feat(gamepad): pure-user-mode Windows DualShock 4 + Xbox 360 (drop ViGEm) + installer + multi-pad

Windows virtual gamepads now have zero external dependencies - ViGEmBus is removed.

- DualShock 4: Windows UMDF backend (inject/dualshock4_windows.rs + dualshock4_proto.rs),
  reusing the DualSense SwDeviceCreate game-detection identity fix. The one UMDF driver serves
  the DS5 or DS4 identity/descriptor/features/strings per a device_type byte the host stamps into
  shared memory. Driver also gains IOCTL_HID_GET_STRING and a 41-byte calibration feature.
- Xbox 360: a new UMDF2 XUSB companion driver (packaging/windows/xusb-driver/) that registers
  GUID_DEVINTERFACE_XUSB and answers the buffered XInput IOCTLs from a shared section, so classic
  XInputGetState/SetState work with no kernel bus driver. inject/gamepad_windows.rs is rewritten
  to drive it and the vigem-client dependency is removed. Xbox One folds to the 360 XInput path.
- Installer: vendor + pnputil-install the three UMDF drivers (packaging/windows/gamepad-drivers/
  + install-gamepad-drivers.ps1, wired into pack-host-installer.ps1 + punktfunk-host.iss).
- Multi-pad: the host stamps each pad index into the device Location (pszDeviceLocation); the
  driver reads it via WdfDeviceAllocAndQueryProperty to map its own *-shm-<index>, with
  UmdfHostProcessSharing=ProcessSharingDisabled giving each pad its own host (per-pad statics).

Validated live on the Windows host: Cyberpunk native DualSense detection, DS4 identity + descriptor,
XInputGetState + rumble round-trip, two pads -> two distinct XInput slots, and a full installer build.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-22 16:34:22 +02:00
parent 7466f2b4b7
commit 8b6b4a32fa
28 changed files with 2272 additions and 278 deletions
+2 -4
View File
@@ -174,10 +174,8 @@ windows-service = "0.7"
openh264 = "0.9"
# WASAPI loopback audio capture (default render endpoint -> 48 kHz stereo f32 for the Opus path).
wasapi = "0.23"
# Virtual Xbox 360 gamepad via ViGEmBus (the uinput-xpad analogue) — driver installed separately.
# `unstable_xtarget_notification` exposes the rumble/LED back-channel (the game's force-feedback →
# `request_notification`), the analogue of the Linux uinput EV_FF read path.
vigem-client = { version = "0.1", features = ["unstable_xtarget_notification"] }
# Virtual Xbox 360 gamepad: the in-tree XUSB companion UMDF driver (packaging/windows/xusb-driver),
# driven over shared memory from inject/gamepad_windows.rs — no ViGEmBus dependency.
# NVENC hardware encoder (NVENC SDK, D3D11 input). The SDK pins `cudarc` with
# `cuda-version-from-build-system` (a build-time CUDA-toolkit probe); its `ci-check` feature switches
# cudarc to `dynamic-loading` (loads nvcuda.dll at runtime — nothing needed at build), which is how