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/shader/get-bytecode-size.md
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# D3D12Shader::GetBytecodeSize
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## 函数签名
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```cpp
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size_t GetBytecodeSize() const
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```
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## 中文描述
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获取着色器字节码大小。
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## 返回值
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`size_t` - 字节码大小(字节)
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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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size_t size = shader->GetBytecodeSize();
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```
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## 相关文档
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- [D3D12Shader](shader.md) - 类总览
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- [D3D12Shader::GetBytecode](get-bytecode.md) - 获取字节码数据
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docs/api/rhi/d3d12/shader/get-bytecode.md
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docs/api/rhi/d3d12/shader/get-bytecode.md
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# D3D12Shader::GetBytecode
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## 函数签名
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```cpp
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const void* GetBytecode() const
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```
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## 中文描述
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获取着色器字节码数据指针。
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## 返回值
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`const void*` - 字节码数据指针
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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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const void* bytecode = shader->GetBytecode();
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```
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## 相关文档
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- [D3D12Shader](shader.md) - 类总览
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- [D3D12Shader::GetBytecodeSize](get-bytecode-size.md) - 获取字节码大小
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docs/api/rhi/d3d12/shader/get-d3d12-bytecode.md
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docs/api/rhi/d3d12/shader/get-d3d12-bytecode.md
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# D3D12Shader::GetD3D12Bytecode
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## 函数签名
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```cpp
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const D3D12_SHADER_BYTECODE GetD3D12Bytecode() const
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```
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## 中文描述
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获取 D3D12 着色器字节码结构。
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## 返回值
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`D3D12_SHADER_BYTECODE` - D3D12 着色器字节码结构
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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_SHADER_BYTECODE bytecode = shader->GetD3D12Bytecode();
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```
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## 相关文档
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- [D3D12Shader](shader.md) - 类总览
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docs/api/rhi/d3d12/shader/get-input-layout.md
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docs/api/rhi/d3d12/shader/get-input-layout.md
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# D3D12Shader::GetInputLayout
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## 函数签名
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```cpp
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const InputLayoutDesc& GetInputLayout() const
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```
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## 中文描述
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获取着色器输入布局描述。
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## 返回值
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`const InputLayoutDesc&` - 输入布局描述引用
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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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const InputLayoutDesc& layout = shader->GetInputLayout();
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```
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## 相关文档
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- [D3D12Shader](shader.md) - 类总览
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docs/api/rhi/d3d12/shader/set-uniforms.md
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docs/api/rhi/d3d12/shader/set-uniforms.md
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# D3D12Shader::SetUniforms
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## 函数签名
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```cpp
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void SetInt(const char* name, int value) override
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void SetFloat(const char* name, float value) override
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void SetVec3(const char* name, float x, float y, float z) override
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void SetVec4(const char* name, float x, float y, float z, float w) override
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void SetMat4(const char* name, const float* value) override
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```
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## 中文描述
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设置着色器 uniform 变量。当前实现为空(stub)。
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## 参数
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| 参数 | 类型 | 描述 |
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|------|------|------|
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| `name` | `const char*` | 变量名称 |
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| `value` | 各种类型 | 变量值 |
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| `x, y, z, w` | `float` | 向量分量 |
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| `value` | `const float*` | 矩阵数据指针 |
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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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shader->SetInt("useLighting", 1);
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shader->SetFloat("scale", 2.0f);
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shader->SetVec3("lightPos", 1.0f, 2.0f, 3.0f);
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shader->SetVec4("color", 1.0f, 0.0f, 0.0f, 1.0f);
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shader->SetMat4("transform", matrixData);
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```
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## 相关文档
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- [D3D12Shader](shader.md) - 类总览
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docs/api/rhi/d3d12/shader/shader.md
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docs/api/rhi/d3d12/shader/shader.md
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# D3D12Shader
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**命名空间**: `XCEngine::RHI`
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**描述**: DirectX 12 着色器的 D3D12 实现,继承自 `RHIShader`。
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## 方法列表
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| 方法 | 文档 |
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|------|------|
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| `CompileFromFile` | [详细文档](../../shader/compile-from-file.md) |
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| `Compile` | [详细文档](../../shader/compile.md) |
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| `Shutdown` | [详细文档](../../../threading/task-system/shutdown.md) |
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| `GetD3D12Bytecode` | [详细文档](get-d3d12-bytecode.md) |
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| `GetBytecode` | [详细文档](get-bytecode.md) |
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| `GetBytecodeSize` | [详细文档](get-bytecode-size.md) |
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| `GetType` | [详细文档](../../shader/get-type.md) |
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| `GetInputLayout` | [详细文档](get-input-layout.md) |
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| `GetNativeHandle` | [详细文档](../../buffer/get-native-handle.md) |
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| `IsValid` | [详细文档](../../shader/is-valid.md) |
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| `Bind` / `Unbind` | [详细文档](../../shader/bind.md) |
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| `SetInt` / `SetFloat` / `SetVec3` / `SetVec4` / `SetMat4` | [详细文档](set-uniforms.md) |
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## 相关文档
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- [D3D12 后端总览](../overview.md)
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- [RHIShader](../../shader/shader.md) - 抽象着色器接口
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