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* uniform * uniform buffer add * add dummy IA * first working version * misc & data structure optimize * fix webGL1 bug * rebase on 3.3 * add maxQuadPerDrawcall by device 现在每个DC能绘制的数量由设备返回的 uniform 数量上限决定 * add index * index bug fix * sliced ia add(Not finish) * change mat4 to vec4 * change stride num * new vec4PreUI finish * misc fix * size & anchor dirty add * bug fix * add UICapacityDirty (cherry picked from commit 417e10c8d3422363d80828539b110b93ee4d3cb1) * static buffer cache version (cherry picked from commit 1ffe7e7943cdf9af085aeda5ca218c3442fa9119) * static buffer update version (cherry picked from commit 964d9cb5b3230963b2a535acac99a34cde7eb63c) * cache localbuffer (cherry picked from commit 641b956def64023e0d47be66bc0c0a37ef1e9791) * fix setPosition event & fix DS release * weak sliced & filp tiled mode add * fix tiled y * fix sliced bug * ugly but work filled type add * update effect * filled mode effect * shader fix * RenderData dirty for render data update * revert fillbuffer * misc fix * support label bmfont by meshBuffer * fix sliced bug & commit Model * fixed some render dirty flag bug * cut code by macro.UI_GPU_DRIVEN * cut code by UI_GPU_DRIVEN Macro on build * cut file by UI_GPU_DRIVEN * I-batcher interface add * remove render queue cache * file name change * file name change * after merge * fix for v3.4 * useless remove * fix texture rotation * fix sliced when atlas rotation * useless code remove * native bind * update effect * fix DynamicOffsets bind bug * PR review fix * effect encapsulation * change chunk * update effect * update shader * remove color in fs * move code * fix UBO buffer bug * fix ubo count to 10 * fix vk bind