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306
assets/resources/multTextures/MultTextures.ts
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306
assets/resources/multTextures/MultTextures.ts
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//*//
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import { BaseRenderData, Director, Game, Material, Node, ParticleSystem2D, Sprite, SpriteFrame, StencilManager, UIRenderer, __private, _decorator, assert, cclegacy, director, game, renderer, resources } from 'cc';
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import { DEBUG, EDITOR, JSB } from 'cc/env';
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const { ccclass, property } = _decorator;
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export const MultBatch2D: any = {
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enable: false,
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parent: null,
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textures: [],
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hash: 0,
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reset: function () {
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this.textures.length = 0;
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}
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};
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let _cacheUseCount: number = 0;
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let _cacheMaterials: Array<Material> = [];
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const getMultMaterial = function () {
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if (!MultBatch2D.enable) return null;
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let material: any = _cacheMaterials[_cacheUseCount++];
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if (!material) {
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const mat = { parent: MultBatch2D.parent };
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material = new renderer.MaterialInstance(mat);
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material['isMultTextures'] = true;
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_cacheMaterials.push(material);
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}
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return material;
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}
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let MAX_TEX = 8;
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const _texture = {
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texture: new cclegacy.SimpleTexture(),
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defalut: new cclegacy.SimpleTexture(),
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setFrame(frame: any) {
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this.texture['_gfxSampler'] = frame.getGFXSampler();
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this.texture['_gfxTextureView'] = frame.getGFXTexture();
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}
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};
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game.once(Game.EVENT_GAME_INITED, () => {
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if (EDITOR || JSB) return;
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resources.load("multTextures/Mult-material", Material, (err, material) => {
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if (!err) {
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let mat = cclegacy.builtinResMgr.get('ui-sprite-material');
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MultBatch2D.hash = Material.getHash(mat);
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MultBatch2D.parent = material;
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MultBatch2D.enable = true;
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}
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});
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const UIR: any = UIRenderer.prototype;
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const updateMaterial: any = UIR.updateMaterial;
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UIR.updateMaterial = function () {
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updateMaterial.call(this);
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//this.getSharedMaterial(0);
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let material = this.customMaterial || this.material;
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if (material) {
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material['isMultTextures'] = false;
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if (MultBatch2D.hash == material.hash) {
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material['isMultTextures'] = true;
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}
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}
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}
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const PS2D: any = ParticleSystem2D.prototype;
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const _updateMaterial = PS2D._updateMaterial;
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PS2D._updateMaterial = function () {
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_updateMaterial.call(this);
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let material = this.customMaterial || this.material;
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if (material) {
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material['isMultTextures'] = false;
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if (MultBatch2D.hash == material.hash) {
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material['isMultTextures'] = true;
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}
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}
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}
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});
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game.once(Game.EVENT_ENGINE_INITED, () => {
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if (EDITOR || JSB) return;
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cclegacy.UI.RenderData.prototype.texID = -1;
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cclegacy.UI.RenderData.prototype.texDirty = true;
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cclegacy.UI.RenderData.prototype.dataDirty = true;
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Object.defineProperty(cclegacy.UI.RenderData.prototype, "vertDirty", {
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get: function () {
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return this._vertDirty;
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},
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set: function (val: boolean) {
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this._vertDirty = val;
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if (val === true) {
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this.dataDirty = true;
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}
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if (this._renderDrawInfo && val) {
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this._renderDrawInfo.setVertDirty(val);
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}
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}
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});
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Object.defineProperty(cclegacy.UI.RenderData.prototype, "textureDirty", {
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get: function () {
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return this.texDirty;
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},
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set: function (val: boolean) {
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this.texDirty = val;
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if (val === true) {
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this.texID = -1;
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}
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}
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});
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const Spr: any = Sprite.prototype;
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Spr.flagChangedVersion = -1;
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Object.defineProperty(Spr, "_flagChangedVersion", {
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get: function () {
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return this.flagChangedVersion;
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},
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set: function (val: number) {
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if (this.flagChangedVersion != val) {
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this.flagChangedVersion = val;
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let rd = this.renderData;
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let type = this.type;
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if (rd && type == Sprite.Type.TILED
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|| (type == Sprite.Type.FILLED && Sprite.FillType.RADIAL)) {
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rd.dataDirty = true;
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}
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}
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}
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});
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director.on(Director.EVENT_AFTER_DRAW, (dt) => {
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cclegacy.internal.Batcher2D._rdHash = -1;
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MultBatch2D.reset();
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_cacheUseCount = 0;
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});
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cclegacy.internal.Batcher2D.prototype.currMaterial = null;
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Object.defineProperty(cclegacy.internal.Batcher2D.prototype, "_currMaterial", {
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get: function () {
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return this.currMaterial;
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},
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set: function (metrial: any) {
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if (this.currMaterial === metrial) return;
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this.currMaterial = metrial;
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MultBatch2D.reset();
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if (metrial && metrial.isMultTextures) {
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let mat = getMultMaterial();
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if (mat) {
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this.currMaterial = mat;
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}
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}
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}
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});
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const Stage_ENTER_LEVEL = 2;
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const Stage_ENTER_LEVEL_INVERTED = 6;
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type TextureBase = __private._cocos_asset_assets_texture_base__TextureBase;
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cclegacy.internal.Batcher2D.prototype._rdHash = -1;
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cclegacy.internal.Batcher2D.prototype.commitComp = function (comp: UIRenderer, renderData: BaseRenderData | null, frame: TextureBase | SpriteFrame | null, assembler: any, transform: Node | null) {
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let rdHash = -1;
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let dataHash = 0;
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let mat: any;
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let bufferID = -1;
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if (renderData && renderData.chunk) {
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if (!renderData.isValid()) return;
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dataHash = renderData.dataHash;
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mat = renderData.material;
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bufferID = renderData.chunk.bufferId;
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// as RenderData;
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let rd: any = renderData;
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rdHash = bufferID << 16 | rd.layer;
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}
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// Notice: A little hack, if it is for mask, not need update here, while control by stencilManger
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if (comp.stencilStage === Stage_ENTER_LEVEL || comp.stencilStage === Stage_ENTER_LEVEL_INVERTED) {
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this._insertMaskBatch(comp);
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} else {
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comp.stencilStage = StencilManager.sharedManager!.stage;
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}
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const depthStencilStateStage = comp.stencilStage;
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let texID = -1;
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let texture = null;
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let flushBatch = false;
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let isMultTextures = false;
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if (MultBatch2D.enable && mat && mat.isMultTextures) {
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texture = frame && frame.getGFXTexture();
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texID = MultBatch2D.textures.indexOf(texture);
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isMultTextures = true;
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if (texID < 0) {
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if (MultBatch2D.textures.length == MAX_TEX) {
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// MultBatch2D.textures.length = 0;
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flushBatch = true;
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}
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}
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if (this._currMaterial && this._currMaterial.isMultTextures) {
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mat = this._currMaterial;
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dataHash = this._currHash;
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if (this._rdHash != rdHash) {
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flushBatch = true;
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texID = -1;
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}
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}
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}
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if (flushBatch
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|| this._currHash !== dataHash || dataHash === 0 || this._currMaterial !== mat
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|| this._currDepthStencilStateStage !== depthStencilStateStage) {
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// Merge all previous data to a render batch, and update buffer for next render data
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this.autoMergeBatches(this._currComponent!);
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if (renderData && !renderData._isMeshBuffer) {
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this.updateBuffer(renderData.vertexFormat, bufferID);
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}
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this._rdHash = rdHash;
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this._currRenderData = renderData;
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this._currHash = renderData ? renderData.dataHash : 0;
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this._currComponent = comp;
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this._currTransform = transform;
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this._currMaterial = comp.getRenderMaterial(0)!;
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this._currDepthStencilStateStage = depthStencilStateStage;
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this._currLayer = comp.node.layer;
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if (frame) {
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if (DEBUG) {
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assert(frame.isValid, 'frame should not be invalid, it may have been released');
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}
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this._currTexture = frame.getGFXTexture();
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this._currSampler = frame.getGFXSampler();
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this._currTextureHash = frame.getHash();
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this._currSamplerHash = this._currSampler.hash;
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} else {
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this._currTexture = null;
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this._currSampler = null;
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this._currTextureHash = 0;
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this._currSamplerHash = 0;
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}
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}
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assembler.fillBuffers(comp, this);
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if (isMultTextures) {
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if (texID < 0) {
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texID = MultBatch2D.textures.length;
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MultBatch2D.textures.push(texture);
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if (texID > 0) {
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_texture.setFrame(frame);
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const name = "texture" + texID;
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this._currMaterial.setProperty(name, _texture.texture);
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}
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}
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this._fillDatas(renderData, texID);
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}
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}
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cclegacy.internal.Batcher2D.prototype["_fillDatas"] = function (renderData: any, texID: number) {
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if (!renderData) return;
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let uvX = 0;
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let vbuf = renderData.chunk.vb;
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if (renderData.dataDirty) {
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renderData.dataDirty = false;
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for (let i = 0, length = vbuf.length; i < length; i += 9) {
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uvX = ~~(vbuf[i + 3] * 100000);
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vbuf[i + 3] = uvX * 10 + texID;
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}
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} else {
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if (renderData.texID != texID) {
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for (let i = 0, length = vbuf.length; i < length; i += 9) {
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uvX = ~~(vbuf[i + 3] * 0.1);
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vbuf[i + 3] = uvX * 10 + texID;
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}
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}
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}
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renderData.texID = texID;
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};
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});
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//*/
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