docs: update RHI API docs
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**命名空间**: `XCEngine::RHI`
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**类型**: `class` (继承自 `RHIBuffer`)
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**描述**: DirectX 12 缓冲区的 D3D12 实现,继承自 `RHIBuffer`。
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## 概述
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`D3D12Buffer` 是 RHI 缓冲区接口的 DirectX 12 后端实现。该类封装了 `ID3D12Resource` 对象,提供缓冲区的创建、初始化、数据更新和状态管理功能。支持顶点缓冲区、索引缓冲区、常量缓冲区等多种缓冲区类型。
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## 公共方法
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### D3D12 特有方法
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| 方法 | 描述 |
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|------|------|
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| [`Initialize`](initialize.md) | 初始化缓冲区 |
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| [`InitializeFromExisting`](initialize-from-existing.md) | 从现有资源初始化 |
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| [`InitializeWithData`](initialize-with-data.md) | 初始化并写入数据 |
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| [`Shutdown`](shutdown.md) | 关闭缓冲区 |
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| [`UpdateData`](update-data.md) | 更新数据 |
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| [`Map`](map.md) | 映射缓冲区 |
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| [`Unmap`](unmap.md) | 取消映射 |
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| [`SetData`](set-data.md) | 设置数据 |
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| [`GetResource`](get-resource.md) | 获取 D3D12 资源 |
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| [`GetDesc`](get-desc.md) | 获取描述符 |
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| [`GetGPUVirtualAddress`](get-gpu-virtual-address.md) | 获取 GPU 虚拟地址 |
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| [`GetGPUAddress`](get-gpu-address.md) | 获取 GPU 地址 |
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| [`GetSize`](get-size.md) | 获取缓冲区大小 |
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| [`GetState`](get-state.md) | 获取资源状态 |
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### 继承自 RHIBuffer 的方法
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| 方法 | 描述 |
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|------|------|
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| [`Shutdown`](../../buffer/shutdown.md) | 关闭缓冲区 |
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| [`Map`](../../buffer/map.md) | 映射缓冲区 |
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| [`Unmap`](../../buffer/unmap.md) | 取消映射 |
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| [`SetData`](../../buffer/set-data.md) | 设置数据 |
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| [`GetSize`](../../buffer/get-size.md) | 获取缓冲区大小 |
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| [`GetState`](../../buffer/get-state.md) | 获取资源状态 |
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| [`SetState`](../../buffer/set-state.md) | 设置资源状态 |
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| [`GetName`](get-name.md) | 获取资源名称 |
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| [`GetName`](../../buffer/get-name.md) | 获取资源名称 |
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| [`SetName`](../../buffer/set-name.md) | 设置资源名称 |
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| [`GetStride`](get-stride.md) | 获取步长 |
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| [`GetStride`](../../buffer/get-stride.md) | 获取步长 |
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| [`SetStride`](../../buffer/set-stride.md) | 设置步长 |
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| [`GetBufferType`](get-buffer-type.md) | 获取缓冲区类型 |
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| [`GetBufferType`](../../buffer/get-buffer-type.md) | 获取缓冲区类型 |
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| [`SetBufferType`](../../buffer/set-buffer-type.md) | 设置缓冲区类型 |
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| [`GetNativeHandle`](get-native-handle.md) | 获取原生句柄 |
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| [`GetNativeHandle`](../../buffer/get-native-handle.md) | 获取原生句柄 |
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## 使用示例
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```cpp
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// 创建顶点缓冲区
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D3D12Buffer vertexBuffer;
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vertexBuffer.Initialize(
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device,
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sizeof(Vertex) * vertexCount,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
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D3D12_HEAP_TYPE_DEFAULT);
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vertexBuffer.SetName(L"VertexBuffer");
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vertexBuffer.SetBufferType(BufferType::Vertex);
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vertexBuffer.SetStride(sizeof(Vertex));
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// 创建索引缓冲区(带初始数据)
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D3D12Buffer indexBuffer;
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uint16_t indices[] = { 0, 1, 2, 1, 3, 2 };
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indexBuffer.InitializeWithData(
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device,
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commandList,
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indices,
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sizeof(indices),
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D3D12_RESOURCE_STATE_INDEX_BUFFER);
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// 使用 UPLOAD 堆更新数据
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D3D12Buffer uploadBuffer;
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uploadBuffer.Initialize(device, uploadSize, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_HEAP_TYPE_UPLOAD);
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uploadBuffer.UpdateData(newData, dataSize);
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```
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## 相关文档
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- [D3D12 后端总览](../../opengl/overview.md)
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- [D3D12 后端总览](../../d3d12/d3d12.md)
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- [RHIBuffer](../../buffer/buffer.md) - 抽象缓冲区接口
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