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author | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 23:29:50 +0200 |
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committer | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 23:31:02 +0200 |
commit | 70dd5e7c66b1fe3f82e5b4db2406050baba15f05 (patch) | |
tree | 3f012200ef3c934f33db1a4ef2b790fae3141860 /gfx/angle/src/compiler/translator/blocklayoutHLSL.h | |
parent | 3b7ffb477eec078c7036c92c6a51bb5de6de4f28 (diff) | |
parent | 8481fa25d246f1968d0a254ee3c6cdd82c60781a (diff) | |
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Merge branch 'ANGLE-rollback'
This resolves #624
Note: Cherry-picked some fixes on top of the ANGLE version that we want to keep.
Diffstat (limited to 'gfx/angle/src/compiler/translator/blocklayoutHLSL.h')
-rwxr-xr-x | gfx/angle/src/compiler/translator/blocklayoutHLSL.h | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/gfx/angle/src/compiler/translator/blocklayoutHLSL.h b/gfx/angle/src/compiler/translator/blocklayoutHLSL.h index 8d98847bd..c61cb1ae5 100755 --- a/gfx/angle/src/compiler/translator/blocklayoutHLSL.h +++ b/gfx/angle/src/compiler/translator/blocklayoutHLSL.h @@ -24,7 +24,7 @@ namespace sh // The strategy should be ENCODE_LOOSE for D3D9 constant blocks, and ENCODE_PACKED // for everything else (D3D10+ constant blocks and all attributes/varyings). -class HLSLBlockEncoder : public BlockLayoutEncoder +class COMPILER_EXPORT HLSLBlockEncoder : public BlockLayoutEncoder { public: enum HLSLBlockEncoderStrategy @@ -54,8 +54,9 @@ class HLSLBlockEncoder : public BlockLayoutEncoder // This method returns the number of used registers for a ShaderVariable. It is dependent on the HLSLBlockEncoder // class to count the number of used registers in a struct (which are individually packed according to the same rules). -unsigned int HLSLVariableRegisterCount(const Varying &variable, bool transposeMatrices); -unsigned int HLSLVariableRegisterCount(const Uniform &variable, ShShaderOutput outputType); +COMPILER_EXPORT unsigned int HLSLVariableRegisterCount(const Varying &variable, bool transposeMatrices); +COMPILER_EXPORT unsigned int HLSLVariableRegisterCount(const Uniform &variable, ShShaderOutput outputType); + } #endif // COMMON_BLOCKLAYOUTHLSL_H_ |