docs: 修复 D3D12 后端 API 文档问题
- 修复 texture/dtor.md 和 enums/enums.md 的错误链接 - 重命名 texture/ctor.md → constructor.md, texture/dtor.md → destructor.md - 创建 command-list, fence, device, query-heap, sampler 的 constructor/destructor 文档 - 创建 D3D12Texture 缺失的 16 个方法文档 - 创建 D3D12CommandList 缺失的 12 个 internal 方法文档 - 补充 shader-resource-view 缺少的头文件和类型字段
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# D3D12CommandList::SetVertexBufferInternal
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设置顶点缓冲区内部实现。
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```cpp
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void SetVertexBufferInternal(uint32_t slot, ID3D12Resource* buffer, uint64_t offset, uint32_t stride);
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```
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## 参数
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- `slot` - 顶点缓冲区槽位
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- `buffer` - D3D12 资源指针
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- `offset` - 缓冲区偏移
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- `stride` - 顶点步长
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## 返回值
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无
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**线程安全:** ❌
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**复杂度:** O(1)
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## 示例
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```cpp
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commandList.SetVertexBufferInternal(0, vertexBuffer.GetResource(), 0, sizeof(Vertex));
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```
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## 相关文档
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- [D3D12CommandList 总览](command-list.md)
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- [SetVertexBuffer](set-vertex-buffer.md) - 设置顶点缓冲区
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