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- BackendProgramObjectImpl::CacheResourceLocations resolves every glGetUniformBlockIndex / glGetUniformLocation string query once per link and establishes the block binding points there. Per draw, BindCurrentProgramWithResources now uses the cached indices, re-issues glUniform1i only when a sampler's unit actually changed (program state persists), uploads the global UBO only when its content version moved, and skips redundant glUseProgram binds (guard reset on program-name reuse, MakeCurrent, and every explicit glUseProgram(0)). The caches are invalidated through ProgramObject's link version, which also makes a relinked program finally re-sync its backend program. - Track a texture-unit high-water mark (fed by glBindTexture / glBindTextureUnit / glBindSampler / glBindImageTexture) so the two per-draw unit scans (MAX_TEXTURE_IMAGE_UNITS is 192) and the texture-deletion unbind loop only walk units that were ever touched. - Forward the app's eglSwapInterval to the native EGL surface through a new BackendObject::SetEGLSwapInterval hook (applied immediately when the surface exists, otherwise deferred to surface creation / MakeCurrent). "VSync off" finally reaches the hardware - DirectGLES was hard-locked to the display refresh before. The driver-side cost of the per-draw string lookups was about half of a 30% Adreno driver hotspot; libMobileGL's share of the vanilla render thread fell from 22% to 9% (simpleperf, Adreno 830). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>