diff --git a/build.zig b/build.zig index 3b2f9028c..0165de802 100644 --- a/build.zig +++ b/build.zig @@ -1117,6 +1117,10 @@ fn addDeps( step.root_module.addImport("macos", macos_dep.module("macos")); step.linkLibrary(macos_dep.artifact("macos")); try static_libs.append(macos_dep.artifact("macos").getEmittedBin()); + + if (config.renderer == .opengl) { + step.linkFramework("OpenGL"); + } } // cimgui diff --git a/src/renderer/OpenGL.zig b/src/renderer/OpenGL.zig index 498a1e967..d8aa9b92e 100644 --- a/src/renderer/OpenGL.zig +++ b/src/renderer/OpenGL.zig @@ -2030,6 +2030,20 @@ pub fn drawFrame(self: *OpenGL, surface: *apprt.Surface) !void { } } + // In the "OpenGL Programming Guide for Mac" it explains that: "When you + // use an NSOpenGLView object with OpenGL calls that are issued from a + // thread other than the main one, you must set up mutex locking." + // This locks the context and avoids crashes that can happen due to + // races with the underlying Metal layer that Apple is using to + // implement OpenGL. + const is_darwin = builtin.target.isDarwin(); + const ogl = if (comptime is_darwin) @cImport({ + @cInclude("OpenGL/OpenGL.h"); + }) else {}; + const cgl_ctx = if (comptime is_darwin) ogl.CGLGetCurrentContext(); + if (comptime is_darwin) _ = ogl.CGLLockContext(cgl_ctx); + defer _ = if (comptime is_darwin) ogl.CGLUnlockContext(cgl_ctx); + // Draw our terminal cells try self.drawCellProgram(gl_state);