refactor(windows-host): confine platform code under windows/ + linux/ folders (Goal-1 stage 6)

Move 36 platform-specific files into per-module `windows/` and `linux/` subfolders (and the
shared HID codecs into `inject/proto/`):
  capture/{windows,linux}/  encode/{windows,linux}/  inject/{windows,linux,proto}/
  audio/{windows,linux}/  vdisplay/{windows,linux}/
  src/windows/ (service, wgc_helper, win_adapter, win_display)
  src/linux/  (dmabuf_fence, drm_sync, zerocopy/)

Done with `#[path]`, NOT a module rename: every file moves into its folder while the
`crate::*::*` module names stay FLAT, so all caller paths and every internal `super::`/`crate::`
reference are unchanged — only the parent `mod` decls gained `#[path = "..."]`. This is the
codebase's existing pattern (inject's gamepad_windows) and makes the move byte-identical in
behaviour with ZERO reference churn, far lower risk than collapsing to a single
`crate::capture::windows::` namespace (that deeper rename is an optional follow-on; this delivers
the cfg-sprawl folder confinement the stage is about). Done LAST, after the semantic stages, so
the path churn didn't fight them.

Verified: Linux cargo check + clippy (-D warnings) clean; my mod-decl changes fmt-clean (the 3
remaining fmt diffs are pre-existing local-rustfmt-version skew that moved with their files); all
36 `#[path]` targets exist; no internal `#[path]`/`include!`/file-child-mod in any moved file
(the inline `mod X {` blocks are self-contained). Box build to follow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-25 18:53:45 +00:00
parent a0427cd2a3
commit 38c68c33e5
49 changed files with 62 additions and 6 deletions
@@ -0,0 +1,580 @@
//! Virtual gamepads via `/dev/uinput`, cloning the kernel `xpad` identity ("Microsoft X-Box
//! 360 pad", `045e:028e`) so SDL/Steam/Proton match their built-in mapping with zero
//! configuration — exactly what Sunshine emulates. One [`VirtualPad`] per attached client
//! controller, managed by [`GamepadManager`] from decoded
//! [`GamepadFrame`](crate::gamestream::gamepad::GamepadFrame)s.
//!
//! Rumble flows the *other* way on the same fd: games upload force-feedback effects
//! (`EV_UINPUT`/`UI_FF_UPLOAD` → `UI_BEGIN/END_FF_UPLOAD` ioctls) and trigger them with
//! `EV_FF` writes; [`GamepadManager::pump_rumble`] services that protocol non-blockingly
//! (the control thread calls it every tick) and reports mixed `(low, high)` motor levels for
//! the host to send to the client. Note: a game's `EVIOCSFF` ioctl BLOCKS until we answer
//! `UI_END_FF_UPLOAD`, so the pump must run regularly.
//!
//! All ioctl numbers/struct layouts below were verified against this generation's
//! `<linux/uinput.h>` on x86_64. `/dev/uinput` needs a udev rule + `input` group membership
//! (see `scripts/60-punktfunk.rules`); creation fails with a clear error otherwise.
use crate::gamestream::gamepad::{self, GamepadFrame, MAX_PADS};
use anyhow::{bail, Result};
use std::collections::HashMap;
use std::os::fd::{AsRawFd, OwnedFd};
use std::time::Instant;
// ioctls (x86_64).
const UI_DEV_CREATE: libc::c_ulong = 0x5501;
const UI_DEV_DESTROY: libc::c_ulong = 0x5502;
const UI_DEV_SETUP: libc::c_ulong = 0x405c_5503;
const UI_ABS_SETUP: libc::c_ulong = 0x401c_5504;
const UI_SET_EVBIT: libc::c_ulong = 0x4004_5564;
const UI_SET_KEYBIT: libc::c_ulong = 0x4004_5565;
const UI_SET_FFBIT: libc::c_ulong = 0x4004_556b;
const UI_BEGIN_FF_UPLOAD: libc::c_ulong = 0xc068_55c8;
const UI_END_FF_UPLOAD: libc::c_ulong = 0x4068_55c9;
const UI_BEGIN_FF_ERASE: libc::c_ulong = 0xc00c_55ca;
const UI_END_FF_ERASE: libc::c_ulong = 0x400c_55cb;
// Event types/codes.
const EV_SYN: u16 = 0x00;
const EV_KEY: u16 = 0x01;
const EV_ABS: u16 = 0x03;
const EV_FF: u16 = 0x15;
const EV_UINPUT: u16 = 0x0101;
const SYN_REPORT: u16 = 0;
const UI_FF_UPLOAD: u16 = 1;
const UI_FF_ERASE: u16 = 2;
const FF_RUMBLE: u16 = 0x50;
const FF_GAIN: u16 = 0x60;
const ABS_X: u16 = 0x00;
const ABS_Y: u16 = 0x01;
const ABS_Z: u16 = 0x02;
const ABS_RX: u16 = 0x03;
const ABS_RY: u16 = 0x04;
const ABS_RZ: u16 = 0x05;
const ABS_HAT0X: u16 = 0x10;
const ABS_HAT0Y: u16 = 0x11;
const BTN_SOUTH: u16 = 0x130; // A
const BTN_EAST: u16 = 0x131; // B
const BTN_NORTH: u16 = 0x133; // X (kernel calls it BTN_NORTH/BTN_X)
const BTN_WEST: u16 = 0x134; // Y
const BTN_TL: u16 = 0x136;
const BTN_TR: u16 = 0x137;
const BTN_SELECT: u16 = 0x13a;
const BTN_START: u16 = 0x13b;
const BTN_MODE: u16 = 0x13c;
const BTN_THUMBL: u16 = 0x13d;
const BTN_THUMBR: u16 = 0x13e;
/// `(GameStream button bit, evdev key code)` — D-pad is emitted as HAT axes instead.
const BUTTON_MAP: [(u32, u16); 11] = [
(gamepad::BTN_A, BTN_SOUTH),
(gamepad::BTN_B, BTN_EAST),
(gamepad::BTN_X, BTN_NORTH),
(gamepad::BTN_Y, BTN_WEST),
(gamepad::BTN_LB, BTN_TL),
(gamepad::BTN_RB, BTN_TR),
(gamepad::BTN_BACK, BTN_SELECT),
(gamepad::BTN_START, BTN_START),
(gamepad::BTN_GUIDE, BTN_MODE),
(gamepad::BTN_LS_CLK, BTN_THUMBL),
(gamepad::BTN_RS_CLK, BTN_THUMBR),
];
/// The USB identity a virtual uinput pad presents. SDL/Steam/Proton key their built-in mapping off
/// `bustype/vendor/product/version` (+ name), and games pick button glyphs from it. The button/axis
/// layout this backend emits is the same XInput one regardless — only the identity differs between an
/// X-Box 360 pad and an X-Box One/Series pad (which is why "Xbox One" buys glyphs, not new capability;
/// impulse-trigger rumble is unreachable through evdev FF either way).
#[derive(Clone, Copy)]
pub struct PadIdentity {
vendor: u16,
product: u16,
version: u16,
name: &'static [u8],
/// Short label for the creation log line.
log: &'static str,
}
impl PadIdentity {
/// "Microsoft X-Box 360 pad" (`045e:028e`) — the universal default; matches the kernel `xpad`
/// table verbatim so SDL/Steam map it with zero config.
pub const fn xbox360() -> PadIdentity {
PadIdentity {
vendor: 0x045e,
product: 0x028e,
version: 0x0110,
name: b"Microsoft X-Box 360 pad",
log: "X-Box 360 pad",
}
}
/// "Microsoft X-Box One S pad" (`045e:02ea`) — an `xpad`-table entry, so games show One/Series
/// glyphs. XInput-identical to the 360 pad otherwise.
pub const fn xbox_one() -> PadIdentity {
PadIdentity {
vendor: 0x045e,
product: 0x02ea,
version: 0x0408,
name: b"Microsoft X-Box One S pad",
log: "X-Box One S pad",
}
}
}
impl Default for PadIdentity {
fn default() -> PadIdentity {
PadIdentity::xbox360()
}
}
#[repr(C)]
struct InputId {
bustype: u16,
vendor: u16,
product: u16,
version: u16,
}
#[repr(C)]
struct UinputSetup {
id: InputId,
name: [u8; 80],
ff_effects_max: u32,
}
#[repr(C)]
#[derive(Default, Clone, Copy)]
struct AbsInfo {
value: i32,
minimum: i32,
maximum: i32,
fuzz: i32,
flat: i32,
resolution: i32,
}
#[repr(C)]
struct UinputAbsSetup {
code: u16,
_pad: u16,
absinfo: AbsInfo,
}
#[repr(C)]
#[derive(Clone, Copy)]
struct InputEventRaw {
time: libc::timeval,
type_: u16,
code: u16,
value: i32,
}
/// `struct ff_effect` (48 bytes; the union starts 8-aligned at offset 16).
#[repr(C)]
#[derive(Clone, Copy)]
struct FfEffect {
type_: u16,
id: i16,
direction: u16,
trigger_button: u16,
trigger_interval: u16,
replay_length: u16,
replay_delay: u16,
_pad: u16,
/// Union; for `FF_RUMBLE`: `u16 strong_magnitude` at [0..2], `u16 weak_magnitude` at [2..4].
u: [u8; 32],
}
#[repr(C)]
#[derive(Clone, Copy)]
struct UinputFfUpload {
request_id: u32,
retval: i32,
effect: FfEffect,
old: FfEffect,
}
#[repr(C)]
#[derive(Clone, Copy)]
struct UinputFfErase {
request_id: u32,
retval: i32,
effect_id: u32,
}
// Layouts verified by compiling a probe against this generation's <linux/uinput.h> (x86_64).
const _: () = {
assert!(std::mem::size_of::<UinputSetup>() == 92);
assert!(std::mem::size_of::<UinputAbsSetup>() == 28);
assert!(std::mem::size_of::<InputEventRaw>() == 24);
assert!(std::mem::size_of::<FfEffect>() == 48);
assert!(std::mem::size_of::<UinputFfUpload>() == 104);
assert!(std::mem::size_of::<UinputFfErase>() == 12);
};
fn ioctl_int(fd: i32, req: libc::c_ulong, arg: libc::c_int, what: &str) -> Result<()> {
if unsafe { libc::ioctl(fd, req, arg) } < 0 {
bail!("{what}: {}", std::io::Error::last_os_error());
}
Ok(())
}
fn ioctl_ptr<T>(fd: i32, req: libc::c_ulong, arg: *mut T, what: &str) -> Result<()> {
if unsafe { libc::ioctl(fd, req, arg) } < 0 {
bail!("{what}: {}", std::io::Error::last_os_error());
}
Ok(())
}
/// One FF effect a game uploaded: rumble magnitudes + playback state.
struct Effect {
strong: u16,
weak: u16,
/// `Some(deadline)` while playing (replay length 0 = until stopped).
playing: Option<Option<Instant>>,
replay_ms: u16,
}
/// One virtual X-Box-360 pad backed by a uinput device.
pub struct VirtualPad {
fd: OwnedFd,
prev_buttons: u32,
effects: HashMap<i16, Effect>,
next_effect_id: i16,
gain: u32,
/// Last `(low, high)` reported, to dedup.
last_mix: (u16, u16),
}
impl VirtualPad {
pub fn create(index: usize, identity: PadIdentity) -> Result<VirtualPad> {
use std::os::fd::FromRawFd;
let raw = unsafe {
libc::open(
c"/dev/uinput".as_ptr(),
libc::O_RDWR | libc::O_NONBLOCK | libc::O_CLOEXEC,
)
};
if raw < 0 {
bail!(
"open /dev/uinput: {} (install the udev rule granting the 'input' group access \
— see scripts/60-punktfunk.rules — and add the user to the 'input' group)",
std::io::Error::last_os_error()
);
}
let fd = unsafe { OwnedFd::from_raw_fd(raw) };
ioctl_int(raw, UI_SET_EVBIT, EV_KEY as i32, "UI_SET_EVBIT(EV_KEY)")?;
ioctl_int(raw, UI_SET_EVBIT, EV_ABS as i32, "UI_SET_EVBIT(EV_ABS)")?;
ioctl_int(raw, UI_SET_EVBIT, EV_FF as i32, "UI_SET_EVBIT(EV_FF)")?;
for (_, key) in BUTTON_MAP {
ioctl_int(raw, UI_SET_KEYBIT, key as i32, "UI_SET_KEYBIT")?;
}
ioctl_int(
raw,
UI_SET_FFBIT,
FF_RUMBLE as i32,
"UI_SET_FFBIT(FF_RUMBLE)",
)?;
ioctl_int(raw, UI_SET_FFBIT, FF_GAIN as i32, "UI_SET_FFBIT(FF_GAIN)")?;
let stick = AbsInfo {
minimum: -32768,
maximum: 32767,
fuzz: 16,
flat: 128,
..Default::default()
};
let trigger = AbsInfo {
minimum: 0,
maximum: 255,
..Default::default()
};
let hat = AbsInfo {
minimum: -1,
maximum: 1,
..Default::default()
};
for (code, info) in [
(ABS_X, stick),
(ABS_Y, stick),
(ABS_RX, stick),
(ABS_RY, stick),
(ABS_Z, trigger),
(ABS_RZ, trigger),
(ABS_HAT0X, hat),
(ABS_HAT0Y, hat),
] {
let mut a = UinputAbsSetup {
code,
_pad: 0,
absinfo: info,
};
ioctl_ptr(raw, UI_ABS_SETUP, &mut a, "UI_ABS_SETUP")?;
}
// The xpad identity: SDL keys its built-in mapping off bustype/vendor/product/version.
let mut setup = UinputSetup {
id: InputId {
bustype: 0x0003, // BUS_USB
vendor: identity.vendor,
product: identity.product,
version: identity.version,
},
name: [0; 80],
ff_effects_max: 16, // must be > 0 or FF uploads are never delivered
};
let name = identity.name;
setup.name[..name.len()].copy_from_slice(name);
ioctl_ptr(raw, UI_DEV_SETUP, &mut setup, "UI_DEV_SETUP")?;
ioctl_int(raw, UI_DEV_CREATE, 0, "UI_DEV_CREATE")?;
tracing::info!(
index,
pad = identity.log,
"virtual gamepad created (uinput)"
);
Ok(VirtualPad {
fd,
prev_buttons: 0,
effects: HashMap::new(),
next_effect_id: 0,
gain: 0xFFFF,
last_mix: (0, 0),
})
}
fn emit(&self, type_: u16, code: u16, value: i32) {
let ev = InputEventRaw {
time: libc::timeval {
tv_sec: 0,
tv_usec: 0,
},
type_,
code,
value,
};
let bytes = unsafe {
std::slice::from_raw_parts(
&ev as *const _ as *const u8,
std::mem::size_of::<InputEventRaw>(),
)
};
// Best-effort: a full kernel queue drops the event; the next frame re-syncs state.
let _ = unsafe {
libc::write(
self.fd.as_raw_fd(),
bytes.as_ptr() as *const libc::c_void,
bytes.len(),
)
};
}
/// Apply one decoded frame: button transitions, axes, D-pad hat, one SYN_REPORT.
pub fn apply(&mut self, f: &GamepadFrame) {
let changed = self.prev_buttons ^ f.buttons;
for (bit, key) in BUTTON_MAP {
if changed & bit != 0 {
self.emit(EV_KEY, key, ((f.buttons & bit) != 0) as i32);
}
}
self.prev_buttons = f.buttons;
// Moonlight: +Y = up; evdev: +Y = down → negate (i32 math avoids -(-32768) overflow).
self.emit(EV_ABS, ABS_X, f.ls_x as i32);
self.emit(EV_ABS, ABS_Y, -(f.ls_y as i32));
self.emit(EV_ABS, ABS_RX, f.rs_x as i32);
self.emit(EV_ABS, ABS_RY, -(f.rs_y as i32));
self.emit(EV_ABS, ABS_Z, f.left_trigger as i32);
self.emit(EV_ABS, ABS_RZ, f.right_trigger as i32);
let hat_x = ((f.buttons & gamepad::BTN_DPAD_RIGHT != 0) as i32)
- ((f.buttons & gamepad::BTN_DPAD_LEFT != 0) as i32);
let hat_y = ((f.buttons & gamepad::BTN_DPAD_DOWN != 0) as i32)
- ((f.buttons & gamepad::BTN_DPAD_UP != 0) as i32);
self.emit(EV_ABS, ABS_HAT0X, hat_x);
self.emit(EV_ABS, ABS_HAT0Y, hat_y);
self.emit(EV_SYN, SYN_REPORT, 0);
}
/// Service the FF protocol on this pad's fd (non-blocking). Returns the new mixed
/// `(low, high)` motor levels if they changed since last call.
fn pump_ff(&mut self) -> Option<(u16, u16)> {
let raw = self.fd.as_raw_fd();
let mut buf = [0u8; std::mem::size_of::<InputEventRaw>()];
loop {
let n = unsafe { libc::read(raw, buf.as_mut_ptr() as *mut libc::c_void, buf.len()) };
if n != buf.len() as isize {
break; // EAGAIN / short read — queue drained
}
// SAFETY: `buf` is exactly `size_of::<InputEventRaw>()` bytes and fully written by the
// `read` above. `read_unaligned` (not `read`) because the `[u8]` buffer is 1-aligned but
// `InputEventRaw` needs 8 (it holds a `timeval`) — a plain `ptr::read` would be UB.
let ev: InputEventRaw =
unsafe { std::ptr::read_unaligned(buf.as_ptr() as *const InputEventRaw) };
match (ev.type_, ev.code) {
(EV_UINPUT, UI_FF_UPLOAD) => {
let mut up: UinputFfUpload = unsafe { std::mem::zeroed() };
up.request_id = ev.value as u32;
if ioctl_ptr(raw, UI_BEGIN_FF_UPLOAD, &mut up, "UI_BEGIN_FF_UPLOAD").is_ok() {
let mut e = up.effect;
if e.id == -1 {
e.id = self.next_effect_id;
self.next_effect_id = self.next_effect_id.wrapping_add(1);
}
if e.type_ == FF_RUMBLE {
let strong = u16::from_ne_bytes([e.u[0], e.u[1]]);
let weak = u16::from_ne_bytes([e.u[2], e.u[3]]);
let slot = self.effects.entry(e.id).or_insert(Effect {
strong: 0,
weak: 0,
playing: None,
replay_ms: 0,
});
slot.strong = strong;
slot.weak = weak;
slot.replay_ms = e.replay_length;
}
up.effect.id = e.id; // hand the assigned slot back to the kernel
up.retval = 0;
let _ = ioctl_ptr(raw, UI_END_FF_UPLOAD, &mut up, "UI_END_FF_UPLOAD");
}
}
(EV_UINPUT, UI_FF_ERASE) => {
let mut er: UinputFfErase = unsafe { std::mem::zeroed() };
er.request_id = ev.value as u32;
if ioctl_ptr(raw, UI_BEGIN_FF_ERASE, &mut er, "UI_BEGIN_FF_ERASE").is_ok() {
self.effects.remove(&(er.effect_id as i16));
er.retval = 0;
let _ = ioctl_ptr(raw, UI_END_FF_ERASE, &mut er, "UI_END_FF_ERASE");
}
}
(EV_FF, FF_GAIN) => self.gain = (ev.value as u32).min(0xFFFF),
(EV_FF, code) => {
if let Some(e) = self.effects.get_mut(&(code as i16)) {
e.playing = if ev.value != 0 {
Some((e.replay_ms > 0).then(|| {
Instant::now()
+ std::time::Duration::from_millis(e.replay_ms as u64)
}))
} else {
None
};
}
}
_ => {}
}
}
// Mix: sum playing effects (expiring finished ones), scale by gain.
let now = Instant::now();
let (mut strong, mut weak) = (0u32, 0u32);
for e in self.effects.values_mut() {
if let Some(deadline) = e.playing {
if deadline.is_some_and(|d| now >= d) {
e.playing = None;
} else {
strong = strong.saturating_add(e.strong as u32);
weak = weak.saturating_add(e.weak as u32);
}
}
}
// Linux FF: strong = low-frequency (big) motor, weak = high-frequency motor.
let low = ((strong.min(0xFFFF) * self.gain) >> 16) as u16;
let high = ((weak.min(0xFFFF) * self.gain) >> 16) as u16;
(self.last_mix != (low, high)).then(|| {
self.last_mix = (low, high);
(low, high)
})
}
}
impl Drop for VirtualPad {
fn drop(&mut self) {
let _ = unsafe { libc::ioctl(self.fd.as_raw_fd(), UI_DEV_DESTROY, 0) };
}
}
/// All virtual pads of a session, driven from decoded controller events.
#[derive(Default)]
pub struct GamepadManager {
pads: Vec<Option<VirtualPad>>,
/// The USB identity every pad in this session presents (X-Box 360 by default, One/Series when
/// the client asked for `XboxOne`). All pads in a session share one identity.
identity: PadIdentity,
/// Pad creation failed (e.g. /dev/uinput permissions) — warn once, drop events.
broken: bool,
}
impl GamepadManager {
/// A manager that creates X-Box 360 pads (the universal default).
pub fn new() -> GamepadManager {
GamepadManager::with_identity(PadIdentity::xbox360())
}
/// A manager whose pads present `identity` (see [`PadIdentity::xbox_one`]).
pub fn with_identity(identity: PadIdentity) -> GamepadManager {
GamepadManager {
pads: (0..MAX_PADS).map(|_| None).collect(),
identity,
broken: false,
}
}
/// Handle one decoded controller event (create/destroy by mask, then apply state).
pub fn handle(&mut self, ev: &crate::gamestream::gamepad::GamepadEvent) {
use crate::gamestream::gamepad::GamepadEvent;
match ev {
GamepadEvent::Arrival { index, kind, .. } => {
tracing::info!(index, kind, "controller arrival");
self.ensure(*index as usize);
}
GamepadEvent::State(f) => {
let idx = f.index as usize;
if idx >= MAX_PADS {
return;
}
// Unplugs: drop any allocated pad whose mask bit cleared.
for (i, slot) in self.pads.iter_mut().enumerate() {
if slot.is_some() && f.active_mask & (1 << i) == 0 {
tracing::info!(index = i, "controller unplugged");
*slot = None;
}
}
if f.active_mask & (1 << idx) == 0 {
return; // this event WAS the unplug
}
self.ensure(idx);
if let Some(pad) = self.pads[idx].as_mut() {
pad.apply(f);
}
}
}
}
fn ensure(&mut self, idx: usize) {
if idx >= MAX_PADS || self.pads[idx].is_some() || self.broken {
return;
}
match VirtualPad::create(idx, self.identity) {
Ok(p) => self.pads[idx] = Some(p),
Err(e) => {
tracing::error!(error = %format!("{e:#}"), "virtual gamepad creation failed — controller input disabled");
self.broken = true;
}
}
}
/// Service every pad's FF protocol; `send(index, low, high)` is invoked for each pad whose
/// mixed rumble level changed. Call frequently (games block in `EVIOCSFF` until answered).
pub fn pump_rumble(&mut self, mut send: impl FnMut(u16, u16, u16)) {
for (i, slot) in self.pads.iter_mut().enumerate() {
if let Some(pad) = slot {
if let Some((low, high)) = pad.pump_ff() {
send(i as u16, low, high);
}
}
}
}
}