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[N-Gage] Remove optimisations except for native texture handling prior to some rework of the rendering back-end
[N-Gage] Set proper brush style to draw filled rects properly. [N-Gage] Add persistent buffers to avoid per-frame memory allocations (which are expensive) [N-Gage] Add support for SDL_TEXTURE_ACCESS_TARGET, fixes #13165 [N-Gage] Update README, add hint that the compiler does not support aggregate initializations for structs (knowing this, avoids a lot of headache during debugging) [N-Gage] Add basic fast-path optimisations for render operations. [N-Gage] Fix line drawing.
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@@ -33,14 +33,6 @@ software renderer has been removed.
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The outcome is a significantly leaner and more efficient SDL port, which we hope
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will breathe new life into this beloved yet obscure platform.
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## To the Stubborn Legends of the DC Scene
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This port is lovingly dedicated to the ever-nostalgic Dreamcast homebrew scene --
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because if we managed to pull this off for the N-Gage (yes, the N-Gage), surely
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you guys can stop clinging to SDL2 like it's a rare Shenmue prototype and finally
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make the leap to SDL3. It's 2025, not 1999 -- and let's be honest, you're rocking
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a state-of-the-art C23 compiler. The irony writes itself.
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## Existing Issues and Limitations
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- For now, the new
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@@ -62,3 +54,6 @@ a state-of-the-art C23 compiler. The irony writes itself.
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expected to be resolved in a future update.
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- Dependency tracking is currently non-functional.
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- The compiler doesn't support aggregate initialization for structs, so
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each field must be assigned explicitly.
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