- 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
919 B
919 B
RHIDevice::CreateTexture
virtual RHITexture* CreateTexture(const TextureDesc& desc) = 0;
创建 GPU 纹理资源。
参数:
desc- 纹理描述符,包含尺寸、格式、纹理类型等
返回: 新创建的纹理指针,失败返回 nullptr
复杂度: O(1)
示例:
TextureDesc textureDesc;
textureDesc.width = 1024;
textureDesc.height = 1024;
textureDesc.depth = 1;
textureDesc.mipLevels = 1;
textureDesc.arraySize = 1;
textureDesc.format = (uint32_t)Format::R8G8B8A8_UNorm;
textureDesc.textureType = (uint32_t)TextureType::Texture2D;
textureDesc.sampleCount = 1;
textureDesc.sampleQuality = 0;
textureDesc.flags = 0;
RHITexture* texture = device->CreateTexture(textureDesc);
相关文档
- RHIDevice 总览 - 返回类总览
- RHITexture - 纹理类
- TextureDesc - 纹理描述结构体