This has caused a lot of issues because when preloaded the vulkan hooks
will still initialize even tho it's an OpenGL application.
This will subsequently crash the application.
The solution is to split the vulkan and opengl parts into two separate
shared libraries.
vkCreateSwapchainKHR and vkQueuePresentKHR may share the same ImGui context accidentally and
vkCreateSwapchainKHR might (re)create font image and destroy old font atlas while vkQueuePresentKHR is still rendering :(