The UseProgram Calls metric represents the number of calls to use OpenGL/OpenGL* ES shader programs from your application per frame.

Improving Performance

When the UseProgram Calls metric is high, see if you can improve batching to draw all the objects that use a particular program before binding the next one. Combining several shaders into an uber-shader with static flow control can also reduce this metric and its associated cost, but does not always result in a performance improvement.

Для получения подробной информации о возможностях оптимизации компилятора обратитесь к нашему Уведомлению об оптимизации.