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-rw-r--r--src/video/sdl2_v.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp
index 66e6586fd..fd6cf6c11 100644
--- a/src/video/sdl2_v.cpp
+++ b/src/video/sdl2_v.cpp
@@ -715,6 +715,17 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
MarkWholeScreenDirty();
_draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
+ /* Wayland SDL video driver uses EGL to render the game. SDL created the
+ * EGL context from the main-thread, and with EGL you are not allowed to
+ * draw in another thread than the context was created. The function of
+ * _draw_threaded is to do exactly this: draw in another thread than the
+ * window was created, and as such, this fails on Wayland SDL video
+ * driver. So, we disable threading by default if Wayland SDL video
+ * driver is detected.
+ */
+ if (strcmp(dname, "wayland") == 0) {
+ _draw_threaded = false;
+ }
SDL_StopTextInput();
this->edit_box_focused = false;