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::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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