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/fence/fence.md
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# D3D12Fence
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**命名空间**: `XCEngine::RHI`
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**描述**: DirectX 12 栅栏同步对象的 D3D12 实现,继承自 `RHIFence`。
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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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| `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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| `IsSignaled` | [详细文档](is-signaled.md) |
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| `GetEventHandle` | [详细文档](get-event-handle.md) |
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| `GetNativeHandle` | [详细文档](../../buffer/get-native-handle.md) |
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| `GetFence` | [详细文档](get-fence.md) |
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## 相关文档
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- [D3D12 后端总览](../overview.md)
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- [RHIFence](../../fence/fence.md) - 抽象栅栏接口
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docs/api/rhi/d3d12/fence/get-completed-value.md
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# D3D12Fence::GetCompletedValue
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## 函数签名
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```cpp
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uint64_t GetCompletedValue() const override
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```
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## 中文描述
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获取 GPU 已完成的最新栅栏值。
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## 返回值
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`uint64_t` - 已完成的栅栏值
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## 复杂度
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O(1)
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## 示例
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```cpp
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uint64_t completedValue = d3d12Fence->GetCompletedValue();
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if (completedValue >= fenceValue) {
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// 指定的栅栏值已完成
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}
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```
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## 相关文档
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- [D3D12Fence](fence.md) - 类总览
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- [D3D12Fence::Signal](signal.md) - 信号栅栏
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- [D3D12Fence::IsSignaled](is-signaled.md) - 检查是否已信号
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docs/api/rhi/d3d12/fence/get-event-handle.md
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# D3D12Fence::GetEventHandle
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## 函数签名
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```cpp
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void* GetEventHandle()
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```
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## 中文描述
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获取用于 CPU 等待的 event 句柄。用于 `WaitForSingleObject` 等 API 进行阻塞等待。
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## 返回值
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`void*` - Win32 event 句柄
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## 复杂度
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O(1)
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## 示例
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```cpp
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HANDLE eventHandle = static_cast<HANDLE>(d3d12Fence->GetEventHandle());
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WaitForSingleObject(eventHandle, INFINITE);
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```
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## 相关文档
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- [D3D12Fence](fence.md) - 类总览
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- [D3D12Fence::Wait](../../../threading/task-group/wait.md) - 等待栅栏
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docs/api/rhi/d3d12/fence/get-fence.md
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# D3D12Fence::GetFence
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## 函数签名
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```cpp
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ID3D12Fence* GetFence() const
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```
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## 中文描述
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获取底层 `ID3D12Fence` 接口指针。
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## 返回值
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`ID3D12Fence*` - D3D12 栅栏接口指针
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## 复杂度
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O(1)
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## 示例
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```cpp
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ID3D12Fence* fence = d3d12Fence->GetFence();
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```
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## 相关文档
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- [D3D12Fence](fence.md) - 类总览
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- [D3D12Fence::GetNativeHandle](../../buffer/get-native-handle.md) - 获取原生句柄
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docs/api/rhi/d3d12/fence/is-signaled.md
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docs/api/rhi/d3d12/fence/is-signaled.md
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# D3D12Fence::IsSignaled
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## 函数签名
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```cpp
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bool IsSignaled() const override
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```
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## 中文描述
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检查当前栅栏值是否已达到 signal 值。
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## 返回值
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`bool` - 如果已完成则返回 `true`,否则返回 `false`
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## 复杂度
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O(1)
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## 示例
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```cpp
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if (d3d12Fence->IsSignaled()) {
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// 栅栏已完成,可以继续执行
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}
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```
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## 相关文档
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- [D3D12Fence](fence.md) - 类总览
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- [D3D12Fence::GetCompletedValue](get-completed-value.md) - 获取完成值
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- [D3D12Fence::Wait](../../../threading/task-group/wait.md) - 等待栅栏
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docs/api/rhi/d3d12/fence/signal.md
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docs/api/rhi/d3d12/fence/signal.md
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# D3D12Fence::Signal
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## 函数签名
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```cpp
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void Signal() override
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```
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## 中文描述
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将栅栏值设置为 GPU 当前 signaled 值,通常用于标记命令队列执行完成。
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## 重载
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| 版本 | 签名 |
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|------|------|
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| 无参数 | `void Signal()` |
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| 带值 | `void Signal(uint64_t value)` |
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## 参数
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| 参数 | 类型 | 描述 |
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|------|------|------|
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| `value` | `uint64_t` | 要设置的栅栏值(仅带参数版本) |
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## 返回值
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无
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## 复杂度
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O(1)
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## 示例
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```cpp
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d3d12Fence->Signal();
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// 或指定值
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d3d12Fence->Signal(1);
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```
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## 相关文档
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- [D3D12Fence](fence.md) - 类总览
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- [D3D12Fence::Wait](../../../threading/task-group/wait.md) - 等待栅栏
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- [D3D12Fence::GetCompletedValue](get-completed-value.md) - 获取完成值
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