docs: update RHI API docs
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**命名空间**: `XCEngine::RHI`
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**类型**: 类 (继承自 `RHIShader`)
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**描述**: DirectX 12 着色器的 D3D12 实现,继承自 `RHIShader`。
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## 公共方法
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|------|------|
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| [`CompileFromFile`](../../shader/compile-from-file.md) | 从文件编译着色器 |
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| [`Compile`](../../shader/compile.md) | 从源码编译着色器 |
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| [`Shutdown`](../../../threading/task-system/shutdown.md) | 关闭着色器 |
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| [`Shutdown`](../../shader/shutdown.md) | 关闭着色器 |
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| [`GetD3D12Bytecode`](get-d3d12-bytecode.md) | 获取 D3D12 字节码 |
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| [`GetBytecode`](get-bytecode.md) | 获取字节码 |
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| [`GetBytecodeSize`](get-bytecode-size.md) | 获取字节码大小 |
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| [`GetType`](../../command-queue/get-type.md) | 获取着色器类型 |
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| [`GetType`](../../shader/get-type.md) | 获取着色器类型 |
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| [`GetInputLayout`](get-input-layout.md) | 获取输入布局 |
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| [`GetNativeHandle`](../../buffer/get-native-handle.md) | 获取原生句柄 |
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| [`GetNativeHandle`](../../shader/get-native-handle.md) | 获取原生句柄 |
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| [`IsValid`](../../shader/is-valid.md) | 检查是否有效 |
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| [`Bind`](../../shader/bind.md) | 绑定着色器 |
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| [`Unbind`](../../shader/unbind.md) | 解绑着色器 |
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| [`SetUniforms`](set-uniforms.md) | 设置 uniform 变量 |
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| [`SetInt`](set-int.md) | 设置整型 uniform |
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| [`SetFloat`](set-float.md) | 设置浮点型 uniform |
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| [`SetVec3`](set-vec3.md) | 设置 Vec3 uniform |
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| [`SetVec4`](set-vec4.md) | 设置 Vec4 uniform |
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| [`SetMat4`](set-mat4.md) | 设置矩阵 uniform |
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## 使用示例
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```cpp
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#include "XCEngine/RHI/D3D12/D3D12Shader.h"
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auto shader = std::make_unique<D3D12Shader>();
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if (shader->CompileFromFile(L"shaders/vertex.hlsl", "VSMain", "vs_6_0")) {
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D3D12_SHADER_BYTECODE bytecode = shader->GetD3D12Bytecode();
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// 使用字节码创建 PSO...
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}
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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.md)
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- [RHIShader](../../shader/shader.md) - 抽象着色器接口
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