mirror of
https://github.com/arnavbhatt288/sdl-2.30.3-kolibri.git
synced 2024-12-22 05:18:50 +01:00
29 lines
1.4 KiB
Markdown
29 lines
1.4 KiB
Markdown
|
# Nintendo 3DS
|
||
|
|
||
|
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
|
||
|
|
||
|
- [Pierre Wendling](https://github.com/FtZPetruska)
|
||
|
|
||
|
Credits to:
|
||
|
|
||
|
- The awesome people who ported SDL to other homebrew platforms.
|
||
|
- The Devkitpro team for making all the tools necessary to achieve this.
|
||
|
|
||
|
## Building
|
||
|
|
||
|
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
|
||
|
|
||
|
```bash
|
||
|
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
|
||
|
cmake --build build
|
||
|
cmake --install build
|
||
|
```
|
||
|
|
||
|
## Notes
|
||
|
|
||
|
- Currently only software rendering is supported.
|
||
|
- SDL2main should be used to ensure ROMFS is enabled.
|
||
|
- 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.
|
||
|
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
|
||
|
- 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_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.
|