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
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# D3D12CommandQueue
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**命名空间**: `XCEngine::RHI`
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**描述**: DirectX 12 命令队列的 D3D12 实现,继承自 `RHICommandQueue`。
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## 方法列表
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| 方法 | 文档 |
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|------|------|
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| `Initialize` | [详细文档](../../../threading/task-system/initialize.md) |
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| `Shutdown` | [详细文档](../../../threading/task-system/shutdown.md) |
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| `ExecuteCommandLists` | [详细文档](execute-command-lists.md) |
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| `Signal` | [详细文档](signal.md) |
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| `Wait` | [详细文档](../../../threading/task-group/wait.md) |
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| `GetCompletedValue` | [详细文档](get-completed-value.md) |
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| `WaitForIdle` | [详细文档](wait-for-idle.md) |
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| `GetType` | [详细文档](../../shader/get-type.md) |
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| `GetTimestampFrequency` | [详细文档](get-timestamp-frequency.md) |
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| `GetCommandQueue` | [详细文档](get-command-queue.md) |
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| `GetNativeHandle` | [详细文档](../../buffer/get-native-handle.md) |
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## 相关文档
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- [D3D12 后端总览](../overview.md)
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- [RHICommandQueue](../../command-queue/command-queue.md) - 抽象命令队列接口
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# D3D12CommandQueue::ExecuteCommandLists
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```cpp
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void ExecuteCommandLists(uint32_t count, void** lists) override;
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```
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执行命令列表。
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**参数:**
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- `count` - 命令列表数量
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- `lists` - 命令列表指针数组
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**复杂度:** O(n)
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## 相关文档
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- [D3D12CommandQueue 总览](command-queue.md) - 返回类总览
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# D3D12CommandQueue::GetCommandQueue
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```cpp
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ID3D12CommandQueue* GetCommandQueue() const { return m_commandQueue.Get(); }
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```
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获取底层 D3D12 命令队列接口。
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**返回:** `ID3D12CommandQueue*`
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**复杂度:** O(1)
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## 相关文档
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- [D3D12CommandQueue 总览](command-queue.md) - 返回类总览
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# D3D12CommandQueue::GetCompletedValue
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```cpp
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uint64_t GetCompletedValue() override;
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```
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获取已完成值。
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**返回:** 栅栏已完成的值
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**复杂度:** O(1)
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## 相关文档
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- [D3D12CommandQueue 总览](command-queue.md) - 返回类总览
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# D3D12CommandQueue::GetTimestampFrequency
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```cpp
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uint64_t GetTimestampFrequency() const override { return m_timestampFrequency; }
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```
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获取时间戳频率。
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**返回:** 时间戳频率
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**复杂度:** O(1)
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## 相关文档
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- [D3D12CommandQueue 总览](command-queue.md) - 返回类总览
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# D3D12CommandQueue::Signal
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```cpp
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void Signal(RHIFence* fence, uint64_t value) override;
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```
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发送信号。
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**参数:**
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- `fence` - 栅栏指针
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- `value` - 信号值
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**复杂度:** O(1)
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## 相关文档
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- [D3D12CommandQueue 总览](command-queue.md) - 返回类总览
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# D3D12CommandQueue::WaitForIdle
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```cpp
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void WaitForIdle() override;
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```
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等待空闲。
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**复杂度:** O(n)
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## 相关文档
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- [D3D12CommandQueue 总览](command-queue.md) - 返回类总览
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