dma-fence: Use kernel's sort for merging fences

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From: Tvrtko Ursulin <tvrtko.ursulin@xxxxxxxxxx>

commit fe52c649438b8489c9456681d93a9b3de3d38263 upstream.

One alternative to the fix Christian proposed in
https://lore.kernel.org/dri-devel/20241024124159.4519-3-christian.koenig@xxxxxxx/
is to replace the rather complex open coded sorting loops with the kernel
standard sort followed by a context squashing pass.

Proposed advantage of this would be readability but one concern Christian
raised was that there could be many fences, that they are typically mostly
sorted, and so the kernel's heap sort would be much worse by the proposed
algorithm.

I had a look running some games and vkcube to see what are the typical
number of input fences. Tested scenarios:

1) Hogwarts Legacy under Gamescope

450 calls per second to __dma_fence_unwrap_merge.

Percentages per number of fences buckets, before and after checking for
signalled status, sorting and flattening:

   N       Before      After
   0       0.91%
   1      69.40%
  2-3     28.72%       9.4%  (90.6% resolved to one fence)
  4-5      0.93%
  6-9      0.03%
  10+

2) Cyberpunk 2077 under Gamescope

1050 calls per second, amounting to 0.01% CPU time according to perf top.

   N       Before      After
   0       1.13%
   1      52.30%
  2-3     40.34%       55.57%
  4-5      1.46%        0.50%
  6-9      2.44%
  10+      2.34%

3) vkcube under Plasma

90 calls per second.

   N       Before      After
   0
   1
  2-3      100%         0%   (Ie. all resolved to a single fence)
  4-5
  6-9
  10+

In the case of vkcube all invocations in the 2-3 bucket were actually
just two input fences.


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