equals = 0x0D,
    sc_backspace = 0x0E,
    sc_tab = 0x0F,
    sc_q = 0x10,
    sc_w = 0x11,
    sc_e = 0x12,
    sc_r = 0x13,
    sc_t = 0x14,
    sc_y = 0x15,
    sc_u = 0x16,
    sc_i = 0x17,
    sc_o = 0x18,
    sc_p = 0x19,
    sc_bracketLeft = 0x1A,
    sc_bracketRight = 0x1B,
    sc_enter = 0x1C,
    sc_controlLeft = 0x1D,
    sc_a = 0x1E,
    sc_s =0x1F,
    sc_d = 0x20,
    sc_f = 0x21,
    sc_g = 0x22,
    sc_h = 0x23,
    sc_j = 0x24,
    sc_k = 0x25,
    sc_l = 0x26,
    sc_semicolon = 0x27,
    sc_apostrophe = 0x28,
    sc_grave = 0x29,
    sc_shiftLeft = 0x2A,
    sc_backslash = 0x2B,
    sc_z = 0x2C,
    sc_x = 0x2D,
    sc_c = 0x2E,
    sc_v = 0x2F,
    sc_b = 0x30,
    sc_n = 0x31,
    sc_m = 0x32,
    sc_comma = 0x33,
    sc_preiod = 0x34,
    sc_slash = 0x35,
    sc_shiftRight = 0x36,
    sc_numpad_multiply = 0x37,
    sc_altLeft = 0x38,
    sc_space = 0x39,
    sc_capsLock = 0x3A,
    sc_f1 = 0x3B,
    sc_f2 = 0x3C,
    sc_f3 = 0x3D,
    sc_f4 = 0x3E,
    sc_f5 = 0x3F,
    sc_f6 = 0x40,
    sc_f7 = 0x41,
    sc_f8 = 0x42,
    sc_f9 = 0x43,
    sc_f10 = 0x44,
    sc_numLock = 0x45,
    sc_scrollLock = 0x46,
    sc_numpad_7 = 0x47,
    sc_numpad_8 = 0x48,
    sc_numpad_9 = 0x49,
    sc_numpad_minus = 0x4A,
    sc_numpad_4 = 0x4B,
    sc_numpad_5 = 0x4C,
    sc_numpad_6 = 0x4D,
    sc_numpad_plus = 0x4E,
    sc_numpad_1 = 0x4F,
    sc_numpad_2 = 0x50,
    sc_numpad_3 = 0x51,
    sc_numpad_0 = 0x52,
    sc_numpad_period = 0x53,
    sc_alt_printScreen = 0x54, /* Alt + print screen. MapVirtualKeyEx( VK_SNAPSHOT, MAPVK_VK_TO_VSC_EX, 0 ) returns scancode 0x54. */
    sc_bracketAngle = 0x56, /* Key between the left shift and Z. */
    sc_f11 = 0x57,
    sc_f12 = 0x58,
    sc_oem_1 = 0x5a, /* VK_OEM_WSCTRL */
    sc_oem_2 = 0x5b, /* VK_OEM_FINISH */
    sc_oem_3 = 0x5c, /* VK_OEM_JUMP */
    sc_eraseEOF = 0x5d,
    sc_oem_4 = 0x5e, /* VK_OEM_BACKTAB */
    sc_oem_5 = 0x5f, /* VK_OEM_AUTO */
    sc_zoom = 0x62,
    sc_help = 0x63,
    sc_f13 = 0x64,
    sc_f14 = 0x65,
    sc_f15 = 0x66,
    sc_f16 = 0x67,
    sc_f17 = 0x68,
    sc_f18 = 0x69,
    sc_f19 = 0x6a,
    sc_f20 = 0x6b,
    sc_f21 = 0x6c,
    sc_f22 = 0x6d,
    sc_f23 = 0x6e,
    sc_oem_6 = 0x6f, /* VK_OEM_PA3 */
    sc_katakana = 0x70,
    sc_oem_7 = 0x71, /* VK_OEM_RESET */
    sc_f24 = 0x76,
    sc_sbcschar = 0x77,
    sc_convert = 0x79,
    sc_nonconvert = 0x7B, /* VK_OEM_PA1 */
    
    sc_media_previous = 0xE010,
    sc_media_next = 0xE019,
    sc_numpad_enter = 0xE01C,
    sc_controlRight = 0xE01D,
    sc_volume_mute = 0xE020,
    sc_launch_app2 = 0xE021,
    sc_media_play = 0xE022,
    sc_media_stop = 0xE024,
    sc_volume_down = 0xE02E,
    sc_volume_up = 0xE030,
    sc_browser_home = 0xE032,
    sc_numpad_divide = 0xE035,
    sc_printScreen = 0xE037,
    /*
    sc_printScreen:
    - make: 0xE02A 0xE037
    - break: 0xE0B7 0xE0AA
    - MapVirtualKeyEx( VK_SNAPSHOT, MAPVK_VK_TO_VSC_EX, 0 ) returns scancode 0x54;
    - There is no VK_KEYDOWN with VK_SNAPSHOT.
    */
    sc_altRight = 0xE038,
    sc_cancel = 0xE046, /* CTRL + Pause */
    sc_home = 0xE047,
    sc_arrowUp = 0xE048,
    sc_pageUp = 0xE049,
    sc_arrowLeft = 0xE04B,
    sc_arrowRight = 0xE04D,
    sc_end = 0xE04F,
    sc_arrowDown = 0xE050,
    sc_pageDown = 0xE051,
    sc_insert = 0xE052,
    sc_delete = 0xE053,
    sc_metaLeft = 0xE05B,
    sc_metaRight = 0xE05C,
    sc_application = 0xE05D,
    sc_power = 0xE05E,
    sc_sleep = 0xE05F,
    sc_wake = 0xE063,
    sc_browser_search = 0xE065,
    sc_browser_favorites = 0xE066,
    sc_browser_refresh = 0xE067,
    sc_browser_stop = 0xE068,
    sc_browser_forward = 0xE069,
    sc_browser_back = 0xE06A,
    sc_launch_app1 = 0xE06B,
    sc_launch_email = 0xE06C,
    sc_launch_media = 0xE06D,
    
    sc_pause = 0xE11D45,
    /*
    sc_pause:
    - make: 0xE11D 45 0xE19D C5
    - make in raw input: 0xE11D 0x45
    - break: none
    - No repeat when you hold the key down
    - There are no break so I don't know how the key down/up is expected to work. Raw input sends "keydown" and "keyup" messages, and it appears that the keyup message is sent directly after the keydown message (you can't hold the key down) so depending on when GetMessage or PeekMessage will return messages, you may get both a keydown and keyup message "at the same time". If you use VK messages most of the time you only get keydown messages, but some times you get keyup messages too.
    - when pressed at the same time as one or both control keys, generates a 0xE046 (sc_cancel) and the string for that scancode is "break".
    */
};

u32 input_scancodeList[ ] = {
    
    sc_escape,
    sc_1,
    sc_2,
    sc_3,
    sc_4,
    sc_5,
    sc_6,
    sc_7,
    sc_8,
    sc_9,
    sc_0,
    sc_minus,
    sc_equals,
    sc_backspace,
    sc_tab,
    sc_q,
    sc_w,
    sc_e,
    sc_r,
    sc_t,
    sc_y,
    sc_u,
    sc_i,
    sc_o,
    sc_p,
    sc_bracketLeft,
    sc_bracketRight,
    sc_enter,
    sc_controlLeft,
    sc_a,
    sc_s,
    sc_d,
    sc_f,
    sc_g,
    sc_h,
    sc_j,
    sc_k,
    sc_l,
    sc_semicolon,
    sc_apostrophe,
    sc_grave,
    sc_shiftLeft,
    sc_backslash,
    sc_z,
    sc_x,
    sc_c,
    sc_v,
    sc_b,
    sc_n,
    sc_m,
    sc_comma,
    sc_preiod,
    sc_slash,
    sc_shiftRight,
    sc_numpad_multiply,
    sc_altLeft,
    sc_space,
    sc_capsLock,
    sc_f1,
    sc_f2,
    sc_f3,
    sc_f4,
    sc_f5,
    sc_f6,
    sc_f7,
    sc_f8,
    sc_f9,
    sc_f10,
    sc_numLock,
    sc_scrollLock,
    sc_numpad_7,
    sc_numpad_8,
    sc_numpad_9,
    sc_numpad_minus,
    sc_numpad_4,
    sc_numpad_5,
    sc_numpad_6,
    sc_numpad_plus,
    sc_numpad_1,
    sc_numpad_2,
    sc_numpad_3,
    sc_numpad_0,
    sc_numpad_period,
    sc_alt_printScreen,
    sc_bracketAngle,
    sc_f11,
    sc_f12,
    sc_oem_1,
    sc_oem_2,
    sc_oem_3,
    sc_eraseEOF,
    sc_oem_4,
    sc_oem_5,
    sc_zoom,
    sc_help,
    sc_f13,
    sc_f14,
    sc_f15,
    sc_f16,
    sc_f17,
    sc_f18,
    sc_f19,
    sc_f20,
    sc_f21,
    sc_f22,
    sc_f23,
    sc_oem_6,
    sc_katakana,
    sc_oem_7,
    sc_f24,
    sc_sbcschar,
    sc_convert,
    sc_nonconvert,
    
    sc_media_previous,
    sc_media_next,
    sc_numpad_enter,
    sc_controlRight,
    sc_volume_mute,
    sc_launch_app2,
    sc_media_play,
    sc_media_stop,
    sc_volume_down,
    sc_volume_up,
    sc_browser_home,
    sc_numpad_divide,
    sc_printScreen,
    sc_altRight,
    sc_cancel,
    sc_home,
    sc_arrowUp,
    sc_pageUp,
    sc_arrowLeft,
    sc_arrowRight,
    sc_end,
    sc_arrowDown,
    sc_pageDown,
    sc_insert,
    sc_delete,
    sc_metaLeft,
    sc_metaRight,
    sc_application,
    sc_power,
    sc_sleep,
    sc_wake,
    sc_browser_search,
    sc_browser_favorites,
    sc_browser_refresh,
    sc_browser_stop,
    sc_browser_forward,
    sc_browser_back,
    sc_launch_app1,
    sc_launch_email,
    sc_launch_media,
    
    sc_pause
};

#include "glcorearb.h"

PFNGLGETSTRINGPROC glGetString;
PFNGLGETINTEGERVPROC glGetIntegerv;
PFNGLGETERRORPROC glGetError;
PFNGLCLEARCOLORPROC glClearColor;
PFNGLGENTEXTURESPROC glGenTextures;
PFNGLBINDTEXTUREPROC glBindTexture;
PFNGLTEXPARAMETERIPROC glTexParameteri;
PFNGLTEXIMAGE2DPROC glTexImage2D;
PFNGLCLEARPROC glClear;
PFNGLDRAWARRAYSPROC glDrawArrays;
PFNGLFLUSHPROC glFlush;
PFNGLPIXELSTOREIPROC glPixelStorei;
PFNGLDELETETEXTURESPROC glDeleteTextures;
PFNGLFINISHPROC glFinish;
PFNGLENABLEPROC glEnable;
PFNGLBLENDFUNCPROC glBlendFunc;
PFNGLDRAWELEMENTSPROC glDrawElements;
PFNGLDISABLEPROC glDisable;
PFNGLVIEWPORTPROC glViewport;

PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDETACHSHADERPROC glDetachShader;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
PFNGLGETSTRINGIPROC glGetStringi;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORMMATRIX2X3FVPROC glUniformMatrix2x3fv;
PFNGLUNIFORMMATRIX3X4FVPROC glUniformMatrix3x4fv;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLPRIMITIVERESTARTINDEXPROC glPrimitiveRestartIndex;

typedef BOOL ( * wglChoosePixelFormatARB_t )( HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats );
typedef HGLRC ( * wglCreateContextAttribsARB_t )( HDC hDC, HGLRC hshareContext, const int *attribList );
typedef const char * ( * wglGetExtensionsStringARB_t )( HDC hdc );
typedef void ( * wglSwapIntervalEXT_t )( int intervalCount );

wglGetExtensionsStringARB_t wglGetExtensionsStringARB = 0;
wglChoosePixelFormatARB_t wglChoosePixelFormatARB = 0;
wglCreateContextAttribsARB_t wglCreateContextAttribsARB = 0;
wglSwapIntervalEXT_t wglSwapIntervalEXT = 0;

void getWGLFunctions( void ) {
    
    wglGetExtensionsStringARB = ( wglGetExtensionsStringARB_t ) wglGetProcAddress( "wglGetExtensionsStringARB" );
    wglChoosePixelFormatARB = ( wglChoosePixelFormatARB_t ) wglGetProcAddress( "wglChoosePixelFormatARB" );
    wglCreateContextAttribsARB = ( wglCreateContextAttribsARB_t ) wglGetProcAddress( "wglCreateContextAttribsARB" );
    wglSwapIntervalEXT = ( wglSwapIntervalEXT_t ) wglGetProcAddress( "wglSwapIntervalEXT" );
    
    // _assert( wglGetExtensionsStringARB > ( void* ) 3 );
    // _assert( wglChoosePixelFormatARB > ( void* ) 3 );
    // _assert( wglCreateContextAttribsARB > ( void* ) 3 );
    // _assert( wglSwapIntervalEXT > ( void* ) 3 );
}

void window_getGLFunctions( ) {
    
    HMODULE hOpenGL = LoadLibrary( "opengl32.dll" );
    
    glGetString = ( PFNGLGETSTRINGPROC ) GetProcAddress( hOpenGL, "glGetString" );
    glGetIntegerv = ( PFNGLGETINTEGERVPROC ) GetProcAddress( hOpenGL, "glGetIntegerv" );
    glGetError = ( PFNGLGETERRORPROC ) GetProcAddress( hOpenGL, "glGetError" );
    glClearColor = ( PFNGLCLEARCOLORPROC ) GetProcAddress( hOpenGL, "glClearColor" );
    glGenTextures = ( PFNGLGENTEXTURESPROC ) GetProcAddress( hOpenGL, "glGenTextures" );
    glBindTexture = ( PFNGLBINDTEXTUREPROC ) GetProcAddress( hOpenGL, "glBindTexture" );
    glTexParameteri = ( PFNGLTEXPARAMETERIPROC ) GetProcAddress( hOpenGL, "glTexParameteri" );
    glTexImage2D = ( PFNGLTEXIMAGE2DPROC ) GetProcAddress( hOpenGL, "glTexImage2D" );
    glClear = ( PFNGLCLEARPROC ) GetProcAddress( hOpenGL, "glClear" );
    glDrawArrays = ( PFNGLDRAWARRAYSPROC ) GetProcAddress( hOpenGL, "glDrawArrays" );
    glFlush = ( PFNGLFLUSHPROC ) GetProcAddress( hOpenGL, "glFlush" );
    glPixelStorei = ( PFNGLPIXELSTOREIPROC ) GetProcAddress( hOpenGL, "glPixelStorei" );
    glDeleteTextures = ( PFNGLDELETETEXTURESPROC ) GetProcAddress( hOpenGL, "glDeleteTextures" );
    glFinish = ( PFNGLFINISHPROC ) GetProcAddress( hOpenGL, "glFinish" );
    glEnable = ( PFNGLENABLEPROC ) GetProcAddress( hOpenGL, "glEnable" );
    glBlendFunc = ( PFNGLBLENDFUNCPROC ) GetProcAddress( hOpenGL, "glBlendFunc" );
    glDrawElements = ( PFNGLDRAWELEMENTSPROC ) GetProcAddress( hOpenGL, "glDrawElements" );
    glDisable = ( PFNGLDISABLEPROC ) GetProcAddress( hOpenGL, "glDisable" );
    glViewport = ( PFNGLVIEWPORTPROC ) GetProcAddress( hOpenGL, "glViewport" );
    
    FreeLibrary( hOpenGL );
    
    glGetShaderiv = ( PFNGLGETSHADERIVPROC ) wglGetProcAddress( "glGetShaderiv" );
    glGetShaderInfoLog = ( PFNGLGETSHADERINFOLOGPROC ) wglGetProcAddress( "glGetShaderInfoLog" );
    glAttachShader = ( PFNGLATTACHSHADERPROC ) wglGetProcAddress( "glAttachShader" );
    glBindAttribLocation = ( PFNGLBINDATTRIBLOCATIONPROC ) wglGetProcAddress( "glBindAttribLocation" );
    glCompileShader = ( PFNGLCOMPILESHADERPROC ) wglGetProcAddress( "glCompileShader" );
    glCreateProgram = ( PFNGLCREATEPROGRAMPROC ) wglGetProcAddress( "glCreateProgram" );
    glCreateShader = ( PFNGLCREATESHADERPROC ) wglGetProcAddress( "glCreateShader" );
    glDeleteProgram = ( PFNGLDELETEPROGRAMPROC ) wglGetProcAddress( "glDeleteProgram" );
    glDeleteShader = ( PFNGLDELETESHADERPROC ) wglGetProcAddress( "glDeleteShader" );
    glDetachShader = ( PFNGLDETACHSHADERPROC ) wglGetProcAddress( "glDetachShader" );
    glDisableVertexAttribArray = ( PFNGLDISABLEVERTEXATTRIBARRAYPROC ) wglGetProcAddress( "glDisableVertexAttribArray" );
    glEnableVertexAttribArray = ( PFNGLENABLEVERTEXATTRIBARRAYPROC ) wglGetProcAddress( "glEnableVertexAttribArray" );
    glGetProgramiv = ( PFNGLGETPROGRAMIVPROC ) wglGetProcAddress( "glGetProgramiv" );
    glGetProgramInfoLog = ( PFNGLGETPROGRAMINFOLOGPROC ) wglGetProcAddress( "glGetProgramInfoLog" );
    glLinkProgram = ( PFNGLLINKPROGRAMPROC ) wglGetProcAddress( "glLinkProgram" );
    glShaderSource = ( PFNGLSHADERSOURCEPROC ) wglGetProcAddress( "glShaderSource" );
    glUseProgram = ( PFNGLUSEPROGRAMPROC ) wglGetProcAddress( "glUseProgram" );
    glBindBuffer = ( PFNGLBINDBUFFERPROC ) wglGetProcAddress( "glBindBuffer" );
    glGenBuffers = ( PFNGLGENBUFFERSPROC ) wglGetProcAddress( "glGenBuffers" );
    glBufferData = ( PFNGLBUFFERDATAPROC ) wglGetProcAddress( "glBufferData" );
    glBufferSubData = ( PFNGLBUFFERSUBDATAPROC ) wglGetProcAddress( "glBufferSubData" );
    glVertexAttribPointer = ( PFNGLVERTEXATTRIBPOINTERPROC ) wglGetProcAddress( "glVertexAttribPointer" );
    glBindFragDataLocation = ( PFNGLBINDFRAGDATALOCATIONPROC ) wglGetProcAddress( "glBindFragDataLocation" );
    glGetAttribLocation = ( PFNGLGETATTRIBLOCATIONPROC ) wglGetProcAddress( "glGetAttribLocation" );
    glDeleteBuffers = ( PFNGLDELETEBUFFERSPROC ) wglGetProcAddress( "glDeleteBuffers" );
    glDeleteVertexArrays = ( PFNGLDELETEVERTEXARRAYSPROC ) wglGetProcAddress( "glDeleteVertexArrays" );
    glGenVertexArrays = ( PFNGLGENVERTEXARRAYSPROC ) wglGetProcAddress( "glGenVertexArrays" );
    glBindVertexArray = ( PFNGLBINDVERTEXARRAYPROC ) wglGetProcAddress( "glBindVertexArray" );
    glActiveTexture = ( PFNGLACTIVETEXTUREPROC ) wglGetProcAddress( "glActiveTexture" );
    glGenerateMipmap = ( PFNGLGENERATEMIPMAPPROC ) wglGetProcAddress( "glGenerateMipmap" );
    glGetStringi = ( PFNGLGETSTRINGIPROC ) wglGetProcAddress( "glGetStringi" );
    glGetUniformLocation = ( PFNGLGETUNIFORMLOCATIONPROC ) wglGetProcAddress( "glGetUniformLocation" );
    glUniformMatrix2x3fv = ( PFNGLUNIFORMMATRIX2X3FVPROC ) wglGetProcAddress( "glUniformMatrix2x3fv" );
    glUniformMatrix3x4fv = ( PFNGLUNIFORMMATRIX3X4FVPROC ) wglGetProcAddress( "glUniformMatrix3x4fv" );
    glUniformMatrix4fv = ( PFNGLUNIFORMMATRIX4FVPROC ) wglGetProcAddress( "glUniformMatrix4fv" );
    glUniform4fv = ( PFNGLUNIFORM4FVPROC ) wglGetProcAddress( "glUniform4fv" );
    glPrimitiveRestartIndex = ( PFNGLPRIMITIVERESTARTINDEXPROC ) wglGetProcAddress( "glPrimitiveRestartIndex" );
}

#define WGL_NUMBER_PIXEL_FORMATS_ARB            0x2000
#define WGL_DRAW_TO_WINDOW_ARB                  0x2001
#define WGL_DRAW_TO_BITMAP_ARB                  0x2002
#define WGL_ACCELERATION_ARB                    0x2003
#define WGL_NEED_PALETTE_ARB                    0x2004
#define WGL_NEED_SYSTEM_PALETTE_ARB             0x2005
#define WGL_SWAP_LAYER_BUFFERS_ARB              0x2006
#define WGL_SWAP_METHOD_ARB                     0x2007
#define WGL_NUMBER_OVERLAYS_ARB                 0x2008
#define WGL_NUMBER_UNDERLAYS_ARB                0x2009
#define WGL_TRANSPARENT_ARB                     0x200A
#define WGL_TRANSPARENT_RED_VALUE_ARB           0x2037
#define WGL_TRANSPARENT_GREEN_VALUE_ARB         0x2038
#define WGL_TRANSPARENT_BLUE_VALUE_ARB          0x2039
#define WGL_TRANSPARENT_ALPHA_VALUE_ARB         0x203A
#define WGL_TRANSPARENT_INDEX_VALUE_ARB         0x203B
#define WGL_SHARE_DEPTH_ARB                     0x200C
#define WGL_SHARE_STENCIL_ARB                   0x200D
#define WGL_SHARE_ACCUM_ARB                     0x200E
#define WGL_SUPPORT_GDI_ARB                     0x200F
#define WGL_SUPPORT_OPENGL_ARB                  0x2010
#define WGL_DOUBLE_BUFFER_ARB                   0x2011
#define WGL_STEREO_ARB                          0x2012
#define WGL_PIXEL_TYPE_ARB                      0x2013
#define WGL_COLOR_BITS_ARB                      0x2014
#define WGL_RED_BITS_ARB                        0x2015
#define WGL_RED_SHIFT_ARB                       0x2016
#define WGL_GREEN_BITS_ARB                      0x2017
#define WGL_GREEN_SHIFT_ARB                     0x2018
#define WGL_BLUE_BITS_ARB                       0x2019
#define WGL_BLUE_SHIFT_ARB                      0x201A
#define WGL_ALPHA_BITS_ARB                      0x201B
#define WGL_ALPHA_SHIFT_ARB                     0x201C
#define WGL_ACCUM_BITS_ARB                      0x201D
#define WGL_ACCUM_RED_BITS_ARB                  0x201E
#define WGL_ACCUM_GREEN_BITS_ARB                0x201F
#define WGL_ACCUM_BLUE_BITS_ARB                 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB                0x2021
#define WGL_DEPTH_BITS_ARB                      0x2022
#define WGL_STENCIL_BITS_ARB                    0x2023
#define WGL_AUX_BUFFERS_ARB                     0x2024

#define WGL_NO_ACCELERATION_ARB                 0x2025
#define WGL_GENERIC_ACCELERATION_ARB            0x2026
#define WGL_FULL_ACCELERATION_ARB               0x2027

#define WGL_SWAP_EXCHANGE_ARB                   0x2028
#define WGL_SWAP_COPY_ARB                       0x2029
#define WGL_SWAP_UNDEFINED_ARB                  0x202A

#define WGL_TYPE_RGBA_ARB                       0x202B
#define WGL_TYPE_COLORINDEX_ARB                 0x202C

#define WGL_CONTEXT_MAJOR_VERSION_ARB           0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB           0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB             0x2093
#define WGL_CONTEXT_FLAGS_ARB                   0x2094
#define WGL_CONTEXT_PROFILE_MASK_ARB            0x9126

#define WGL_CONTEXT_DEBUG_BIT_ARB               0x0001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB  0x0002

#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB        0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002

#define ERROR_INVALID_VERSION_ARB               0x2095
#define ERROR_INVALID_PROFILE_ARB               0x2096

umm input_getScancodeOffset( u32 scancode ) {
    
    umm result = scancode;
    umm group_0_end = sc_nonconvert;
    umm group_1_start = sc_media_previous;
    umm group_1_end = sc_launch_media;
    umm group_2_start = sc_pause;
    
    if ( scancode >= group_2_start ) {
        result = group_0_end + 1 + ( group_1_end - group_1_start ) + 1 + ( scancode - group_2_start );
    } else if ( scancode >= group_1_start ) {
        result = group_0_end + 1 + ( scancode - group_1_start );
    }
    
    // _assert( result <= 0xff );
    
    return result;
}

enum input_KeyStateFlag {
    
    input_KeyStateFlag_pressed = 1 << 0,
    input_KeyStateFlag_transitionCountMask = 0xfe
};

void input_syncKeys( window_State* state ) {
    
    umm index;
    state->keys[ key_none ] = 0;
    
    for ( index = key_mouseLeft; index < key_pa1; index++ ) {
        
        u16 keyState = GetAsyncKeyState( keyToVk[ index ] );
        state->keys[ index ] = ( ( keyState & ( 0x1 << 15 ) ) > 0 ) ? input_KeyStateFlag_pressed : 0;
    }
    
    for ( index = 0; index < arrayCount( input_scancodeList ); index++ ) {
        
        u32 scancode = input_scancodeList[ index ];
        umm offset;
        u32 vk;
        u16 keyState;
        
        if ( scancode == 0x45 ) {
            scancode = 0xE045;
        } else if ( scancode == 0xE11D45 ) {
            scancode = 0x45;
        }
        
        offset = input_getScancodeOffset( scancode );
        vk = MapVirtualKeyEx( scancode, MAPVK_VSC_TO_VK_EX, 0 );
        keyState = GetAsyncKeyState( vk );
        
        state->scancodes[ offset ] = ( ( keyState & ( 0x1 << 15 ) ) > 0 ) ? input_KeyStateFlag_pressed : 0;
    }
    
    state->characterCount = 0;
}

void input_clearKeys( window_State* state ) {
    
    umm key, scancode;
    
    for ( key = 0; key < key_count; key++ ) {
        state->keys[ key ] = ( state->keys[ key ] & input_KeyStateFlag_pressed ) << 1;
    }
    
    for ( scancode = 0; scancode < arrayCount( state->scancodes ); scancode++ ) {
        state->scancodes[ scancode ] = ( state->scancodes[ scancode ] & input_KeyStateFlag_pressed ) << 1;
    }
    
    state->characterCount = 0;
}

LRESULT CALLBACK windowProc( HWND window, UINT message, WPARAM wParam, LPARAM lParam ) {
    
    LRESULT result = 0;
    window_State* state = ( window_State* ) GetWindowLongPtr( window, 0 );
    
    switch ( message ) {
        
        // NOTE simon: Not caught by PeekMessage.
        
        case WM_DESTROY :
        case WM_CLOSE : {
            state->closeRequested = true;
        } break;
        
        // NOTE simon: WM_SIZE and WM_MOVE will not be called if we don't call DefWIndowProc with WM_WINDOWPOSCHANGED. WM_SIZE and  WM_MOVE will be called a startup only.
        case WM_WINDOWPOSCHANGED :
        case WM_MOVE :
        case WM_SIZE : {
            
            RECT clientRect = { };
            GetClientRect( window, &clientRect );
            state->width = clientRect.right;
            state->height = clientRect.bottom;
            state->resized = true;
            
            POINT p;
            p.x = 0;
            p.y = state->height;
            ClientToScreen( window, &p );
            
            state->x = p.x;
            state->y = state->screenHeight - p.y;
            
        } break;
        
        case WM_SYSCOMMAND: {
            
            // NOTE simon: Remove beeping sound when ALT + some key is pressed.
            if ( wParam == SC_KEYMENU ) {
                result = 0;
            } else {
                result = DefWindowProc( window, message, wParam, lParam );
            }
        } break;
        
        case WM_SETFOCUS: {
            input_syncKeys( state );
            state->hasFocus = true;
            result = 0;
        } break;
        
        case WM_KILLFOCUS: {
            input_clearKeys( state );
            state->hasFocus = false;
            result = 0;
        } break;
        
        // NOTE simon: End of not caught by PeekMessage.
        
        default : {
            result = DefWindowProc( window, message, wParam, lParam );
        } break;
    }
    
    return result;
}

void cleanUpWindow( HGLRC* renderContext, HWND* windowHandle, HDC* deviceContext ) {
    
    if ( renderContext != 0 && *renderContext != 0 ) {
        wglMakeCurrent( 0, 0 );
        wglDeleteContext( *renderContext );
        *renderContext = 0;
    }
    
    if ( windowHandle != 0 && *windowHandle != 0 ) {
        
        if ( deviceContext != 0 && *deviceContext != 0 ){
            ReleaseDC( *windowHandle, *deviceContext );
            *deviceContext = 0;
        }
        
        DestroyWindow( *windowHandle );
        *windowHandle = 0;
    }
}

#define mouseButtonDown( key ) \
u8 value = ( u8 ) ( state->keys[ key ] & input_KeyStateFlag_transitionCountMask ); \
value += 2; \
value |= 1; \
state->keys[ key ] = value;

#define mouseButtonUp( key ) \
u8 value = ( u8 ) ( state->keys[ key ] & input_KeyStateFlag_transitionCountMask ); \
value += 2; \
state->keys[ key ] = value;

#define mouseButton_4_5( key ) \
if ( HIWORD( message.wParam ) == XBUTTON1 ) { \
    key = key_mouse_4; \
} else if ( HIWORD( message.wParam ) == XBUTTON2 ) { \
    key = key_mouse_5; \
}

#define handleMouseButton( messagePrefix, key ) \
case WM_##messagePrefix##BUTTONDOWN: { \
    mouseButtonDown( key ); \
} break; \
case WM_##messagePrefix##BUTTONUP: { \
    mouseButtonUp( key ); \
} break;

void window_handleMessages( window_State* state ) {
    
    state->characterCount = 0;
    
    // NOTE simon: We need to set the wasPressed flag manually because if you hold a key
    // you only receive keydown messages at intervals (eg: text repeating).
    // We also need to clear the wasPressed flag (key released 2 frames ago).
    for ( umm key = 0; key < key_count; key++ ) {
        state->keys[ key ] &= input_KeyStateFlag_pressed;
    }
    
    for ( umm scancode = 0; scancode < arrayCount( state->scancodes ); scancode++ ) {
        state->scancodes[ scancode ] &= input_KeyStateFlag_pressed;
    }
    
    POINT p;
    GetCursorPos( &p );
    state->mouseX = p.x - state->x;
    state->mouseY = state->screenHeight - 1 - p.y - state->y;
    
    b32 pauseScancodeRead = false;
    
    MSG message;
    
    while ( PeekMessage( &message, 0, 0, 0, PM_REMOVE ) ) {
        
        switch ( message.message ) {
            
            /* NOTE simon: WM_QUIT only happens if PostQuitMessage is called. */
            case WM_QUIT : {
                state->closeRequested = true;
            } break;
            
            handleMouseButton( L, key_mouseLeft );
            handleMouseButton( R, key_mouseRight );
            handleMouseButton( M, key_mouseMidle );
            
            case WM_XBUTTONDOWN: {
                
                u32 key = 0;
                mouseButton_4_5( key );
                mouseButtonDown( key );
                
            } break;
            
            case WM_XBUTTONUP: {
                
                u32 key = 0;
                mouseButton_4_5( key );
                mouseButtonUp( key );
                
            } break;
            
            case WM_SYSKEYDOWN :
            case WM_KEYDOWN :
            case WM_SYSKEYUP :
            case WM_KEYUP: {
                
                u32 key = vkToKey[ message.wParam ];
                
                u8 pressed = ( u8 ) ( ( ~message.lParam ) >> 31 ) & 0x1;
                u8 transition = ( state->keys[ key ] & input_KeyStateFlag_pressed ) != pressed;
                u8 value = state->keys[ key ] & input_KeyStateFlag_transitionCountMask;
                
                b32 extended = ( message.lParam >> 24 ) & 0x1;
                u32 scancode = ( message.lParam >> 16 ) & 0xff;
                
                if ( extended ) {
                    
                    /* Num lock is extended in the lparam but not in the scancode list. */
                    if ( scancode != 0x45 ) {
                        scancode |= 0xE000;
                    }
                    
                } else {
                    
                    /* And Pause in not extended when it should be 0xE11D45. */
                    if ( scancode == 0x45 ) {
                        scancode = 0xE11D45;
                    } else if ( scancode == 0x54 ) { /* ALT + print screen */
                        scancode = 0xE037;
                    }
                }
                
                /* We need to force the transition because print screen doesn't sends keydown messages. */
                if ( scancode == 0xE037 ) {
                    transition = 1;
                }
                
                value += ( transition << 1 );
                value |= pressed;
                state->keys[ key ] = value;
                
                /* state->scancodes[ window_getScancodeOffset( scancode ) ] = value; */
                
                if ( message.wParam == VK_SHIFT ) {
                    
                    key = vkToKey[ ( scancode == sc_shiftLeft ) ? VK_LSHIFT : VK_RSHIFT ];
                    state->keys[ key ] = value;
                    
                } else if ( message.wParam == VK_CONTROL) {
                    
                    key = vkToKey[ ( extended ) ? VK_RCONTROL : VK_LCONTROL ];
                    state->keys[ key ] = value;
                    
                } else if ( message.wParam == VK_MENU ) {
                    
                    key = vkToKey[ ( extended ) ? VK_RMENU : VK_LMENU ];
                    state->keys[ key ] = value;
                }
                
                if ( message.message == WM_SYSKEYUP && message.wParam == VK_F4 ) {
                    state->closeRequested = true;
                }
                
                TranslateMessage( &message );
                
            } break;
            
            case WM_INPUT: {
                
                RAWINPUT rawInput;
                u32 rawInputSize = sizeof( rawInput );
                GetRawInputData( ( HRAWINPUT ) message.lParam, RID_INPUT, &rawInput, &rawInputSize, sizeof( RAWINPUTHEADER ) );
                
                if ( rawInput.header.dwType == RIM_TYPEKEYBOARD ) {
                    
                    u32 scancode = rawInput.data.keyboard.MakeCode;
                    u16 flags = rawInput.data.keyboard.Flags;
                    // _assert( scancode <= 0xff );
                    
                    u8 pressed = 0;
                    
                    if ( ( flags & RI_KEY_BREAK ) == 0 ) {
                        pressed = 1;
                    }
                    
                    if ( ( flags & RI_KEY_E0 ) != 0 ) {
                        scancode |= 0xE000;
                    } else if ( ( flags & RI_KEY_E1 ) != 0 ) {
                        scancode |= 0xE100;
                    }
                    
                    b32 ignore = false;
                    
                    if ( pauseScancodeRead ) {
                        
                        if ( scancode == 0x45 ) {
                            scancode = 0xE11D45;
                        }
                        
                        pauseScancodeRead = false;
                        
                    } else if ( scancode == 0xE11D ) {
                        
                        pauseScancodeRead = true;
                        
                    } else if ( scancode == 0x54 ) {
                        /* 0x54 is generated when print screen and one or both alt are pressed. */
                        scancode = 0xE037;
                    }
                    
                    if ( scancode == 0xE11D || scancode == 0xE02A || scancode == 0xE0AA || scancode == 0xE0B6 || scancode == 0xE036 ) {
                        ignore = true;
                    }
                    
                    if ( !ignore ) {
                        
                        umm offset = input_getScancodeOffset( scancode );
                        u8 value = state->scancodes[ offset ] & input_KeyStateFlag_transitionCountMask;
                        u8 transition = ( state->scancodes[ offset ] & input_KeyStateFlag_pressed ) != pressed;
                        value += ( transition << 1 );
                        value |= pressed;
                        state->scancodes[ offset ] = value;
                    }
                }
                
            } break;
            
            case WM_CHAR: {
                
                if ( state->characterCount < arrayCount( state->characters ) ) {
                    state->characters[ state->characterCount++ ] = ( u32 ) message.wParam;
                }
                
            } break;
            
            default : {
                TranslateMessage( &message );
                DispatchMessage( &message );
            } break;
        }
    }
}

void window_swapBuffers( PlatformSpecific* platform ) {
    SwapBuffers( platform->deviceContext );
}

void window_create( window_State* state, char* windowName, u32 width, u32 height, s32 x, s32 y ) {
    
    input_vkToKey( );
    
    WNDCLASS windowClass = { };
    windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    windowClass.lpfnWndProc = windowProc;
    windowClass.hInstance = GetModuleHandle( 0 );
    windowClass.lpszClassName = "simple_window";
    windowClass.hCursor = LoadCursor( 0, IDC_ARROW );
    windowClass.cbWndExtra = sizeof( window_State* );
    
    if ( RegisterClass( &windowClass ) != 0 ) {
        
        HWND dummyHandle = 0;
        u32 windowStyle = WS_OVERLAPPEDWINDOW;
        
        dummyHandle = CreateWindowEx( 0, windowClass.lpszClassName, windowName, windowStyle, state->x, state->y, state->width, state->height, 0, 0, windowClass.hInstance, 0
                                     );
        
        SetWindowLongPtr( dummyHandle, 0, ( LONG_PTR ) state );
        
        PIXELFORMATDESCRIPTOR pfd = {
            sizeof( PIXELFORMATDESCRIPTOR ),
            1,
            PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
            PFD_TYPE_RGBA,
            32,
            0, 0, 0, 0, 0, 0,
            0,
            0,
            0,
            0, 0, 0, 0,
            24,
            8,
            0,
            PFD_MAIN_PLANE,
            0,
            0, 0, 0
        };
        
        HDC dummyDeviceContext = GetDC( dummyHandle );
        
        state->screenWidth = GetDeviceCaps( dummyDeviceContext, HORZRES );
        state->screenHeight =  GetDeviceCaps( dummyDeviceContext, VERTRES );
        
        RECT windowRect = { };
        
        if ( x == s32_max ) {
            windowRect.left = ( state->screenWidth - width ) / 2;
            x = windowRect.left;
        } else {
            windowRect.left = x;
        }
        
        if ( y == s32_max ) {
            windowRect.top = ( state->screenHeight - height ) / 2;
            y = windowRect.top;
        } else {
            windowRect.top = state->screenHeight - height - y;
        }
        
        windowRect.right = windowRect.left + width;
        windowRect.bottom = windowRect.top + height;
        
        AdjustWindowRect( &windowRect, WS_OVERLAPPEDWINDOW, 0 );
        
        /* NOTE simon: window_State contains the client rect information.
        Do not use windowRect here since it contains window rect information. */
        state->x = x;
        state->y = y;
        state->width = width;
        state->height = height;
        
        int defaultPixelFormat = ChoosePixelFormat( dummyDeviceContext, &pfd );
        DescribePixelFormat( dummyDeviceContext, defaultPixelFormat, sizeof( pfd ), &pfd );
        SetPixelFormat( dummyDeviceContext, defaultPixelFormat, &pfd );
        
        HGLRC dummyContext = wglCreateContext( dummyDeviceContext );
        
        if ( dummyContext ==  0 ) {
            
            // log_string( "Failed to create a default OpenGL context\n" );
            cleanUpWindow( &dummyContext, &dummyHandle, &dummyDeviceContext );
            
        } else {
            
            wglMakeCurrent( dummyDeviceContext, dummyContext );
            getWGLFunctions( );
            window_getGLFunctions( );
            // window_logPlatformExtensions( dummyDeviceContext );
            // log_string( "Dummy context\n" );
            // window_logGLInfos(  );
            
            /* NOTE simon: add WS_EX_TOPMOST as the first argument to have always on top window. */
            u32 exStyle = 0;
            // u32 exStyle = WS_EX_TOPMOST;
            
            HWND windowHandle = CreateWindowEx( exStyle, windowClass.lpszClassName, windowName, windowStyle, windowRect.left, windowRect.top, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, 0, 0, windowClass.hInstance, 0 );
            
            SetWindowLongPtr( windowHandle, 0, ( LONG_PTR ) state );
            
            HDC deviceContext = GetDC( windowHandle );
            
            const int attribList[] = {
                WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
                WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
                WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
                WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
                WGL_COLOR_BITS_ARB, 32,
                WGL_DEPTH_BITS_ARB, 24,
                WGL_STENCIL_BITS_ARB, 8,
                0,
            };
            
            int pixelFormat;
            UINT numFormats;
            
            if ( wglChoosePixelFormatARB( deviceContext, attribList, 0, 1, &pixelFormat, &numFormats ) ) {
                DescribePixelFormat( deviceContext, pixelFormat, sizeof( pfd ), &pfd );
                SetPixelFormat( deviceContext, pixelFormat, &pfd );
            } else {
                SetPixelFormat( deviceContext, defaultPixelFormat, &pfd );
            }
            
            const int contextAttribList[ ] = {
                
                WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
                WGL_CONTEXT_MINOR_VERSION_ARB, 3,
                //WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
                WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
                0
            };
            
            HGLRC renderContext = wglCreateContextAttribsARB( deviceContext, 0, contextAttribList );
            
            if ( renderContext != 0 ) {
                
                cleanUpWindow( &dummyContext, &dummyHandle, &dummyDeviceContext );
                
                wglMakeCurrent( deviceContext, renderContext );
                wglSwapIntervalEXT( 1 );
                
                // log_string( "\nActual context\n" );
                window_getGLFunctions( );
                // window_logGLInfos( );
                ShowWindow( windowHandle, SW_SHOW );
                
                state->platform.windowHandle = windowHandle;
                state->platform.deviceContext = deviceContext;
                state->platform.renderContext = renderContext;
                state->closeRequested = false;
                state->running = true;
                
            } else {
                
                // log_string( "Failed to create an advanced render context.\n" );
                cleanUpWindow( &dummyContext, &dummyHandle, &dummyDeviceContext );
            }
        }
        
        RAWINPUTDEVICE rawInputDevice;
        rawInputDevice.usUsagePage = 0x01;
        rawInputDevice.usUsage = 0x06;
        rawInputDevice.dwFlags = 0; /* RIDEV_NOLEGACY;   // adds HID keyboard and also ignores legacy keyboard messages */
        rawInputDevice.hwndTarget = 0;
        
        b32 registered = RegisterRawInputDevices( &rawInputDevice, 1, sizeof( rawInputDevice ) );
    }
}

#if GLSPEEDUP
DWORD WINAPI glSpeedUp(LPVOID param) {
    HDC dc = GetDC(NULL);
    DescribePixelFormat(dc, 0, 0, NULL);
    ReleaseDC(NULL, dc);
    return 0;
}
#endif

#include <stdio.h>

int main( int argc, char* argv[ ] ) {
    
    u64 hz, start, end;
    QueryPerformanceFrequency( ( LARGE_INTEGER* ) &hz );
    QueryPerformanceCounter( ( LARGE_INTEGER* ) &start );
    
#if GLSPEEDUP
    CreateThread( NULL, 2048, &glSpeedUp, NULL, 0, NULL );
#endif
    
    window_State _window = { 0 };
    window_State* window = &_window;
    window_create( window, "Speedup", 1280, 720, s32_max, s32_max );
    QueryPerformanceCounter( ( LARGE_INTEGER* ) &end );
    
    FILE* f = fopen( "timings.txt", "a" );
#if GLSPEEDUP
    fprintf( f, "fast: %8d - %.6f\n", end - start, ( ( r64 ) end - ( r64 ) start ) / ( r64 ) hz );
#else
    fprintf( f, "slow: %8d - %.6f\n", end - start, ( ( r64 ) end - ( r64 ) start ) / ( r64 ) hz );
#endif
    fclose( f );
    
#ifndef NOLOOP
    while ( window->running ) {
        
        window_handleMessages( window );
        
        if ( window->closeRequested ) {
            window->running = false;
        }
        
        window_swapBuffers( &window->platform );
    }
#endif
    
    return 0;
}

And a test that launches the program 20 times (can be overwritten with the first command line argument) and output the average. Note that this will result in flashing windows on the screen.
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#include <windows.h>
#include <stdint.h>
    
typedef uint8_t u8;
typedef uint16_t u16;
typedef uint32_t u32;
typedef uint64_t u64;
    
typedef int8_t s8;
typedef int16_t s16;
typedef int32_t s32;
typedef int64_t s64;
    
typedef uint8_t b8;
typedef uint32_t b32;
    
typedef uintptr_t umm;
typedef intptr_t smm;
    
typedef float r32;
typedef double r64;
    
b32 terminal_execute( char* command, char* workingDirectory, b32 shouldWait, u32* returnValue ) {
        
    b32 result = 0;
        
    PROCESS_INFORMATION processInformation = { 0 };
    STARTUPINFO startupInformation = { 0 };
    startupInformation.cb = sizeof( startupInformation );
        
    if ( CreateProcess( 0, command, 0, 0, 0, 0, 0, workingDirectory, &startupInformation, &processInformation ) ) {
            
       result = 1;
            
       if ( shouldWait && processInformation.hProcess != 0 ) {
                
            DWORD waitStatus = WaitForSingleObject( processInformation.hProcess, INFINITE );
                
            if ( waitStatus != WAIT_OBJECT_0 ) {
                result = 0;
            }
       }
            
       if ( processInformation.hProcess ) {
                
            if ( returnValue ) {
                    
                b32 success = GetExitCodeProcess( processInformation.hProcess, ( LPDWORD ) returnValue );
                    
                if ( !success || *returnValue == STILL_ACTIVE ) {
                    result = 0;
                }
            }
                
            CloseHandle( processInformation.hProcess );
        }
            
        if ( processInformation.hThread ) {
            CloseHandle( processInformation.hThread );
        }
    }
        
    return result;
}
    
#include <stdio.h>
    
int main( int argc, char** argv ) {
        
    u64 hz;
    QueryPerformanceFrequency( ( LARGE_INTEGER* ) &hz );
    DeleteFile( "timings.txt" );
    u32 loopCount = 20;
        
    if ( argc == 2 ) {
        loopCount = atoi( argv[ 1 ] );
    }
        
    for ( umm i = 0; i < loopCount; i++ ) {
        terminal_execute( "speedup_slow.exe", "./", true, 0 );
    }
        
    for ( umm i = 0; i < loopCount; i++ ) {
        terminal_execute( "speedup_fast.exe", "./", true, 0 );
    }
        
    FILE* f = fopen( "timings.txt", "r" );
    fseek( f, 0, SEEK_END );
    umm length = ftell( f );
    fseek( f, 0, SEEK_SET );
        
    char* buffer = ( char* )malloc( length );
    char* bufferStart = buffer;
        
    fread( buffer, length, 1, f );
    fclose( f );
    {
        u64 sum = 0;
            
        for ( umm i = 0; i < loopCount; i++ ) {
                
            buffer[ 14 ] = 0;
            sum += atoi( buffer + 5 );
            buffer += 26;
        }
            
        r64 average = ( r64 ) sum / ( r64 ) loopCount;
        r64 time = ( r64 ) average / ( r64 ) hz;
            
        printf( "slow: %10.2f - %.6f\n", average, time );
    }
        
    {
        u64 sum = 0;
            
        for ( umm i = 0; i < loopCount; i++ ) {
                
            buffer[ 14 ] = 0;
            sum += atoi( buffer + 5 );
            buffer += 26;
        }
            
        r64 average = ( r64 ) sum / ( r64 ) loopCount;
        r64 time = ( r64 ) average / ( r64 ) hz;
            
        printf( "fast: %10.2f - %.6f\n", average, time );
    }
        
    free( bufferStart );
        
    getchar( );
      
    return 0;
}

And the compile commands (I didn't cleanup the compile flags so some of them are irrelevant here):
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cl main.cpp  -Fespeedup_slow.exe -MTd -Gm- -nologo -GR- -EHa- -Oi -fp:fast -WX -W4 -wd4201 -wd4505 -wd4996 -wd4100 -wd4189 -Zi -Fm -FC  -P -O2 -DCOMPILER_CL  -DWINDOWS  -DLOG -link -INCREMENTAL:NO -opt:ref  -subsystem:windows -entry:mainCRTStartup user32.lib OpenGL32.lib GDI32.lib
cl main.cpp  -Fespeedup_fast.exe -MTd -Gm- -nologo -GR- -EHa- -Oi -fp:fast -WX -W4 -wd4201 -wd4505 -wd4996 -wd4100 -wd4189 -Zi -Fm -FC  -P -O2 -DGLSPEEDUP -DCOMPILER_CL  -DWINDOWS  -DLOG -link -INCREMENTAL:NO -opt:ref  -subsystem:windows -entry:mainCRTStartup user32.lib OpenGL32.lib GDI32.lib
cl test.cpp -nologo -O2

Here is an archive with everything in it (including compiled exes).

I use this test on the game (with a return 0; after the window display) with 100 launch, the averages are pretty close.
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Without the speedup 513725.44 - 0.188007
With the speedup    515176.71 - 0.188538


My config: Intel Core i7 860 (4 cores), Radeon r9 280 (driver 17.7.2), Windows 7 ultimate 64bit.

Edit: A friend tested the version from the code above with 20 runs on his Geforce Gtx 970 (without the mmozeiko fix) on Windows 10:
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Without the speedup 3724980.00 - 1.088578
With the speedup    3679021.80 - 1.07514

Edited by Simon Anciaux on Reason: Error in the compile command, Updated config, GTX test
Thanks for the elaborate answer. I reviewed your code and all that happens between thread creation and window creation are < 200 simple assignments and registering the window class.. I'd be surprised if that even took a millisecond total.

So in your case creating a thread to initiate the loading probably does slightly more harm than good because there's really nothing to parallelize it with. And on your computer it seems that thread creation and executing these "unnecessary" calls is even slower than what you do until that first PixelBuffer call.

What you can do, however, is take any code that loads resources later-on and move it before your opengl context initialization as long as it takes less than say - 300ms (actually, I heard Intel cards finish in about 100ms - so maybe that's a better target?). This is what the first PixelBuffer call will waste anyway - whether you are doing something in the meantime or not. Since you create your window without the context (in my case context creation is handled inside WM_CREATE), it would't even affect how fast your window is displayed.

I have tested this on an NVIDIA GTX 760 with i7-4771 setup using the latest drivers and it worked just as well. Granted, savings are less substantial giving the ~2-3 seconds time it takes to check the profiles (big thanks to mmozeiko for insight into what the driver is doing).

Regarding the stack use for this loading thread - the following method is probably better:
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CreateThread(NULL, 3*64*1024, &glSpeedUp, NULL, STACK_SIZE_PARAM_IS_A_RESERVATION, NULL);

The call as it was before could have potentially caused paging to be involved in the stack access (depending on the linker settings). It also turned out that the loading process actually required a bit more than one memory page (usually 64kb), so I made it a flat two pages.

Edited by ginkgobitter on Reason: corrected value