// Leave keyIndex as INVALID_KEY - it can still be registered against the string key.
}
Property::Value value = shader.GetProperty(index);
- index = mImpl->mRenderer.RegisterProperty(keyIndex, keyName, value);
+
+ // We already know that mRenderer didn't have property. So we can assume that it is unique.
+ index = mImpl->mRenderer.RegisterUniqueProperty(keyIndex, keyName, value);
}
}
return index;