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gallivm: Use the proper enum for the texture target bitfield.
This gets you nice output in gdb when trying to figure out why your 2D sample shader is hitting the cube paths. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8118>
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@ -169,7 +169,7 @@ struct lp_static_texture_state
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unsigned swizzle_a:3;
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/* pipe_texture's state */
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unsigned target:4; /**< PIPE_TEXTURE_* */
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enum pipe_texture_target target:4; /**< PIPE_TEXTURE_* */
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unsigned pot_width:1; /**< is the width a power of two? */
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unsigned pot_height:1;
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unsigned pot_depth:1;
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