Rename SDL semaphore and condition variable functions to match SDL 3.0 naming convention
Fixes https://github.com/libsdl-org/SDL/issues/7642
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@@ -25,4 +25,4 @@ cmake --install build
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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_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.
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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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