In our model we have a "subpath" for each hardware input like "/input/trackpad".
Each of these hardware inputs has "features" like "click", "touch", "position", "force".
Ideally each of these "features" is bound to some monado input in the "monado_bindings" dict
but this is not required. bindings.json will know about hardware features even if we don't bind them (yet).
For each of these features bindings.py generates a group of related paths for a single monado binding:
For a monado input XRT_INPUT_???_TRACKPAD these paths would be generated:
/user/hand/left/input/trackpad/x
/user/hand/left/input/trackpad/y
/user/hand/left/input/trackpad
The generated files should be in auxiliary/bindings/*.{c,h}. For this to work
meson.build has to be in the bindings/ subdir:
https://github.com/mesonbuild/meson/issues/2320
Move CMakeLists.txt there too for some consistency.
Also fixes the previous include hack.
Move json profile generator to auxiliary/bindings and make generated_bindings static library.
aux/bindings: Add hardware type
aux/bindings: Add various steamvr specific things to bindings
Paths like "/input/menu/click" are used in SteamVR input profiles.
Subaction paths are the /user/X/Y part of the full path describing the input source/device.
"Subaction paths are a mechanism that enables applications to use the same action name and handle on multiple devices. Applications can query action state using subaction paths that differentiate data coming from each device."
Subpaths, are the input or output specific part of the full path, e.g.
"Each input source path must match the following pattern: …/input/<identifier>[_<location>][/<component>]"
Sometimes the Index is in weird hardware states and doesn't respond properly.
In such cases, time out after 5 seconds and continue with no HMD present.
Previously we also relied on the controller configs to be already available
once the HMD config was available. In rare cases they were not - wait for
the controller configs with the same timeout.
Depth-only formats must use *only* VK_IMAGE_ASPECT_DEPTH_BIT.
Depth-stencil formats must use both VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT.