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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# D3D12RootSignature::CreateStaticSampler
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## 函数签名
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```cpp
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static D3D12_STATIC_SAMPLER_DESC CreateStaticSampler(uint32_t shaderRegister, const D3D12_SAMPLER_DESC& desc, ShaderVisibility visibility = ShaderVisibility::Pixel)
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```
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## 中文描述
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创建静态采样器描述符,静态采样器绑定到根签名中无需描述符堆。
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## 参数
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| 参数 | 类型 | 描述 |
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|------|------|------|
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| `shaderRegister` | `uint32_t` | 着色器寄存器编号 |
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| `desc` | `D3D12_SAMPLER_DESC` | 采样器描述符 |
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| `visibility` | `ShaderVisibility` | 可见性(默认 Pixel) |
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## 返回值
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`D3D12_STATIC_SAMPLER_DESC` - 静态采样器描述符
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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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D3D12_SAMPLER_DESC samplerDesc = D3D12RootSignature::CreateSamplerDesc(FilterMode::Anisotropic, TextureAddressMode::Wrap);
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D3D12_STATIC_SAMPLER_DESC staticSampler = D3D12RootSignature::CreateStaticSampler(0, samplerDesc);
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```
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## 相关文档
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- [D3D12RootSignature](root-signature.md) - 类总览
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- [D3D12RootSignature::CreateSamplerDesc](create-sampler-desc.md) - 创建采样器描述符
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