(void)depth_stencil_state_offset;
#endif
+#if GEN_GEN >= 12
+ blorp_emit(batch, GENX(3DSTATE_CONSTANT_ALL), pc) {
+ /* Update empty push constants for all stages (bitmask = 11111b) */
+ pc.ShaderUpdateEnable = 0x1f;
+ }
+#else
blorp_emit(batch, GENX(3DSTATE_CONSTANT_VS), vs);
#if GEN_GEN >= 7
blorp_emit(batch, GENX(3DSTATE_CONSTANT_HS), hs);
#endif
blorp_emit(batch, GENX(3DSTATE_CONSTANT_GS), gs);
blorp_emit(batch, GENX(3DSTATE_CONSTANT_PS), ps);
+#endif
if (params->src.enabled)
blorp_emit_sampler_state(batch);