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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# 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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