fix: improve doc link navigation and tree display
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docs/api/rhi/d3d12/pipeline-state/create-desc.md
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# D3D12PipelineState::CreateDesc
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## 函数签名
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```cpp
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static D3D12_GRAPHICS_PIPELINE_STATE_DESC CreateDesc(
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ID3D12RootSignature* rootSignature,
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const D3D12_SHADER_BYTECODE& vs,
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const D3D12_SHADER_BYTECODE& ps,
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const D3D12_SHADER_BYTECODE& gs,
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uint32_t inputElementCount,
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const D3D12_INPUT_ELEMENT_DESC* inputElements)
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```
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## 中文描述
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创建图形管线状态描述符,包含着色器和输入布局信息。
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## 参数
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| 参数 | 类型 | 描述 |
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|------|------|------|
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| `rootSignature` | `ID3D12RootSignature*` | 根签名指针 |
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| `vs` | `D3D12_SHADER_BYTECODE` | 顶点着色器字节码 |
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| `ps` | `D3D12_SHADER_BYTECODE` | 像素着色器字节码 |
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| `gs` | `D3D12_SHADER_BYTECODE` | 几何着色器字节码 |
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| `inputElementCount` | `uint32_t` | 输入元素数量 |
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| `inputElements` | `D3D12_INPUT_ELEMENT_DESC*` | 输入元素描述数组 |
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## 返回值
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`D3D12_GRAPHICS_PIPELINE_STATE_DESC` - 管线状态描述符
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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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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = D3D12PipelineState::CreateDesc(
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rootSignature->GetRootSignature(),
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vsBytecode,
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psBytecode,
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gsBytecode,
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inputElementCount,
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inputElements);
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```
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## 相关文档
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- [D3D12PipelineState](pipeline-state.md) - 类总览
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- [D3D12PipelineState::CreateInputElement](create-input-element.md) - 创建输入元素
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docs/api/rhi/d3d12/pipeline-state/create-input-element.md
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docs/api/rhi/d3d12/pipeline-state/create-input-element.md
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# D3D12PipelineState::CreateInputElement
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## 函数签名
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```cpp
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static D3D12_INPUT_ELEMENT_DESC CreateInputElement(
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const char* semanticName,
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uint32_t semanticIndex,
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Format format,
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uint32_t inputSlot,
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uint32_t alignedByteOffset)
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static D3D12_INPUT_ELEMENT_DESC CreateInputElement(
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const char* semanticName,
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uint32_t semanticIndex,
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Format format,
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uint32_t inputSlot)
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```
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## 中文描述
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创建输入元素描述符,用于定义顶点缓冲区的数据布局。
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## 参数
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| 参数 | 类型 | 描述 |
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|------|------|------|
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| `semanticName` | `const char*` | 语义名称(如 "POSITION", "TEXCOORD") |
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| `semanticIndex` | `uint32_t` | 语义索引 |
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| `format` | `Format` | 数据格式 |
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| `inputSlot` | `uint32_t` | 输入槽位 |
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| `alignedByteOffset` | `uint32_t` | 对齐字节偏移(仅第一个重载) |
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## 返回值
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`D3D12_INPUT_ELEMENT_DESC` - 输入元素描述符
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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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D3D12_INPUT_ELEMENT_DESC elements[] = {
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D3D12PipelineState::CreateInputElement("POSITION", 0, Format::R32G32B32_FLOAT, 0, 0),
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D3D12PipelineState::CreateInputElement("TEXCOORD", 0, Format::R32G32_FLOAT, 0, 12)
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};
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```
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## 相关文档
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- [D3D12PipelineState](pipeline-state.md) - 类总览
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- [D3D12PipelineState::CreateDesc](create-desc.md) - 创建管线描述符
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29
docs/api/rhi/d3d12/pipeline-state/get-pipeline-state.md
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# D3D12PipelineState::GetPipelineState
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## 函数签名
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```cpp
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ID3D12PipelineState* GetPipelineState() const
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```
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## 中文描述
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获取底层 `ID3D12PipelineState` 接口指针。
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## 返回值
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`ID3D12PipelineState*` - D3D12 管线状态对象接口指针
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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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ID3D12PipelineState* pso = pipelineState->GetPipelineState();
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```
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## 相关文档
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- [D3D12PipelineState](pipeline-state.md) - 类总览
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docs/api/rhi/d3d12/pipeline-state/pipeline-state.md
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# D3D12PipelineState
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**命名空间**: `XCEngine::RHI`
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**描述**: DirectX 12 管线状态对象的 D3D12 实现,继承自 `RHIPipelineState`。
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## 公共方法
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| 方法 | 描述 |
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|------|------|
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| [`Initialize`](../../../threading/task-system/initialize.md) | 初始化管线状态 |
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| [`Shutdown`](../../../threading/task-system/shutdown.md) | 关闭管线状态 |
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| [`GetPipelineState`](get-pipeline-state.md) | 获取 D3D12 管线状态对象 |
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| [`GetNativeHandle`](../../buffer/get-native-handle.md) | 获取原生句柄 |
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| [`GetType`](../../command-queue/get-type.md) | 获取管线类型 |
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| [`Bind`](../../shader/bind.md) | 绑定管线状态 |
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| [`Unbind`](../../shader/unbind.md) | 解绑管线状态 |
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| [`CreateDesc`](create-desc.md) | 创建管线状态描述符(静态) |
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| [`CreateInputElement`](create-input-element.md) | 创建输入元素描述符(静态) |
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## 相关文档
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- [D3D12 后端总览](../../opengl/overview.md)
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- [RHIPipelineState](../../pipeline-state/pipeline-state.md) - 抽象管线状态接口
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