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/texture/get-array-size.md
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docs/api/rhi/d3d12/texture/get-array-size.md
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# D3D12Texture::GetArraySize
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## 函数签名
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```cpp
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uint32_t GetArraySize() const
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```
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## 中文描述
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获取纹理数组大小。对于非数组纹理,返回 1。
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## 返回值
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`uint32_t` - 数组大小
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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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uint32_t arraySize = texture->GetArraySize();
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```
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## 相关文档
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- [D3D12Texture](texture.md) - 类总览
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docs/api/rhi/d3d12/texture/initialize-depth-stencil.md
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docs/api/rhi/d3d12/texture/initialize-depth-stencil.md
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# D3D12Texture::InitializeDepthStencil
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## 函数签名
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```cpp
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bool InitializeDepthStencil(ID3D12Device* device, uint32_t width, uint32_t height, DXGI_FORMAT format = DXGI_FORMAT_D24_UNORM_S8_UINT)
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```
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## 中文描述
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初始化深度模板纹理。
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## 参数
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| 参数 | 类型 | 描述 |
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|------|------|------|
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| `device` | `ID3D12Device*` | D3D12 设备指针 |
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| `width` | `uint32_t` | 纹理宽度 |
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| `height` | `uint32_t` | 纹理高度 |
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| `format` | `DXGI_FORMAT` | 深度格式(默认 D24_UNORM_S8_UINT) |
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## 返回值
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`bool` - 初始化是否成功
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## 复杂度
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O(n) - 取决于纹理大小
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## 示例
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```cpp
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texture->InitializeDepthStencil(device, 1920, 1080);
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```
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## 相关文档
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- [D3D12Texture](texture.md) - 类总览
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docs/api/rhi/d3d12/texture/initialize-from-data.md
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docs/api/rhi/d3d12/texture/initialize-from-data.md
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# D3D12Texture::InitializeFromData
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## 函数签名
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```cpp
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bool InitializeFromData(ID3D12Device* device, ID3D12GraphicsCommandList* commandList,
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const void* pixelData, uint32_t width, uint32_t height, DXGI_FORMAT format)
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```
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## 中文描述
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从像素数据初始化纹理,内部会创建上传堆并复制数据。
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## 参数
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| 参数 | 类型 | 描述 |
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|------|------|------|
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| `device` | `ID3D12Device*` | D3D12 设备指针 |
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| `commandList` | `ID3D12GraphicsCommandList*` | 命令列表指针 |
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| `pixelData` | `const void*` | 像素数据指针 |
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| `width` | `uint32_t` | 纹理宽度 |
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| `height` | `uint32_t` | 纹理高度 |
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| `format` | `DXGI_FORMAT` | 像素格式 |
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## 返回值
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`bool` - 初始化是否成功
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## 复杂度
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O(n) - 取决于纹理大小,内部创建临时上传堆
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## 示例
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```cpp
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std::vector<uint8_t> pixels = LoadImage("texture.png");
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texture->InitializeFromData(device, cmdList, pixels.data(), width, height, DXGI_FORMAT_R8G8B8A8_UNORM);
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```
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## 相关文档
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- [D3D12Texture](texture.md) - 类总览
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docs/api/rhi/d3d12/texture/texture.md
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docs/api/rhi/d3d12/texture/texture.md
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# D3D12Texture
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**命名空间**: `XCEngine::RHI`
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**描述**: DirectX 12 纹理的 D3D12 实现,继承自 `RHITexture`。
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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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| `InitializeFromExisting` | [详细文档](../buffer/initialize-from-existing.md) |
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| `InitializeFromData` | [详细文档](initialize-from-data.md) |
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| `InitializeDepthStencil` | [详细文档](initialize-depth-stencil.md) |
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| `Shutdown` | [详细文档](../../../threading/task-system/shutdown.md) |
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| `GetResource` | [详细文档](../buffer/get-resource.md) |
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| `GetDesc` | [详细文档](../buffer/get-desc.md) |
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| `GetWidth` | [详细文档](../../texture/get-width.md) |
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| `GetHeight` | [详细文档](../../texture/get-height.md) |
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| `GetDepth` | [详细文档](../../texture/get-depth.md) |
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| `GetMipLevels` | [详细文档](../../texture/get-mip-levels.md) |
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| `GetArraySize` | [详细文档](get-array-size.md) |
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| `GetGPUAddress` | [详细文档](../buffer/get-gpu-address.md) |
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| `GetSize` | [详细文档](../../buffer/get-size.md) |
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| `GetName` / `SetName` | [详细文档](../../buffer/get-name.md) |
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| `GetFormat` | [详细文档](../../texture/get-format.md) |
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| `GetTextureType` | [详细文档](../../texture/get-texture-type.md) |
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| `GetState` / `SetState` | [详细文档](../../buffer/get-state.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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- [RHITexture](../../texture/texture.md) - 抽象纹理接口
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