MVKPipeline: Don't skip setting the vertex stage pipeline.

In an indirect draw, we wouldn't set the pipeline for the vertex stage
to the command encoder, because we had already switched encoders. This
caused havoc down the line, as we wound up running the "convert indirect
buffers" pipeline again, which smashed memory randomly--possibly causing
the GPU to crash, and bringing down the `WindowServer` with it!

Why is it so easy to bring down the `WindowServer` like this?
diff --git a/MoltenVK/MoltenVK/Commands/MVKCmdDraw.mm b/MoltenVK/MoltenVK/Commands/MVKCmdDraw.mm
index 964af0d..e657b04 100644
--- a/MoltenVK/MoltenVK/Commands/MVKCmdDraw.mm
+++ b/MoltenVK/MoltenVK/Commands/MVKCmdDraw.mm
@@ -629,6 +629,11 @@
 					[mtlTessCtlEncoder dispatchThreadgroups: MTLSizeMake(mvkCeilingDivide<NSUInteger>(_drawCount, mtlConvertState.threadExecutionWidth), 1, 1)
 									  threadsPerThreadgroup: MTLSizeMake(mtlConvertState.threadExecutionWidth, 1, 1)];
 				}
+                // Mark pipelines, resources, and vertex push constants as dirty
+                // so I apply them during the next stage.
+                cmdEncoder->_graphicsPipelineState.beginMetalRenderPass();
+                cmdEncoder->_graphicsResourcesState.beginMetalRenderPass();
+                cmdEncoder->getPushConstants(VK_SHADER_STAGE_VERTEX_BIT)->beginMetalRenderPass();
             } else if (drawIdx == 0 && needsInstanceAdjustment) {
                 // Similarly, for multiview, we need to adjust the instance count now.
                 // Unfortunately, this requires switching to compute.
@@ -954,6 +959,11 @@
 													 indirectBufferOffset: mtlTempIndBuffOfst
                                                     threadsPerThreadgroup: MTLSizeMake(vtxThreadExecWidth, 1, 1)];
 				mtlIndBuffOfst += sizeof(MTLDrawIndexedPrimitivesIndirectArguments);
+                // Mark pipeline, resources, and vertex push constants as dirty
+                // so I apply them during the next stage.
+                cmdEncoder->_graphicsPipelineState.beginMetalRenderPass();
+                cmdEncoder->_graphicsResourcesState.beginMetalRenderPass();
+                cmdEncoder->getPushConstants(VK_SHADER_STAGE_VERTEX_BIT)->beginMetalRenderPass();
             } else if (drawIdx == 0 && needsInstanceAdjustment) {
                 // Similarly, for multiview, we need to adjust the instance count now.
                 // Unfortunately, this requires switching to compute. Luckily, we don't also
@@ -1089,11 +1099,11 @@
 						}
 
 						mtlTempIndBuffOfst += sizeof(MTLDrawPatchIndirectArguments);
-                        // Mark pipeline, resources, and tess control push constants as dirty
+                        // Mark pipeline, resources, and vertex push constants as dirty
                         // so I apply them during the next stage.
                         cmdEncoder->_graphicsPipelineState.beginMetalRenderPass();
                         cmdEncoder->_graphicsResourcesState.beginMetalRenderPass();
-                        cmdEncoder->getPushConstants(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT)->beginMetalRenderPass();
+                        cmdEncoder->getPushConstants(VK_SHADER_STAGE_VERTEX_BIT)->beginMetalRenderPass();
                     } else {
                         [cmdEncoder->_mtlRenderEncoder drawIndexedPrimitives: cmdEncoder->_mtlPrimitiveType
                                                                    indexType: (MTLIndexType)ibb.mtlIndexType
diff --git a/MoltenVK/MoltenVK/GPUObjects/MVKPipeline.mm b/MoltenVK/MoltenVK/GPUObjects/MVKPipeline.mm
index 0a0ddc3..28d7c9c 100644
--- a/MoltenVK/MoltenVK/GPUObjects/MVKPipeline.mm
+++ b/MoltenVK/MoltenVK/GPUObjects/MVKPipeline.mm
@@ -194,7 +194,7 @@
 
     id<MTLRenderCommandEncoder> mtlCmdEnc = cmdEncoder->_mtlRenderEncoder;
 	id<MTLComputeCommandEncoder> tessCtlEnc;
-    if ( stage != kMVKGraphicsStageTessControl && !mtlCmdEnc ) { return; }   // Pre-renderpass. Come back later.
+    if ( stage == kMVKGraphicsStageRasterization && !mtlCmdEnc ) { return; }   // Pre-renderpass. Come back later.
 
     switch (stage) {