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Summary
t_maindirectly on the macOS process main thread, so SDL/Cocoa window and event handling, audio initialization, and OpenGL all remain on the thread expected by AppKit.SDL_SetMainReady()for the existingSDL_MAIN_HANDLEDentry point on macOS.Approach
This follows the direction suggested in #58: the existing
t_mainbecomes the actual OS main thread on Apple. It avoids a separate dispatch queue, per-frame OpenGL context transfers, synchronous swap dispatch, and temporary per-draw VAOs.All changed runtime behavior is guarded by
__APPLE__. Non-Apple builds retain their existing thread startup, shutdown signaling, OpenGL attribute timing, swap timing, GLEW behavior, VAO behavior, and legacy OpenGL hint.Testing
Tested on macOS 26.3, arm64, Apple M4 Pro:
All tests passed.Linux and Windows were not available for runtime testing; their existing code paths are preserved with compile-time Apple guards.
Related
This is a current-main, narrowly scoped alternative to #58. It deliberately excludes that PR's unrelated interpreter, logging, unit-manager, crash-handler, path-resolution, and editor/build changes.