SDL2 + TTF performance gotchas for mac?

Hey folks,

Context: SDL_RenderPresent is taking a long time (more than 30ms) once every second or so. I’m recreating a font texture using TTF_RenderText_Solid/SDL_CreateTextureFromSurface every second. This is solved by enabling VSYNC (which I get locked at 60fps).

Here’s a log from a run with SDL_RENDERER_ACCELERATED:
https://pastebin.com/3ZVVscjY

Here’s a log from a run with SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC:
https://pastebin.com/9fFNPGy6

Mac specs
os: 10.13.4 (17E202)
cpu: 2.9 GHz Intel Core i5
gpu (integrated): Intel Iris Graphics 550 1536 MB
memory: 8g DDR3

I’m not calling SDL_RenderPresent more than once per frame.
I’m not creating a ton of textures unintentionally.
I am polling for events on every frame.
This doesn’t cause any troubles on my desktop.

Question: Any gotchas I’m not taking into account here? This mac doesn’t have dedicated graphics, so should I check for that on startup and use software rendering instead?

I think this might belong in Game Development.

Are you timing only the SDL_RenderPresent ?
I have a Mac I can check this on and get back to you.

I’m only timing the SDL_RenderPresent. Everything else is between 0-1ms.