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-rwxr-xr-xgfx/angle/src/compiler/translator/blocklayoutHLSL.h7
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_