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