SDL's gamecontrollerdb.txt vs. kernel fixes

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Hey,

Ethan recently posted a patch to SDL's GameControllersDB to fix up
buttons on his GPDWin 2:
https://twitter.com/flibitijibibo/status/1000835085891973127

There are a couple of problems with this approach though:
- it only works with SDL, not with any other possible users of the
joystick API
- the parsing code depends on the SDL library, again problematic for
non-SDL programs

There are advantages as well:
- it's easy to write and test, there are test applications using SDL,
and fixing the problem is as easy as sharing a single line to add to a
file
- the documentation is pretty good:
https://github.com/gabomdq/SDL_GameControllerDB
which is better than:
https://www.kernel.org/doc/Documentation/input/joydev/joystick.rst

Can we think of a way where writing and testing "fixups" is easy enough
to do without having a kernel development tree ready, documentation
would better explain the different cases for fixups, and everybody can
benefit from having quirks written?

Cheers
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