Hi,

I have realized that if we fail to allocate a shader, a scratch buffer, or a GS 
or tess ring, we still execute the draw call. This can cause hangs, because 
state registers are not set properly at that point.

This series tries to handle all allocation failures and also compilation 
failures as safely as possible. If a shader cannot be bound due to a 
compilation or allocation failure, the draw call is simply skipped.

I have marked all of these as candidates for 11.0.

Marek
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