tu: Fixes inter-renderpass pipeline bind interactions
What does this MR do and why?
These two changes is what fully fixes the test in question.
- The pipeline used in RP may have been bound in another RP, so we have to save relevant state and re-apply it on first draw.
- If non-draw-state state was emitted at the point of previous RP, which could happen if pipeline is not set at the start of current RP, we have to emit non-draw-state state since it would become stale in the next tile.
Fixes GPU hang and failure in the following test with forced binning + reg stomping:
dEQP-VK.transform_feedback.primitives_generated_query.get.queue_reset.32bit.tese.xfb.color_write_disable_static.patch_list.pgq_default_xfb_default.two_draws.pqg_first.none_2_queries