fix: improve doc link navigation and tree display
- Fix link resolution with proper relative/absolute path handling - Improve link styling with underline decoration - Hide leaf nodes from tree, only show directories - Fix log file path for packaged app
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20
docs/api/rhi/shader/bind.md
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docs/api/rhi/shader/bind.md
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# RHIShader::Bind
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```cpp
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virtual void Bind() = 0;
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```
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绑定着色器到管线。
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**复杂度:** O(1)
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**示例:**
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```cpp
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vs->Bind();
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ps->Bind();
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```
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/compile-from-file.md
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docs/api/rhi/shader/compile-from-file.md
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# RHIShader::CompileFromFile
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```cpp
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virtual bool CompileFromFile(const wchar_t* filePath, const char* entryPoint, const char* target) = 0;
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```
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从文件编译着色器。
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**参数:**
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- `filePath` - 着色器源文件路径
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- `entryPoint` - 入口点函数名
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- `target` - 编译目标(如 `"vs_6_0"`, `"ps_6_0"`)
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**返回:** 成功返回 `true`,失败返回 `false`
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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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shader->CompileFromFile(L"shaders/vertex.hlsl", "main", "vs_6_0");
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```
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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21
docs/api/rhi/shader/compile.md
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docs/api/rhi/shader/compile.md
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# RHIShader::Compile
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```cpp
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virtual bool Compile(const void* sourceData, size_t sourceSize, const char* entryPoint, const char* target) = 0;
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```
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从内存编译着色器。
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**参数:**
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- `sourceData` - 着色器源代码指针
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- `sourceSize` - 源代码大小
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- `entryPoint` - 入口点函数名
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- `target` - 编译目标
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**返回:** 成功返回 `true`,失败返回 `false`
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**复杂度:** O(n)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/get-native-handle.md
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docs/api/rhi/shader/get-native-handle.md
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# RHIShader::GetNativeHandle
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```cpp
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virtual void* GetNativeHandle() = 0;
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```
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获取原生 API 句柄。
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**返回:** 原生着色器句柄
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/get-type.md
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docs/api/rhi/shader/get-type.md
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# RHIShader::GetType
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```cpp
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virtual ShaderType GetType() const = 0;
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```
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获取着色器类型。
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**返回:** 着色器类型枚举值
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/is-valid.md
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docs/api/rhi/shader/is-valid.md
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# RHIShader::IsValid
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```cpp
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virtual bool IsValid() const = 0;
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```
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检查着色器是否有效(已成功编译)。
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**返回:** 有效返回 `true`,无效返回 `false`
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/set-float.md
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docs/api/rhi/shader/set-float.md
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# RHIShader::SetFloat
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```cpp
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virtual void SetFloat(const char* name, float value) = 0;
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```
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设置浮点 uniform。
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**参数:**
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- `name` - uniform 变量名
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- `value` - 浮点值
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/set-int.md
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docs/api/rhi/shader/set-int.md
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# RHIShader::SetInt
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```cpp
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virtual void SetInt(const char* name, int value) = 0;
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```
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设置整数 uniform。
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**参数:**
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- `name` - uniform 变量名
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- `value` - 整数值
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/set-mat4.md
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docs/api/rhi/shader/set-mat4.md
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# RHIShader::SetMat4
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```cpp
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virtual void SetMat4(const char* name, const float* value) = 0;
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```
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设置 4x4 矩阵 uniform。
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**参数:**
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- `name` - uniform 变量名
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- `value` - 矩阵数据指针(16 个 float)
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/set-vec3.md
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docs/api/rhi/shader/set-vec3.md
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# RHIShader::SetVec3
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```cpp
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virtual void SetVec3(const char* name, float x, float y, float z) = 0;
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```
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设置三维向量 uniform。
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**参数:**
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- `name` - uniform 变量名
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- `x, y, z` - 向量分量
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/set-vec4.md
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docs/api/rhi/shader/set-vec4.md
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# RHIShader::SetVec4
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```cpp
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virtual void SetVec4(const char* name, float x, float y, float z, float w) = 0;
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```
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设置四维向量 uniform。
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**参数:**
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- `name` - uniform 变量名
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- `x, y, z, w` - 向量分量
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/shader.md
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docs/api/rhi/shader/shader.md
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# RHIShader
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**命名空间**: `XCEngine::RHI`
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**类型**: `class` (abstract)
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**描述**: GPU 着色器资源抽象接口,用于管理着色器代码的编译和绑定。
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## 公共方法
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| 方法 | 描述 |
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|------|------|
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| [`CompileFromFile`](compile-from-file.md) | 从文件编译着色器 |
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| [`Compile`](compile.md) | 从源码编译着色器 |
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| [`GetType`](get-type.md) | 获取着色器类型 |
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| [`IsValid`](is-valid.md) | 检查着色器是否有效 |
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| [`Bind`](bind.md) | 绑定着色器 |
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| [`Unbind`](unbind.md) | 解绑着色器 |
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| [`SetInt`](set-int.md) | 设置整数 uniform |
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| [`SetFloat`](set-float.md) | 设置浮点数 uniform |
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| [`SetVec3`](set-vec3.md) | 设置 vec3 uniform |
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| [`SetVec4`](set-vec4.md) | 设置 vec4 uniform |
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| [`SetMat4`](set-mat4.md) | 设置 mat4 uniform |
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| [`Shutdown`](shutdown.md) | 关闭并释放资源 |
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| [`GetNativeHandle`](get-native-handle.md) | 获取原生句柄 |
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## 着色器类型 (ShaderType)
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| 枚举值 | 描述 |
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|--------|------|
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| `ShaderType::Vertex` | 顶点着色器 |
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| `ShaderType::Fragment` | 片元着色器 |
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| `ShaderType::Geometry` | 几何着色器 |
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| `ShaderType::Compute` | 计算着色器 |
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| `ShaderType::TessControl` | 曲面细分控制着色器 |
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| `ShaderType::TessEvaluation` | 曲面细分评估着色器 |
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| `ShaderType::Hull` | Hull 着色器 (D3D12) |
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| `ShaderType::Domain` | Domain 着色器 (D3D12) |
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| `ShaderType::Amplification` | 放大着色器 (Mesh Shader) |
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| `ShaderType::Mesh` | Mesh 着色器 |
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| `ShaderType::Library` | 着色器库 |
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## 使用示例
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```cpp
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RHIShader* vs = device->CompileShader({});
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vs->CompileFromFile(L"shaders/vertex.hlsl", "main", "vs_6_0");
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vs->SetMat4("modelMatrix", modelMatrix);
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vs->Bind();
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```
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## 相关文档
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- [../rhi/rhi.md](../rhi.md) - RHI 模块总览
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- [RHIDevice](../device/device.md) - 创建设备
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docs/api/rhi/shader/shutdown.md
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# RHIShader::Shutdown
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```cpp
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virtual void Shutdown() = 0;
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```
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释放着色器资源。
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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docs/api/rhi/shader/unbind.md
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# RHIShader::Unbind
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```cpp
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virtual void Unbind() = 0;
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```
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解绑着色器。
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**复杂度:** O(1)
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## 相关文档
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- [RHIShader 总览](shader.md) - 返回类总览
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