| # 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. |