docs: 重构 API 文档结构并修正源码准确性

- 重组文档目录结构: 每个模块的概述页移动到模块子目录
- 重命名 index.md 为 main.md
- 修正所有模块文档中的错误:
  - math: FromEuler→FromEulerAngles, TransformDirection 包含缩放, Box 是 OBB, Color::ToRGBA 格式
  - containers: 新增 operator==/!= 文档, 补充 std::hash DJB 算法细节
  - core: 修复 types 链接错误
  - debug: LogLevelToString 返回大写, timestamp 是秒, Profiler 空实现标注, Windows API vs ANSI
  - memory: 修复头文件路径, malloc vs operator new, 新增方法文档
  - resources: 修复 Shader/Texture 链接错误
  - threading: TaskSystem::Wait 空实现标注, ReadWriteLock 重入描述, LambdaTask 链接
- 验证: fix_links.py 确认 0 个断裂引用
This commit is contained in:
2026-03-19 00:22:30 +08:00
parent d0e16962c8
commit dc850d7739
1012 changed files with 26673 additions and 9222 deletions

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# RHICommandList 方法
## Reset
```cpp
virtual void Reset() = 0;
```
重置命令列表,开始新的录制。
## Close
```cpp
virtual void Close() = 0;
```
关闭命令列表,结束录制。
## TransitionBarrier
```cpp
virtual void TransitionBarrier(void* resource, ResourceStates stateBefore, ResourceStates stateAfter) = 0;
```
资源状态转换屏障。
## SetPipelineState
```cpp
virtual void SetPipelineState(void* pso) = 0;
```
设置管线状态对象。
## SetPrimitiveTopology
```cpp
virtual void SetPrimitiveTopology(PrimitiveTopology topology) = 0;
```
设置图元拓扑。
## SetViewport
```cpp
virtual void SetViewport(const Viewport& viewport) = 0;
```
设置视口。
## SetViewports
```cpp
virtual void SetViewports(uint32_t count, const Viewport* viewports) = 0;
```
设置多个视口。
## SetScissorRect
```cpp
virtual void SetScissorRect(const Rect& rect) = 0;
```
设置裁剪矩形。
## SetScissorRects
```cpp
virtual void SetScissorRects(uint32_t count, const Rect* rects) = 0;
```
设置多个裁剪矩形。
## SetRenderTargets
```cpp
virtual void SetRenderTargets(uint32_t count, void** renderTargets, void* depthStencil = nullptr) = 0;
```
设置渲染目标。
## SetDepthStencilState
```cpp
virtual void SetDepthStencilState(const DepthStencilState& state) = 0;
```
设置深度模板状态。
## SetStencilRef
```cpp
virtual void SetStencilRef(uint8_t ref) = 0;
```
设置模板参考值。
## SetBlendState
```cpp
virtual void SetBlendState(const BlendState& state) = 0;
```
设置混合状态。
## SetBlendFactor
```cpp
virtual void SetBlendFactor(const float factor[4]) = 0;
```
设置混合因子。
## SetVertexBuffer
```cpp
virtual void SetVertexBuffer(uint32_t slot, void* buffer, uint64_t offset, uint32_t stride) = 0;
```
设置顶点缓冲。
## SetVertexBuffers
```cpp
virtual void SetVertexBuffers(uint32_t startSlot, uint32_t count, const uint64_t* buffers, const uint64_t* offsets, const uint32_t* strides) = 0;
```
设置多个顶点缓冲。
## SetIndexBuffer
```cpp
virtual void SetIndexBuffer(void* buffer, uint64_t offset, Format format) = 0;
```
设置索引缓冲。
## Draw
```cpp
virtual void Draw(uint32_t vertexCount, uint32_t instanceCount = 1, uint32_t startVertex = 0, uint32_t startInstance = 0) = 0;
```
绘制调用。
## DrawIndexed
```cpp
virtual void DrawIndexed(uint32_t indexCount, uint32_t instanceCount = 1, uint32_t startIndex = 0, int32_t baseVertex = 0, uint32_t startInstance = 0) = 0;
```
索引绘制调用。
## Clear
```cpp
virtual void Clear(float r, float g, float b, float a, uint32_t buffers) = 0;
```
清除缓冲。
## ClearRenderTarget
```cpp
virtual void ClearRenderTarget(void* renderTarget, const float color[4]) = 0;
```
清除渲染目标。
## ClearDepthStencil
```cpp
virtual void ClearDepthStencil(void* depthStencil, float depth, uint8_t stencil) = 0;
```
清除深度模板。
## CopyResource
```cpp
virtual void CopyResource(void* dst, void* src) = 0;
```
复制资源。
## Dispatch
```cpp
virtual void Dispatch(uint32_t x, uint32_t y, uint32_t z) = 0;
```
分发计算着色器。
## Shutdown
```cpp
virtual void Shutdown() = 0;
```
释放命令列表资源。