multiple SDL joystick support, initial commit untested
initial commit for multiple DInput devices.
allow multiple dinput devices but still block all dinput devices if an xinput device is present.
This still has some issues with devices not being able to be dynamically added or removed but
even many commercial games react to hot-plug DInput events. Also, the axis handling is not really
ideal yet but it works for now.
fix formatting
undo visual studio auto-indenting
limit Dinput devices to the max supported in input_state and update the native submodule to get the MAX_NUM_PADS constant
Correct alpha in stencil upload, avoid blending.

Docs say blending is slower than masking, makes sense.
Oops, this will give the right alpha of course.

Although it may not be exactly the same for 4444/5551.
Allow scissor, but not depthtest during glClear().

Improves #6210.
Merge pull request #6200 from Bigpet/muldinputdevs

initial commit for multiple DInput devices.
Merge pull request #6195 from Bigpet/SDLmuljoy

multiple SDL joystick support, initial commit
Consider stride more when determining fb size.
Recreate framebuffers when they get bigger.

To avoid cases where they remain too small, and to make sure size always
matches up sanely.
Blit framebuf contents when resizing.

This avoids a blink when sizing up.
Cleanup some old comments/code.
Win32 buildfix and warning fix.
I don't know how many pads are supposed to be supported, but I went with a reasonable number until the proper amount is committed.
Remove the const int, and fix another warning.
One more warning fix.
Allow Symbian to compile gl3stub (MAY_HAVE_GLES3).
Don't allow a zero framebuf stride in estimation.
Take the tallest estimate, scissor may be short.

Even if it's wider but short, it should not reduce the height of the
buffer.