Commit 0d34bec6b9eb56ed56c2fec008d5c6caae95e4f2 has fixed the problem of batching of text fields that use BitmapFont, but now 'Flump' and 'Dragon bones' animation engines no longer batch animation parts after context restore. This leads to increased draw calls amount supposedly by the quantity of these animation parts.
If in MeshStyle class I return
_textureBase = meshStyle._textureBase;
_textureBase = _texture ? _texture.base : null;
animations no longer increase draw calls amount but now text fields begin to do so.
To reproduce the problem please use PerformanceTest from the Dragon Bones GitHub official sources. After the application start draw calls amounts to 2, but after context loss and restore draw calls increase to 3 in case of _textureBase = meshStyle._textureBase; and to 1100 in case of _textureBase = _texture ? _texture.base : null; and FPS drops dramatically.