SDL_TEXTUREACCESS_STREAMING oddness on macOS

Hello!

I recently migrated all of my SDL 1.2 projects to SDL 2.0. Most of my projects fiddle pixels into a buffer (software rendering, arcade emulation, etc.), and then need to get them to screen. The SDL 1.2 -> 2.0 migration doc was great here.

On macOS (High Sierra), things go sideways when i call SDL_CreateTexture with SDL_TEXTUREACCESS_STREAMING and use OpenGL. The app either crashes randomly, or my GL textures are corrupted with incorrect pixel data.

If i use SDL_TEXTUREACCESS_TARGET, problem goes away.

Problem does not manifest on WIndows.

// Texture is in the GPU, and we will copy from _surface.
_texture = SDL_CreateTexture(_renderer,
	SDL_PIXELFORMAT_ARGB8888,
#if 0 // Does not seem to work on macOS
	SDL_TEXTUREACCESS_STREAMING,
#else
	SDL_TEXTUREACCESS_TARGET,
#endif
	width, height);

Known problem?

Best,
–matt