Fixed D3DDisassemble function dynamic GetProcAddress failure on WinRT

Change-Id: I32a345803c9183e0b9b77d529027711f8c8e1ad8
Reviewed-on: https://chromium-review.googlesource.com/225847
Tested-by: Cooper Partin <coopp@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp b/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
index 78a61f4..a67d274 100644
--- a/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
+++ b/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
@@ -148,16 +148,18 @@
 
     mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3DCompilerModule, "D3DCompile"));
     ASSERT(mD3DCompileFunc);
+
+    mD3DDisassembleFunc = reinterpret_cast<pD3DDisassemble>(GetProcAddress(mD3DCompilerModule, "D3DDisassemble"));
+    ASSERT(mD3DDisassembleFunc);
+
 #else
     // D3D Shader compiler is linked already into this module, so the export
     // can be directly assigned.
     mD3DCompilerModule = NULL;
     mD3DCompileFunc = reinterpret_cast<pD3DCompile>(D3DCompile);
+    mD3DDisassembleFunc = reinterpret_cast<pD3DDisassemble>(D3DDisassemble);
 #endif
 
-    mD3DDisassembleFunc = reinterpret_cast<pD3DDisassemble>(GetProcAddress(mD3DCompilerModule, "D3DDisassemble"));
-    ASSERT(mD3DDisassembleFunc);
-
     return mD3DCompileFunc != NULL;
 }