diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp index 66e6586fdc..fd6cf6c112 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;