zluda: coalesce pair shadow stores, signed native FP8 conversion
Patch 0011 merges a complete accumulator-register pair overwrite into one shadow-layout conversion (reads, rewritten shadow accesses and block boundaries prevent it; partial writes keep read/modify/write), and requests eight waves per SIMD for gfx12 native-FP8 functions. Patch 0012 keeps signs in the native conversion: finite overflow clamped, NaNs mapped to signed infinity, post-conversion sign masks gone; plain and ReLU remain exhaustive-table identical to the software codec. Eighty-frame harness at 720p->4K, excluding the first twenty: control 24.764 ms, coalescing 23.340 ms, plus eight waves 20.135 ms, plus signed conversion 16.234 ms (15.144 ms with the harness idle gap removed); all eighty saved frames byte-identical to the matching control. Twelve- and ten-wave budgets regress (25.56/24.61 ms); fast math changes the image (18.92 ms) and is not selected.
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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`–`0008` applied, including its `d4r_emit` example for offline texture builds.
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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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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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