refactor: reorganize docs into plan/ and add skills/
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docs/api/rhi/d3d12/d3d12-command-allocator.md
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# D3D12CommandAllocator
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DirectX 12 命令分配器的 D3D12 实现,封装了 `ID3D12CommandAllocator`。
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## 头文件
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```cpp
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#include <XCEngine/RHI/D3D12/D3D12CommandAllocator.h>
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```
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## 公共成员函数
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### 构造函数与析构函数
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#### `D3D12CommandAllocator()`
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默认构造函数。
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#### `~D3D12CommandAllocator()`
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析构函数,确保调用 `Shutdown()`。
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### 初始化
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#### `bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct)`
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初始化命令分配器。
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- `device`: D3D12 设备
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- `type`: 命令类型,必须与命令列表类型匹配
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- 返回: 初始化是否成功
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#### `void Shutdown()`
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释放命令分配器。
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### 操作
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#### `void Reset()`
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重置命令分配器,丢弃所有已记录的指令。
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#### `bool IsReady() const`
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检查分配器是否准备就绪(GPU 不再使用)。
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### 属性
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#### `ID3D12CommandAllocator* GetCommandAllocator() const`
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获取底层 `ID3D12CommandAllocator` 指针。
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## 内部成员
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| 成员 | 类型 | 描述 |
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|------|------|------|
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| `m_commandAllocator` | `ComPtr<ID3D12CommandAllocator>` | D3D12 命令分配器 |
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| `m_type` | `CommandQueueType` | 命令类型 |
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## 使用示例
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```cpp
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// Create allocator
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D3D12CommandAllocator allocator;
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allocator.Initialize(device->GetDevice(), CommandQueueType::Direct);
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// Create command list with allocator
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D3D12CommandList cmdList;
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cmdList.Initialize(device->GetDevice(), CommandQueueType::Direct,
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allocator.GetCommandAllocator());
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// Use command list...
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cmdList->Close();
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cmdQueue->ExecuteCommandListsInternal(1, &cmdList);
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// Wait for GPU to finish
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cmdQueue->WaitForIdle();
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// Reset allocator for next frame
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allocator.Reset();
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cmdList->Reset(allocator.GetCommandAllocator(), nullptr);
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```
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## 备注
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- 命令分配器必须在 GPU 完成所有关联命令后才能重置
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- 每个帧通常有独立的命令分配器以支持帧间并行
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- 命令分配器创建开销小,可以频繁创建销毁
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