zluda: renumber the RR patches to 0009-0013

0008 was already taken by 0008-native-post-phase-kernels.patch, so the five
patches that follow it in the build order shift up by one: ray-reconstruction
PTX support, native-FP8 conversion, packed FP8 operands, shadow-store
coalescing and signed FP8 conversion. The patches themselves are unchanged;
only their numbers and the references in README.md, docs/building.md,
docs/native-kernels.md, docs/rr-engine.md, packaging/SOURCES.txt and
scripts/build_release_glibc241.sh move.
This commit is contained in:
woutermans committed 2026-10-12 12:47:53 +02:00
1 parent b9d61015dc
commit 417abc64b5
11 files changed
+25 -25

No files matched your search

+1 -1
View File
@@ -138,7 +138,7 @@ ROCm does not need to be installed: the zip includes its runtime (from AMD's Ubu
The full sequence is in [docs/building.md](docs/building.md). In short:
1. Build ZLUDA `ee2f25a` with `patches/zluda/0002`–`0012` applied, including its `d4r_emit` example for offline texture builds.
1. Build ZLUDA `ee2f25a` with `patches/zluda/0002`–`0013` applied, including its `d4r_emit` example for offline texture builds.
2. Build the patched vkd3d-proton: `scripts/build_vkd3d_proton_d4r.sh OUT_DIR`.
3. Build the shim and bridge: `scripts/build_d4r_nvngx_shim.sh`, `scripts/build_wine_nvcuda_bridge.sh`.
4. Stage the runtime with your NVIDIA files: `scripts/install_d4r_runtime.sh _nvngx.dll nvngx_dlss.dll`.