drm/i915: Pipelined fencing [infrastructure]

With this change, every batchbuffer can use all available fences (save
pinned and scanout, of course) without ever stalling the gpu!

In theory. Currently the actual pipelined update of the register is
disabled due to some stability issues. However, just the deferred update
is a significant win.

Based on a series of patches by Daniel Vetter.

The premise is that before every access to a buffer through the GTT we
have to declare whether we need a register or not. If the access is by
the GPU, a pipelined update to the register is made via the ringbuffer,
and we track the last seqno of the batches that access it. If by the
CPU we wait for the last GPU access and update the register (either
to clear or to set it for the current buffer).

One advantage of being able to pipeline changes is that we can defer the
actual updating of the fence register until we first need to access the
object through the GTT, i.e. we can eliminate the stall on set_tiling.
This is important as the userspace bo cache does not track the tiling
status of active buffers which generate frequent stalls on gen3 when
enabling tiling for an already bound buffer.

Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
diff --git a/drivers/gpu/drm/i915/intel_overlay.c b/drivers/gpu/drm/i915/intel_overlay.c
index af715cc..d0c1add 100644
--- a/drivers/gpu/drm/i915/intel_overlay.c
+++ b/drivers/gpu/drm/i915/intel_overlay.c
@@ -787,6 +787,10 @@
 	if (ret != 0)
 		goto out_unpin;
 
+	ret = i915_gem_object_put_fence(new_bo);
+	if (ret)
+		goto out_unpin;
+
 	if (!overlay->active) {
 		regs = intel_overlay_map_regs(overlay);
 		if (!regs) {
@@ -1161,6 +1165,12 @@
 	mutex_lock(&dev->mode_config.mutex);
 	mutex_lock(&dev->struct_mutex);
 
+	if (new_bo->tiling_mode) {
+		DRM_ERROR("buffer used for overlay image can not be tiled\n");
+		ret = -EINVAL;
+		goto out_unlock;
+	}
+
 	ret = intel_overlay_recover_from_interrupt(overlay, true);
 	if (ret != 0)
 		goto out_unlock;