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OrdinaryLight v0.5.0

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@mscf mscf released this 12 Sep 04:58
· 27 commits to main since this release

OrdinaryLight 0.5.0

Expose the native GI pipeline for applications to compose resident geometry,
lighting, denoising and GPU output processing before presentation.

  • Add public persistent wavefront graph operations with reusable recording and borrowed GPU outputs.
  • Support typed OrdinaryShade intersection, material, optical-boundary and emitter callbacks over application-owned acceleration structures and GPU buffers.
  • Export sampled-ray primary hits, application instance/sub-element identity, raw HDR, denoised linear HDR and denoiser signals.
  • Add public content/resource update and history controls with explicit synchronization and lifetime contracts.
  • Fix orthographic denoising and ReSTIR reprojection; retain the same transport/history for direct and application-processed output.
  • Document the vxl8r adapter and its GPU face averaging, viewer integration and resource ownership.

Requires OrdinaryShade 0.1.0a6. Custom geometry currently uses fused wavefront
continuation; inline/split/bucketed continuation, indirect reservoir reuse and
rough/absorptive optical boundaries are explicitly unsupported. See
docs/vxl8r_native_gi.md for the detailed contract and limitations.

Validation: 774 CPU tests passed (200 optional skips); 30 targeted GPU tests
passed (three FSR2 cases excluded because the bridge is unavailable). Shader
authorship/generation and all packaged shader compilation checks passed.
vxl8r additionally passed native geometry/output tests and a controlled visible
viewer test covering scene changes, resize and cleanup. The application's
previous hidden-window compositor issue remains quarantined.

GitHub assets contain the wheel and source distribution. Install the matching
OrdinaryShade asset alongside OrdinaryLight when using these GitHub releases.