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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# RHIDevice::CompileShader
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```cpp
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virtual RHIShader* CompileShader(const ShaderCompileDesc& desc) = 0;
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```
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编译着色器程序。
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**参数:**
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- `desc` - 着色器编译描述符,包含入口点、配置文件、源文件等
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**返回:** 新创建的着色器指针,失败返回 `nullptr`
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**复杂度:** O(n) - 取决于着色器代码复杂度
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**示例:**
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```cpp
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ShaderCompileDesc shaderDesc;
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shaderDesc.entryPoint = L"main";
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shaderDesc.profile = L"vs_6_0";
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shaderDesc.fileName = L"shaders/vertex.hlsl";
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shaderDesc.macros = {};
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RHIShader* vertexShader = device->CompileShader(shaderDesc);
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if (!vertexShader->IsValid()) {
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// 处理编译错误
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vertexShader->Shutdown();
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}
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```
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## 相关文档
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- [RHIDevice 总览](device.md) - 返回类总览
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- [RHIShader](../shader/shader.md) - 着色器类
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