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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docs/api/rhi/d3d12/descriptor-heap/create-desc.md
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# D3D12DescriptorHeap::CreateDesc
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```cpp
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static D3D12_DESCRIPTOR_HEAP_DESC CreateDesc(DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible = false);
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```
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创建描述符堆描述(静态方法)。
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**参数:**
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- `type` - 描述符堆类型
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- `numDescriptors` - 描述符数量
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- `shaderVisible` - 是否对 Shader 可见
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**返回:** D3D12 描述符堆描述
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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docs/api/rhi/d3d12/descriptor-heap/descriptor-heap.md
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# D3D12DescriptorHeap
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**命名空间**: `XCEngine::RHI`
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**描述**: DirectX 12 描述符堆的 D3D12 实现,继承自 `RHIDescriptorPool`。
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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` (params) | [详细文档](../../../threading/task-system/initialize.md) |
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| `Initialize` (desc) | [详细文档](initialize-from-desc.md) |
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| `Shutdown` | [详细文档](../../../threading/task-system/shutdown.md) |
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| `GetDescriptorHeap` | [详细文档](get-descriptor-heap.md) |
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| `GetCPUDescriptorHandle` | [详细文档](get-cpu-descriptor-handle.md) |
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| `GetGPUDescriptorHandle` | [详细文档](get-gpu-descriptor-handle.md) |
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| `GetDescriptorCount` | [详细文档](get-descriptor-count.md) |
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| `GetType` | [详细文档](../../shader/get-type.md) |
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| `GetDescriptorSize` | [详细文档](get-descriptor-size.md) |
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| `GetCPUDescriptorHandleForHeapStart` | [详细文档](get-cpu-descriptor-handle-for-heap-start.md) |
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| `GetGPUDescriptorHandleForHeapStart` | [详细文档](get-gpu-descriptor-handle-for-heap-start.md) |
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| `GetNativeHandle` | [详细文档](../../buffer/get-native-handle.md) |
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| `CreateDesc` (static) | [详细文档](create-desc.md) |
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## 相关文档
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- [D3D12 后端总览](../overview.md)
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- [RHIDescriptorPool](../../descriptor-pool/descriptor-pool.md) - 抽象描述符池接口
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# D3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart
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```cpp
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D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandleForHeapStart() const;
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```
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获取堆起始处的 CPU 描述符句柄。
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**返回:** CPU 描述符句柄
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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# D3D12DescriptorHeap::GetCPUDescriptorHandle
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```cpp
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CPUDescriptorHandle GetCPUDescriptorHandle(uint32_t index);
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```
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获取 CPU 描述符句柄。
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**参数:**
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- `index` - 描述符索引
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**返回:** CPU 描述符句柄
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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docs/api/rhi/d3d12/descriptor-heap/get-descriptor-count.md
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# D3D12DescriptorHeap::GetDescriptorCount
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```cpp
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uint32_t GetDescriptorCount() const override;
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```
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获取描述符数量。
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**返回:** 描述符数量
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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docs/api/rhi/d3d12/descriptor-heap/get-descriptor-heap.md
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# D3D12DescriptorHeap::GetDescriptorHeap
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```cpp
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ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptorHeap.Get(); }
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```
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获取底层 D3D12 描述符堆接口。
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**返回:** `ID3D12DescriptorHeap*`
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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docs/api/rhi/d3d12/descriptor-heap/get-descriptor-size.md
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# D3D12DescriptorHeap::GetDescriptorSize
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```cpp
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uint32_t GetDescriptorSize() const { return m_descriptorSize; }
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```
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获取描述符大小。
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**返回:** 描述符大小(字节)
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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# D3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart
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```cpp
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D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandleForHeapStart() const;
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```
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获取堆起始处的 GPU 描述符句柄。
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**返回:** GPU 描述符句柄
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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# D3D12DescriptorHeap::GetGPUDescriptorHandle
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```cpp
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GPUDescriptorHandle GetGPUDescriptorHandle(uint32_t index);
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```
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获取 GPU 描述符句柄。
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**参数:**
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- `index` - 描述符索引
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**返回:** GPU 描述符句柄
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**复杂度:** O(1)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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docs/api/rhi/d3d12/descriptor-heap/initialize-from-desc.md
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# D3D12DescriptorHeap::InitializeFromDesc
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```cpp
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bool Initialize(const DescriptorPoolDesc& desc) override;
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```
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从描述符初始化。
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**参数:**
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- `desc` - 描述符池描述
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**返回:** 是否初始化成功
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**复杂度:** O(n)
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## 相关文档
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- [D3D12DescriptorHeap 总览](descriptor-heap.md) - 返回类总览
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