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-rw-r--r--src/runtime/dragon/dragonrenderer.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/runtime/dragon/dragonrenderer.cpp b/src/runtime/dragon/dragonrenderer.cpp
index 72b7301..2fef519 100644
--- a/src/runtime/dragon/dragonrenderer.cpp
+++ b/src/runtime/dragon/dragonrenderer.cpp
@@ -466,7 +466,7 @@ Renderer::Frame Renderer::doRender(Renderer::Frame frame)
// TODO actually check if attributes changed (see requiresVAOAttributeUpdate and requiresFullVAOUpdate)
if (!frame.uploadedVaos.contains(vaoKey)) {
// TODO make createVertexArrayObject take the shader and geometry (or just command) and return a complete VAO instead
- const auto &glShader = frame.uploadedShaders[command.m_shader->peerId()];
+ const auto &glShader = frame.uploadedShaders.get(command.m_shader->peerId());
const auto &geometry = command.m_geometry;
const auto &vao = activeSurface.createVertexArrayObject(
vaoKey, glShader, geometry, attributes, frame.uploadedBuffers);
@@ -591,7 +591,7 @@ Renderer::Frame Renderer::doRender(Renderer::Frame frame)
// TODO upload geometry data (in a job)
// TODO prepare shader uniforms
// TODO check if anything is missing from commands (see old prepareCommandSubmission)
- const auto &glShader = frame.uploadedShaders[command.m_shader->peerId()];
+ const auto &glShader = frame.uploadedShaders.get(command.m_shader->peerId());
stateSet = activeSurface.applyStateSet(stateSet, command.m_renderStateSet.get());