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external/sdl/SDL/docs/README-n3ds.md
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# Nintendo 3DS
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SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
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- [Pierre Wendling](https://github.com/FtZPetruska)
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Credits to:
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- The awesome people who ported SDL to other homebrew platforms.
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- The Devkitpro team for making all the tools necessary to achieve this.
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## Building
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To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
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```bash
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cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
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cmake --build build
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cmake --install build
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```
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## Notes
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- Currently only software rendering is supported.
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- SDL3_main should be used to ensure ROMFS is enabled - this is done with `#include <SDL3/SDL_main.h>` in the source file that contains your main function.
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- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
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- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
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- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_WaitSemaphore`, `SDL_WaitCondition`, `SDL_WaitThread`). To avoid starving other threads, `SDL_TryWaitSemaphore` and `SDL_WaitSemaphoreTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.
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