# Rich Steam Controller & Steam Deck support > **Status:** **M0–M6 GREEN — full pipeline + fallback + conflict gate built (2026-06-29).** Host: > the virtual `hid-steam` Deck binds, is byte-exact, is a wired backend (`PUNKTFUNK_GAMEPAD=steamdeck`), > the protocol carries the rich inputs, the **fallback remap** keeps them from silently dropping, and > the **conflict gate** keeps a virtual Steam pad off a host that already has a physical one. Clients: > the Linux + Windows SDL clients capture + send them; the Decky plugin has the Steam Deck mode + > Disable-Steam-Input UX; the C-ABI has the `TouchpadEx` send path; Apple/Android round-trip the type. > > **⚠ Hardware finding that reframes the ceiling (2026-06-29, §11):** a UHID virtual Deck binds the > kernel `hid-steam` (so the **kernel evdev + SDL-hidapi** consumers see the full surface — grips, > trackpads, IMU) but **Steam Input will NOT manage it** — Steam filters the Deck's controller to USB > **interface 2**, and a single UHID device reports interface `-1`. So the virtual Deck's value is for > **non-Steam / SDL games on Linux**, not Steam Input; the **virtual DualSense** stays the right path > for Steam-Input hosts (Steam recognizes a single-interface DualSense). **Recommendation: do NOT > build M7** (a Windows virtual Deck would hit the same filter with no kernel-evdev fallback — nothing > on Windows would consume it). Remaining is validation only (Moonlight paddle regression; a live > SDL-game consume test). > > **M6 (conflict gate) result — validated on real hardware (a SteamOS Deck + a Bazzite host running > Steam, 2026-06-29):** (a) **Empirical conflict confirmed.** A Deck-as-host already has its physical > `28DE:1205` *and* Steam's `28DE:11FF` XInput output pad live — so a second virtual `28DE` makes Steam > juggle two Decks. (b) **Bind robustness:** the virtual Deck binds `hid-steam` on a *second* > independent kernel (Bazzite 6.17.7, vs the dev box 7.0) and the kernel accepted our serial (the M1 > report-id-0 fix). (c) **Criterion-4 (running-Steam recognition) — RESOLVED, negative for Steam > Input (this is the third wall, §2).** Steam's `controller.txt` *enumerates* the virtual Deck > (`Local Device Found, type: 28de 1205, Product "Punktfunk Steam Deck"`) but logs **`Interface: > -1`** and never promotes it (no `28DE:11FF` pad, no "Controller connected"). On the same Steam logs > the **physical** Deck is **`Interface: 2`** — a real Deck is a 3-interface USB device (keyboard 0, > mouse 1, **controller 2**), and Steam binds the controller on interface 2. A single UHID device has > no USB interface number → `-1` → Steam skips it. `hid-steam` binds by VID/PID regardless (so the > kernel evdevs + SDL-hidapi path work), **but Steam Input itself will not manage a UHID virtual > Deck.** (The feared `0x83`/`0xA1` attribute probes never fired — it's an interface filter, not a > probe-reject.) See §11 for what this means + the M7 recommendation. **Policy (code):** > `physical_steam_controller_present()` (scans `/sys/bus/hid/devices` for a non-virtual `28DE`) + > `degrade_steam_on_conflict()` in `resolve_gamepad` — a resolved `SteamDeck`/`SteamController` on a > host with a physical Steam controller degrades to DualSense (then the uhid ladder), overridable with > `PUNKTFUNK_STEAM_FORCE=1`. Heuristic hardware-checked: **TRUE on the Deck, FALSE on Bazzite.** > Workspace clippy/fmt/test green. > > **M5 (fallback remap + degrade ladder) result:** new pure, unit-tested `inject/proto/steam_remap.rs`: > (1) **motion rescale** `motion_wire_to_deck` — the wire carries DualSense-convention units (what > every client capture emits), the Deck's `hid-steam` report wants 16 LSB/°·s + 16384 LSB/g, so the > Deck backend now rescales (gyro ×16/20, accel ×16384/10000) — a real **Deck↔Deck gyro/accel > correctness fix**; (2) **`fold_paddles`** + `RemapConfig` (`PUNKTFUNK_STEAM_REMAP=paddles=drop| > stickclicks|shoulders`, default drop) wired into the DualSense + DS4 managers so a client's back > grips aren't silently lost on a PlayStation fallback (those pads have no back-button HID slot; the > uinput Xbox pad already exposes them as `BTN_TRIGGER_HAPPY5-8`). Plus a **runtime degrade ladder** > in `resolve_gamepad`: a UHID backend (DualSense/DS4/SteamDeck) on a host where `/dev/uhid` isn't > writable now falls back to the uinput Xbox 360 pad instead of a dead controller. The throwaway M0/M1 > spike is deleted (M2's `#[ignore]`d backend test subsumes it). On-box backend test still green; > workspace clippy/fmt/test green. *Deferred as optional `RemapConfig` growth: gyro→mouse / trackpad→ > stick/mouse synthesis on an Xbox target (no IMU/touchpad slot — currently a documented drop).* > > **M4 (complete) result:** *(desktop capture — see the prior entry.)* Plus: **C-ABI** — > `PunktfunkRichInputEx` (size-prefixed superset) + `punktfunk_connection_send_rich_input2` (the > `struct_size` skew-guard precedent; the only way a C client emits `TouchpadEx`); legacy > `PunktfunkRichInput`/`send_rich_input` byte-for-byte; `punktfunk_core.h` regenerated. **Decky** — > a "Steam Deck" gamepad option + an unmissable **Disable-Steam-Input** instruction (shown when > selected) + a best-effort feature-detected programmatic flip in `launchStream` (never throws; the > manual toggle is the source of truth). **Apple/Android parity** — `GamepadType.steamController/ > steamDeck` (Swift) + `PREF_STEAMCONTROLLER/STEAMDECK` + the `0x28DE` PIDs in `prefFor` (Kotlin), so > the type round-trips; capture stays out of scope there (iOS GameController won't surface a `28DE` > device; Android has no rich-input plane yet). Rust workspace clippy/fmt/test green; Decky `src/` > typechecks clean; Swift/Kotlin compile on their CI. > > **Pending VALIDATION (construction is done; M7 is NOT recommended — §11):** (1) running-Steam > recognition is **RESOLVED** — Steam won't promote a UHID virtual Deck (interface filter, §11); the > virtual Deck serves non-Steam/SDL games, the virtual DualSense serves Steam Input. (2) A **live > SDL/non-Steam game** consuming the virtual Deck's grips/trackpads (the path that works) — needs a > real Deck/SC client + a Steam-Input-disabled consumer; note the Deck's `/dev/uhid` is root-only > `0600`, so a Deck-as-host needs a udev rule for the input group. (3) The **Moonlight paddle > regression** from the M3 xpad-map change. > > **M4 (desktop client capture) result:** `clients/{linux,windows}/src/gamepad.rs` (the SDL services) > now: set the SDL HIDAPI Steam hints (`SDL_JOYSTICK_HIDAPI_STEAMDECK`/`_STEAM`) so SDL opens Valve > devices directly; detect the Deck/SC by VID/PID (`0x28DE` + `0x1205`/`0x1102`/`0x1142`) → > `GamepadPref::SteamDeck`; map the SDL paddle + Misc1 buttons → the `BTN_PADDLE1..4`/`BTN_MISC1` > wire bits; and route a **second** touchpad → `RichInput::TouchpadEx` (SDL touchpad 0 = left → > surface 1, 1 = right → surface 2, signed coords) while a single touchpad keeps the legacy > `Touchpad`. Held touchpad contacts are now tracked per `(surface,finger)` and lifted on pad > switch/detach. Sensor (gyro/accel) capture was already generic. Linux client builds + clippy clean; > Windows is a near-verbatim mirror (windows CI compiles it). **Caveat:** on a Deck in Game Mode, > Steam Input still holds the device — the user must disable Steam Input for the client (the Decky UX, > next); on a desktop client (or a Deck with Steam Input off) the hints just work. > > **M3 result (protocol / ABI wire, on-box):** strictly additive + forward-compatible (§5). > Core: back-button bits `BTN_PADDLE1..4` + `BTN_MISC1` (in Moonlight's `buttonFlags2<<16` > namespace, so GameStream paddle + native grips share one map); `RichInput::TouchpadEx` (kind > `0x03` — surface 0/1/2, click, signed coords, pressure); `HidOutput::TrackpadHaptic` (kind `0x04`). > ABI: `PUNKTFUNK_GAMEPAD_STEAMDECK=6`/`_STEAMCONTROLLER=5` + the paddle/`RICH_TOUCHPAD_EX`/ > `HIDOUT_TRACKPAD_HAPTIC` constants, `from_hid` packs `TrackpadHaptic` into the existing > `which`+`effect[0..6]` (the legacy structs do **not** grow — guarded by `size_of==20/19` asserts); > regenerated `punktfunk_core.h`. Host: `steam_proto::from_gamepad` maps the paddles → the four Deck > grips + QAM; `apply_rich` routes `TouchpadEx` left/right → the matching pad; every DS manager > (DualSense/DS4, Linux + Windows) gained a `TouchpadEx` arm (surface 0/2 → its one touchpad); the > xpad `BUTTON_MAP` finally consumes the GameStream paddle bits (`BTN_TRIGGER_HAPPY5-8`, previously > dropped). Wire round-trips + mapping unit-tested; the on-box backend test now drives the full path > (`from_gamepad` grip + `apply_rich` left-pad) → evdev `BTN_A` + `ABS_HAT0X`. Workspace > clippy/fmt/test green. **Deferred to M4:** the C-ABI `PunktfunkRichInputEx` + `send_rich_input2` > (only the Apple/C *send* path needs it; the host decodes `TouchpadEx` today). > > **M2 result (backend + wiring, on-box):** `inject/linux/steam_controller.rs` > (`SteamControllerManager`/`SteamDeckPad`, mirroring `dualsense.rs`) is wired into `PadBackend` > (new `SteamDeck` variant + `select`/`handle`/`apply_rich`/`pump`/`heartbeat` arms) and selectable > via `GamepadPref::SteamDeck` (core enum byte 6 + `pick_gamepad` Linux arm; `SteamController` = byte > 5 is reserved, folds to Xbox360 until its backend lands). Two Steam-specific quirks beyond the > DualSense path: (1) **`gamepad_mode` entry** — best-effort `lizard_mode=0` via sysfs + a `b9.6` > creation pulse (`MODE_ENTER` 650 ms) + an **anti-toggle guard** (`MENU_HOLD_CAP` 350 ms) so a long > in-game Start-hold can't flip `gamepad_mode` off; (2) **`UHID_SET_REPORT`** answered `err=0` > (DualSense omits it) + the `0xEB` rumble parsed onto the universal 0xCA plane. An `#[ignore]`d > on-box test (`backend_binds_and_input_flows`) drives the real backend: it binds `hid-steam` > (gamepad + IMU evdevs), enters gamepad mode, `BTN_A` reaches the evdev, and the device tears down > on drop. Workspace clippy/fmt/test green; no generated-header drift (the C-ABI `GamepadPref` > constants are M3). > > **M1 result (byte-exact serializer, on-box):** `inject/proto/steam_proto.rs` now carries the full > Deck contract transcribed verbatim from the kernel `steam_do_deck_input_event` / > `steam_do_deck_sensors_event`: the `u64` button map (bytes 8..16), sticks/triggers/trackpads/IMU > at their exact offsets, `from_gamepad` + `apply_rich` mappers, the rumble-feedback parser > (`0xEB`), and the serial reply (now with the leading report-id byte the kernel strips — fixes the > M0 `XXXXXXXXXX` fallback). The validator pulses the `b9.6` mode-switch to enter `gamepad_mode` > (the parser early-returns under default `lizard_mode` otherwise), holds a known test pattern, and > reads both evdevs via `EVIOCGABS`/`EVIOCGKEY`: **every field matched** — `ABS_X/Y/RX/RY` (incl. the > kernel Y-negation), both triggers, the touched right-pad `HAT1X/Y`, the IMU accel/gyro (with the > `ABS_Z/RZ` negations), and the 6 expected buttons incl. the L4/R5 grips. `byte 8 bit 7 = BTN_A` IS > correct (the M0 "didn't hold" was a flaky single-bit read before `gamepad_mode` was entered). 5 > unit tests + workspace clippy/fmt/test green. > > **M0 result (box: headless Ubuntu 26.04, kernel 7.0, no Steam):** the spike > (`crates/punktfunk-host/src/bin/steam_uhid_spike.rs` + the keeper `inject/proto/steam_proto.rs`) > created a UHID `28DE:1205` device with a minimal vendor descriptor (one feature report — the sole > thing `steam_is_valve_interface` checks) and serviced the handshake (the `UHID_SET_REPORT` > answers the DualSense backend omits). `journalctl -k` showed **`hid-steam` binding it** (rebound > off `hid-generic`), `"Steam Controller … connected"`, and the kernel creating **both** evdevs: > `"Steam Deck"` (gamepad) **and** `"Steam Deck Motion Sensors"` (`INPUT_PROP_ACCELEROMETER`). > Outstanding for later: recognition by a **running Steam** client (needs a box with Steam — > untestable here); the `gamepad_mode` entry strategy on a real host (pulse `b9.6` at session start, > or load `hid_steam lizard_mode=0`) is an M2 backend decision. > > **M0 result (box: headless Ubuntu 26.04, kernel 7.0, no Steam):** the spike > (`crates/punktfunk-host/src/bin/steam_uhid_spike.rs` + the keeper `inject/proto/steam_proto.rs`) > created a UHID `28DE:1205` device with a minimal vendor descriptor (one feature report — the sole > thing `steam_is_valve_interface` checks) and serviced the handshake (the `UHID_SET_REPORT` > answers the DualSense backend omits). `journalctl -k` showed **`hid-steam` binding it** (rebound > off `hid-generic`), `"Steam Controller … connected"`, and the kernel creating **both** evdevs: > `"Steam Deck"` (gamepad, `BTN_A` in key caps) **and** `"Steam Deck Motion Sensors"` > (`INPUT_PROP_ACCELEROMETER`, 6 IMU axes). A layout-agnostic mash-probe confirmed the input path: > **23 distinct `BTN_*` codes** (A/B/X/Y, TL/TR, SELECT/START/MODE, THUMBL, all 4 DPAD, grips, back > codes) toggled through `hid-steam → evdev`. ✅ bind ✅ dual evdev incl. IMU ✅ report-parse path. > Outstanding: (4) recognition by a **running Steam** client (needs a box with Steam — untestable > here); and the exact per-bit button/stick/pad/IMU offsets (M1, line-checked vs the lab kernel — > the v6.12-sourced `byte 8 bit 7 = BTN_A` did not hold on 7.0). The serial GET_REPORT reply also > needs its report-number-prefix offset fixed (the kernel used the `XXXXXXXXXX` fallback; non-fatal). ## 1. Goal + scope Carry the **full** Steam Controller / Steam Deck input surface end-to-end and let a remote host present a **real virtual Steam device** that Steam Input and games bind as genuine: - the 4 back grips (L4/L5/R4/R5), - both capacitive **trackpads** (the Deck's L/R pads, the SC's dual pads) with touch + click + pressure, - the **IMU** (3-axis gyro + 3-axis accel), - the Steam/quick-access (`…`/QAM) buttons, - haptics/rumble back-channel (Deck rumble motors; SC trackpad voice-coils). **Locked decisions (2026-06-29):** 1. **Full pipeline** — capture on every client + inject on the hosts, not a one-platform demo. 2. **Disable-Steam-Input UX** for the Deck-in-Game-Mode capture wall (§6) — we own the instruction and a best-effort programmatic flip; the manual toggle is the source of truth. 3. **Max fidelity** — build the greenfield virtual `hid-steam` driver. **Linux UHID first** (validates the contract against open-source `hid-steam.c` + SDL hidapi); **Windows UMDF later**, gated on the Linux result (§8). 4. The virtual **DualSense remap is the proven fallback** wherever a virtual Steam device is unavailable or undesired (§7), so Steam-only inputs are *never silently dropped*. This is the same architectural bet as the virtual DualSense: the rich semantics (adaptive triggers there; back grips + trackpads + gyro **bindings/glyphs** here) only materialize end-to-end if the **game/Steam sees a real device** and therefore drives them. A generic Xbox pad makes the game take its Xbox code path and the rich surface never exists. The unique value of a virtual Steam device is realized **only when the host runs Steam Input**, which re-grabs the `28DE` device and re-emits it as `28DE:11FF` with the user's per-game bindings and correct glyphs. Off-Steam, we fall back to DualSense (§7). ## 2. The two walls + the honest fidelity ceiling There are exactly two hard problems. Everything else is plumbing we have already shipped twice (DualSense, DS4). ### Wall A — Steam Input capture ownership (client side, solvable via UX) On the **client**, enabling SDL's `SDL_JOYSTICK_HIDAPI_STEAMDECK`/`HIDAPI_STEAM` drivers makes SDL open the raw `28DE:1205` and expose paddles + trackpads + gyro as a first-class SDL gamepad (the inputtino/Sunshine path). **But in Deck Gaming Mode, Steam Input grabs the device exclusively** and re-presents it as a virtual XInput pad — so SDL's HIDAPI driver cannot open the raw device and the rich controls silently vanish. **This is inherent**: Steam owns the device. The only escape is the locked Disable-Steam-Input-per-title decision. Outside Game Mode (desktop client, or a Deck used as a streaming *target*), the hints just work. ### Wall B — virtual-Steam-Controller recognition (host side, art-pushing) On the **host**, no public project emulates a virtual `hid-steam` device (inputtino does `hid-playstation`/Xbox/Switch, **not** Steam). Two unknowns stack: - **Linux (lower risk):** the kernel bind path is well-mapped from `drivers/hid/hid-steam.c` (open source) — match by VID/PID over `BUS_USB`, answer the probe feature handshake, stream the 64-byte state report. This is provable against open source. *M0 proves it.* - **Windows (higher risk):** Steam's **closed** userspace driver must accept the same contract over a UMDF-presented HID interface, and SDL #12166 shows Steam/SDL **aborts** the controller if its `0x83 GET_ATTRIBUTES_VALUES` / `0xA1 GET_DEVICE_INFO` feature probes fail. Those reply blobs are **not derivable — they must be captured from real hardware**. Deferred to §8. ### The fidelity ceiling — what is inherent vs solvable | Capability | Status | |---|---| | Buttons, dual sticks, analog triggers, dpad | Solvable — maps 1:1 from the existing Xbox-style frame | | Back grips L4/L5/R4/R5 | Solvable on the virtual Steam pad + uinput Xbox (`BTN_TRIGGER_HAPPY*`); **lost on DualSense/DS4 fallback** (no back-button HID slot — remapped or dropped, documented) | | Dual trackpads (touch/click/pressure) | Solvable on the virtual Steam pad; collapses to **one** surface on a DualSense fallback target | | Gyro/accel (IMU) | Solvable — already carried by `RichInput::Motion`; **no IMU on an Xbox fallback** (xpad has none) | | Rich semantics + glyphs in games | **Inherently requires Steam Input running on the host** to re-grab + rebind | | Deck-in-Game-Mode capture | **Inherently requires disabling Steam Input** for the punktfunk title | | Trackpad voice-coil haptics (SC) | Collapsed to the universal rumble plane unless a client renders localized haptics | | Adaptive triggers / lightbar | **N/A** — Steam devices have none | ## 3. Architecture overview (capture → protocol → inject) ``` CLIENT (SDL3 / GameController / NDK) HOST (punktfunk1.rs PadBackend) ┌──────────────────────────────┐ ┌────────────────────────────────────────┐ │ buttons+sticks+triggers ────┼── 0xC8 ────────►│ SteamControllerManager (Linux UHID) │ │ back grips L4/L5/R4/R5 ────┼── 0xC8 bits ───►│ → serialize_deck_state → /dev/uhid │ │ trackpads (2 surfaces) ────┼── 0xCC 0x03 ───►│ → kernel hid-steam binds 28DE:1205 │ │ gyro+accel (IMU) ────┼── 0xCC 0x02 ───►│ → gamepad evdev + IMU evdev │ │ GamepadPref=SteamDeck ────┼── Hello byte ──►│ → Steam Input re-emits 28DE:11FF │ └──────────────────────────────┘ │ │ ▲ rumble 0xCA / haptic 0xCD 0x04 │ parse_steam_output ◄── UHID_SET_REPORT │ └──────────────────────────────────────────┤ 0xEB rumble / 0x8F pad-haptic │ │ │ │ FALLBACK (target = DualSense/DS4/Xbox): │ │ inject/proto/steam_remap.rs │ │ gyro→Motion, pads→touchpad/stick/mouse │ │ grips→BTN_PADDLE→BTN_TRIGGER_HAPPY │ └────────────────────────────────────────┘ ``` The **centerpiece** is the virtual `hid-steam` UHID device (§4). Gamepads are **not** on the compositor injector path — they are owned by a per-session `PadBackend` created in `PadBackend::select` and torn down (RAII) when the session input thread exits, identical to the DualSense/DS4 lifecycle. So this drops in with **zero** changes to the injector, capture, or audio planes; only `PadBackend` + `GamepadPref` + the protocol kinds grow. The **proven fallback** is the virtual DualSense remap: whenever the resolved backend is not a real Steam device, `steam_remap.rs` folds the Steam-only inputs into whatever pad we do present so nothing is silently lost. ## 4. The virtual `hid-steam` driver (Linux UHID first) The mechanism is the **exact analogue** of the shipped virtual DualSense (`inject/linux/dualsense.rs` + `inject/proto/dualsense_proto.rs`), with three Steam-specific deltas: the **bind identity**, the **feature SET_REPORT handshake** (the DualSense backend only handles GET_REPORT — the Steam path MUST also service SET_REPORT or stall), and the **unnumbered (report-id-0) raw 64-byte framing**. ### 4.1 Binding mechanism `hid-steam` matches **purely by VID/PID over `BUS_USB`**: `HID_USB_DEVICE(0x28DE, 0x1205, STEAM_QUIRK_DECK)`. A `UHID_CREATE2` device with `bus = BUS_USB (0x03)`, `vendor = 0x28DE`, `product = 0x1205` is bound and `steam_probe` runs. `hid-steam` is a **raw-event driver** (`steam_raw_event` returns "handled" and bypasses HID field parsing), so the report descriptor is almost cosmetic — **except** `steam_probe` requires `hid_parse` to succeed *and* a **non-empty FEATURE report list**, so the descriptor MUST declare ≥1 feature report at report id 0. **Recommend the Deck (`0x1205`), not the classic SC (`0x1102`), for M0.** The Deck has standard dual sticks + dual analog triggers + 4 back grips + IMU, all of which map cleanly from the existing Xbox-style client frame + `Motion`/`TouchpadEx` planes. The classic SC has **no right stick** (dual trackpads) and trackpad-voice-coil-only haptics — awkward to synthesize. Deck is also what the locked Game-Mode UX targets. SC (`0x1102`, report id 1) is a later identity behind the same manager. **Reports are UNNUMBERED (report id 0).** `steam_send_report`/`steam_recv_report` call `hid_hw_raw_request(hdev, 0, …)`; interrupt-in payloads have **no report-id prefix**. So `data[0]` is the protocol constant `0x01`, `data[1] = 0x00`, `data[2] = 0x09`. A *numbered* descriptor would shift the whole frame one byte and `data[0] != 1` would drop every report. ### 4.2 The feature-report probe contract (the load-bearing delta from DualSense) During probe, `steam_register → steam_get_serial()` sends command `0xAE` (`ID_GET_STRING_ATTRIBUTE`) as a **feature SET_REPORT**, then **blocks on a GET_REPORT** for the reply. On UHID these arrive as `UHID_SET_REPORT` (type 13) and `UHID_GET_REPORT` (type 9). The service loop MUST handle **three** event types (vs the DualSense's two): | Event | Reply | Notes | |---|---|---| | `UHID_GET_REPORT` (9) | `UHID_GET_REPORT_REPLY` (10) | serial blob `[0xAE, attrib=0x01, len, ascii…]`, or `err=EIO` | | `UHID_SET_REPORT` (13) | `UHID_SET_REPORT_REPLY` (14), `err=0` **always** | **ignore → kernel stalls ~5 s/command**; parse `id u32@[4..8]`, `rnum@[8]`, `rsize u16@[9..11]`, `data@[11..]` | | `UHID_OUTPUT` (6) | parse if present | feedback path | Command IDs the device must **ack** (`err=0`) and may parse: - `0xAE` `ID_GET_STRING_ATTRIBUTE` (serial) — **NON-FATAL**: the kernel falls back to a fake serial `"XXXXXXXXXX"` and continues either way, so even an EIO reply yields a working device. Answering keeps probe instant. - `0x81` `ID_CLEAR_DIGITAL_MAPPINGS` / `0x8E` `ID_LOAD_DEFAULT_SETTINGS` / `0x87` `ID_SET_SETTINGS_VALUES` (lizard-mode + settings) — **ack err=0, ignore content**. The Deck path **skips** the auto lizard-mode disable at `input_open`, so these only arrive on an options-hold or via Steam userspace — but must be ack'd to avoid the per-command stall. - `0x83` `ID_GET_ATTRIBUTES_VALUES` / `0xA1` `ID_GET_DEVICE_INFO` — **not** issued by the kernel Deck probe, but Steam userspace queries them for full Steam Input fidelity (gyro/back buttons). For M0 bind they are unnecessary; for full fidelity (M3+) answer with real-hardware-captured blobs. ### 4.3 Input-report layout (Deck `ID_CONTROLLER_DECK_STATE`, msg `0x09`) 64-byte **unnumbered** report, little-endian. `steam_raw_event` drops anything where `size != 64 || data[0] != 1 || data[1] != 0`, then `switch(data[2])`. ``` [0] 0x01 protocol constant (REQUIRED ==1) [1] 0x00 protocol constant (REQUIRED ==0) [2] 0x09 ID_CONTROLLER_DECK_STATE (0x01 = ID_CONTROLLER_STATE for the SC) [3] len payload length, kernel ignores (set ~0x3C) [4..8] u32 LE frame/sequence counter (monotonic) [8] buttons b8 {A,X,B,Y, L1,R1, L2-full,R2-full} [9] buttons b9 {DPAD_U,DPAD_R,DPAD_L,DPAD_D, view, steam, menu, GRIPL2(L5)} [10] buttons b10 {GRIPR2(R5), lpad_touch, rpad_touch, L3, R3, …} [11..13] b11/b12 reserved/touch + THUMBR alt [13] buttons b13 GRIPL(L4)@bit1, GRIPR(R4)@bit2 [14] buttons b14 BTN_BASE (quick-access)@bit2 [16..24] s16 x4 LE LEFT pad X/Y, RIGHT pad X/Y → ABS_HAT0X/Y, ABS_HAT1X/Y (res ~1638) [24..36] s16 x6 LE accel X, accel Z(neg), accel Y, gyro X, gyro Z(neg), gyro Y → IMU ABS_X/Y/Z + ABS_RX/RY/RZ [36..44] s16 x4 LE orientation quaternion (optional) [44..48] u16 x2 LE LEFT trigger, RIGHT trigger → ABS_HAT2Y / ABS_HAT2X [48..56] s16 x4 LE LEFT stick X/Y(neg), RIGHT stick X/Y(neg) → ABS_X/Y, ABS_RX/RY [56..60] u16 x2 LE LEFT/RIGHT pad pressure [60..64] reserved ``` **Neutral state:** sticks/pads/triggers = `0x0000` (signed-centered at 0 — note this differs from the DualSense's `0x80` stick centers); all button bytes 0. On bind the kernel exposes **two** evdevs: a Deck gamepad (`BTN_A`..`BTN_GRIPL/R` + `GRIPL2/R2`, `BTN_BASE`, ABS sticks/triggers/pads) **and** a separate IMU evdev (`INPUT_PROP_ACCELEROMETER`). > **The exact per-byte button bit masks and the 0xEB rumble offsets in this table are > summarized from secondary parsing and MUST be confirmed line-by-line against > `steam_do_deck_input_event` / `steam_haptic_rumble` in the lab kernel before trusting input > fidelity.** The backend logs a first-frame layout dump (the DS4 pattern) to catch slips. ### 4.4 Feedback surface Simpler than the DualSense — no lightbar / player LEDs / adaptive triggers. Feedback arrives as a feature **SET_REPORT** (type 13, ack `err=0`), not a `UHID_OUTPUT` interrupt: - `0xEB` `ID_TRIGGER_RUMBLE_CMD` — Deck rumble motors; map left/right → `(low, high)` on the existing universal **0xCA** rumble plane (exactly like the DualSense `fb.rumble`). - `0x8F` `ID_TRIGGER_HAPTIC_PULSE` — the SC's two trackpad voice-coils (pad 0=left/1=right/2=both, duration/interval/count). Niche on the Deck; for M0 ack-and-fold into 0xCA (left-pad→low, right-pad→high). For clients with localized haptics, surface as the new `0xCD 0x04` `TrackpadHaptic` (§5). No `0xCD` HID-output plane is otherwise needed for the Deck. ### 4.5 New Linux modules (mirror the DualSense trio) - `crates/punktfunk-host/src/inject/proto/steam_proto.rs` — transport-independent contract: `STEAM_VENDOR=0x28DE`; `SteamModel{ Deck=0x1205 rid 9, Controller=0x1102 rid 1 }`; the verbatim `STEAMDECK_RDESC` (≥1 feature report at id 0); `SteamState` superset model (sticks, analog triggers, packed buttons, dpad, `gyro[3]`/`accel[3]`, `back:[bool;4]`, two `SteamPad{active, click, x:i16, y:i16, pressure:u16}` surfaces, steam/quickaccess); `SteamState::from_gamepad` (the XInput mapper + the new paddle/misc wire bits); `serialize_deck_state`/`serialize_sc_state` (byte-exact); `feature_reply(rnum)`; `parse_steam_output(data, &mut SteamFeedback)`. Unit tests for offsets + output parsing, mirroring `dualsense_proto`'s tests. - `crates/punktfunk-host/src/inject/linux/steam_controller.rs` — `/dev/uhid` plumbing + `SteamControllerManager`, byte-identical structure to `dualsense.rs`: `SteamPad::open(index, model)` does `UHID_CREATE2`; `write_state → UHID_INPUT2`; `service()` answers GET_REPORT + SET_REPORT + OUTPUT; `Drop → UHID_DESTROY`; `handle`/`apply_rich`/`pump`/`heartbeat(8 ms)`. The 8 ms heartbeat re-emits the last report — a real Deck streams continuously and multi-second silence reads as a disconnect to SDL/Steam. Needs `/dev/uhid` writable (the existing `60-punktfunk.rules` udev rule + `input` group, same as DualSense) and `hid-steam` present/loaded (`modprobe hid-steam`; mainline module). ## 5. Protocol / ABI changes (exact wire/constants) Strictly additive and forward-compatible — everything rides existing tags (`0xC8` buttons, `0xCC` rich input, `0xCD` HID-out, the `GamepadPref` Hello/Welcome byte). Unknown kinds/bits drop on old peers exactly as today. ### 5.1 Back-button bits (`input.rs::gamepad`, ride `0xC8`, no length change) We align to Moonlight's `buttonFlags2 << 16` namespace so the GameStream paddle path and the native path share one injector map. The classic-paddle slots are GameStream-aligned; the four Steam grips sit just above the touchpad bit: ``` BTN_PADDLE1 = 0x0001_0000 (R4 / SDL RightPaddle1 / GameStream PADDLE1) BTN_PADDLE2 = 0x0002_0000 (L4 / SDL LeftPaddle1 / GameStream PADDLE2) BTN_PADDLE3 = 0x0004_0000 (R5 / SDL RightPaddle2 / GameStream PADDLE3) BTN_PADDLE4 = 0x0008_0000 (L5 / SDL LeftPaddle2 / GameStream PADDLE4) BTN_TOUCHPAD= 0x0010_0000 (already present, = TOUCHPAD_FLAG << 16) BTN_MISC1 = 0x0020_0000 (Deck '…'/QAM, Share/Capture / GameStream MISC) ``` > **Decision (resolves the placement open-question):** native back buttons **reuse the > GameStream paddle bits** (`0x0001_0000..0x0008_0000`) rather than a separate `0x40_0000+` > range. This unifies the GameStream-paddle and native-grip injector maps onto one table, and > Xbox Elite paddles map for free. Steam L4/L5/R4/R5 ↔ Xbox P1–P4 is a semantic 1:1 for binding > purposes; the device identity carries the glyph distinction. ### 5.2 `RichInput::TouchpadEx` (kind `0x03`, rides `0xCC`, client→host) `0x01 Touchpad` (DualSense single contact) is kept forever. The new superset carries the second pad + click + pressure with **signed** coords matching the real Steam report: ``` [0xCC][0x03][pad u8][surface u8][finger u8][state u8][x i16 LE][y i16 LE][pressure u16 LE] // 12 B surface : 0 = single/DS touchpad, 1 = Steam left pad, 2 = Steam right pad state : bit0 = touch (capacitive contact), bit1 = click (pad depressed) pressure: 0 if the surface has no sensor ``` Decode gated `b.len() >= 12`; unknown kind → `None`. New clients emit `TouchpadEx` for all touch surfaces; the host decodes both `0x01` and `0x03` indefinitely (no flag day). Every existing manager (`dualsense.rs`, `dualshock4.rs`, `dualsense_windows.rs`) gains a `TouchpadEx` arm (treat surface 0/2 → contact, ignore 1) so the new variant compiles everywhere. ### 5.3 `HidOutput::TrackpadHaptic` (kind `0x04`, rides `0xCD`, host→client) ``` [0xCD][0x04][pad u8][side u8][amplitude u16 LE][period u16 LE µs][count u16 LE] // 10 B ``` Decode gated `b.len() >= 10`. **The ABI `PunktfunkHidOutput` struct is NOT grown** (it has no `struct_size` guard — growing it would overwrite old-built caller buffers): the new kind reuses existing fields — `which = side`, `amplitude/period/count` packed LE into `effect[0..6]` with `effect_len = 6`. Clients without coils drop it (or optionally map to rumble). ### 5.4 `GamepadPref` source hints Trailing fwd-compat Hello/Welcome byte (unknown → `Auto`): ``` 5 = SteamController (steam | steamcontroller | sc) 6 = SteamDeck (steamdeck | deck | sd) ``` These are **source hints** (what the physical client controller is) so the host prefers the virtual `hid-steam` backend + the right glyph identity; honored only where the backend exists (Linux UHID first), else degraded — the Welcome echoes the **real** resolved backend (honest downgrade). Clients auto-resolve from VID/PID (§6), like DS5→DualSense. ### 5.5 ABI surface (`abi.rs` + regenerate `include/punktfunk_core.h`) - New constants: `PUNKTFUNK_RICH_TOUCHPAD_EX=3`, `PUNKTFUNK_HIDOUT_TRACKPAD_HAPTIC=4`, `PUNKTFUNK_GAMEPAD_STEAMCONTROLLER=5`, `PUNKTFUNK_GAMEPAD_STEAMDECK=6`, and `PUNKTFUNK_GAMEPAD_BTN_PADDLE1..4` / `_BTN_MISC1` for embedders building raw `InputEvent`s. - **Do not mutate `PunktfunkRichInput`** (no `struct_size` guard). Add a guarded superset `PunktfunkRichInputEx{ u32 struct_size; u8 kind,pad,finger,active,surface,click; u8 _pad[2]; i16 x,y; u16 pressure; i16 gyro[3]; i16 accel[3]; }` + `punktfunk_connection_send_rich_input2` that reads the size prefix first (the `connect_exN`/`config_from_ptr` precedent). Legacy `PunktfunkRichInput` + `send_rich_input` stay byte-for-byte. - `from_hid` gains the `TrackpadHaptic → effect[]`-packing arm; `to_rich` (Ex) gains the `TouchpadEx` arm. - Compile guards: extend the `GamepadPref` lockstep `assert!` block with the two new variants; add `assert!(size_of::()==20)` + `assert!(size_of::() ==19)` so the additive changes can never silently shift the legacy layouts. CI fails on header drift. ### 5.6 GameStream host-map fix (no protocol change) `gamestream/gamepad.rs:91` already computes `buttons = buttonFlags | (buttonFlags2 << 16)`, but the xpad `BUTTON_MAP` drops every bit above `0x8000`, so Moonlight paddle/Share clients are silently no-op'd today. Name the already-decoded bits (`PADDLE1=0x0001_0000 … PADDLE4= 0x0008_0000`, `TOUCHPAD=0x0010_0000`, `MISC=0x0020_0000`) and add them to the injector map so the **native** and **GameStream** back-button paths drive one unified output. This is a behavior change for existing Moonlight users — needs a live regression check (§10). ## 6. Client capture ### sdl3-rs 0.18.4 API-coverage gate — RESOLVED (was the top client risk) Independently verified against docs.rs for `sdl3` 0.18.4 (2026-06-29), so **no raw `sdl3-sys` fallback is needed**: `Button::{LeftPaddle1,RightPaddle1,LeftPaddle2,RightPaddle2,Misc1..6, Touchpad}` exist (confirmed); `Gamepad::touchpads_count()` + `supported_touchpad_fingers()` exist (confirmed); `vendor_id()`/`product_id()` exist (confirmed); `Event::ControllerTouchpad {Down,Motion,Up}` carries the `touchpad` **surface** field the current code discards. **Sensor capture (gyro/accel) is already proven in-tree** — the shipping client enables and reads SDL sensors for the DualSense today (`set_sensors` in `clients/linux/src/gamepad.rs`), so genericizing it past the DualSense gate is a one-line change, not a new dependency. The hint strings `SDL_JOYSTICK_HIDAPI_STEAMDECK` / `SDL_JOYSTICK_HIDAPI_STEAM` live in `sdl3-sys`. There is **no `SDL_GAMEPAD_TYPE_STEAM_DECK`** — detect by VID `0x28DE`. ### Linux + Windows SDL clients (near-verbatim ports — `clients/{linux,windows}/src/gamepad.rs`) 1. **Before `sdl3::init()`**, set `SDL_JOYSTICK_HIDAPI_STEAMDECK="1"` + `SDL_JOYSTICK_HIDAPI_STEAM ="1"` (the exact `sdl3::hint::set` mechanism already used for `SDL_NO_SIGNAL_HANDLERS`). 2. In `pad_info`, override to `GamepadPref::SteamDeck` when `vendor_id()==0x28DE` and `product_id() ∈ {0x1205 Deck, 0x1102 SC wired, 0x1142 SC dongle}`; add a `"Steam Deck"` label. 3. Extend `button_bit`: `RightPaddle1→BTN_PADDLE1`, `LeftPaddle1→BTN_PADDLE2`, `RightPaddle2→BTN_PADDLE3`, `LeftPaddle2→BTN_PADDLE4`, `Misc1→BTN_MISC1` (free win for Elite). 4. Bind the `touchpad` surface field in the three `ControllerTouchpad*` arms; **branch on `touchpads_count()`** rather than hard-coding 2 — surface 0 → existing `RichInput::Touchpad`, surface ≥1 → `RichInput::TouchpadEx{surface}`. 5. Track held contacts keyed by `(surface, finger)` and lift them (`active=false`) in `flush_held` on pad switch/detach (today only the DualSense single surface is implicitly lifted). 6. Sensor capture is **already generic** — only the DualSense-only doc comments change. ### Disable-Steam-Input UX (Decky + docs) - **Decky** (`clients/decky/`): a Settings toggle "Capture Steam Deck controls (paddles · trackpads · gyro)" that selects `gamepad pref=steamdeck`, adds `"steamdeck"` to the option set (TS + `main.py` validation), and renders an **unmissable inline instruction**: gamescope game page → gear → Controller → Steam Input → **Off** for the punktfunk shortcut. - **Best-effort programmatic flip** (`clients/decky/src/steam.ts`): `disableSteamInputForShortcut(appId)` — feature-detected at runtime (guarded exactly like the existing optional `window.DeckyBackend`/`collectionStore` globals), called best-effort inside `ensureShortcut()`, **never** blocking or throwing into `launchStream`. **The manual toggle is the documented source of truth** — there is no confirmed stable SteamClient API and it may regress across Steam updates. ### Apple / Android — honest no-code-now scope - **Apple:** parity only — add a `.steamDeck` enum case (wire byte 6) so the type round-trips; **no capture**. GameController never surfaces a `28DE` HID device as a `GCExtendedGamepad` (Apple has no Steam Input; a raw path would need `IOHIDManager`). Document as blocked. - **Android:** parity only — add `PREF_STEAMDECK` + the `28DE` PIDs to the mapping. Capture of paddles/trackpads/gyro is **out of scope** here: `send_rich_input` is itself still a TODO (`session.rs:13`), and a Deck dongle appears only as a generic gamepad via `InputDevice`. Revisit after the rich-input port lands. ## 7. Host inject / mapping + host-integration semantics ### PadBackend wiring `enum PadBackend` (`punktfunk1.rs`) gains `#[cfg(target_os="linux")] SteamController (SteamControllerManager)` and `SteamDeck(SteamControllerManager)` — **one manager, a `SteamModel` field** (sticks/descriptor/report differ, logic is shared; the DS4-reuses-DualSense pattern). Wire all five arms (`select`/`handle`/`apply_rich`/`pump`/`heartbeat`). `pick_gamepad` / `resolve_gamepad` gain `GamepadPref::SteamController|SteamDeck if linux` arms; **on Windows and elsewhere they fold to Xbox360** until the UMDF driver lands (§8). ### Selection / resolution policy (the load-bearing part) Unlike the DualSense, a virtual Steam pad only pays off under specific host conditions, so resolution is gated. Highest priority first: 1. **Explicit client `SteamController`/`SteamDeck` pref** — honored if `/dev/uhid` is writable AND `hid-steam` is loadable; else degrade. 2. **`PUNKTFUNK_GAMEPAD=steamdeck|steamcontroller`** host env. 3. **Auto** — resolve to a Steam pad **only when the host is running Steam Input** (so the rich semantics are actually consumed). Otherwise Auto prefers **DualSense** (broader non-Steam SDL surface: gyro + a real touchpad) over a Steam pad whose trackpads/grips a non-Steam game won't understand. 4. **Degrade ladder** when a requested Steam pad is unavailable: `hid-steam` missing → **DualSense** → **Xbox360**. The Welcome carries the real choice. > **SteamOS/Deck-as-host conflict:** a host already running Steam eagerly grabs **any** `28DE` > device, so our virtual pad could be double-handled alongside the operator's physical Deck > controller. **Default policy: gate Steam pads OFF on a SteamOS/gamescope host** unless > explicitly forced (M6 confirms). ### Fallback remap (`inject/proto/steam_remap.rs`, pure + unit-testable) When the resolved backend is DualSense/DS4/Xbox, fold the Steam-only inputs in so nothing drops: - **Gyro/accel** → `RichInput::Motion` (native on DualSense/DS4; no-op on Xbox — xpad has no IMU). - **Right trackpad** → DualSense/DS4 touchpad contact (1:1 absolute surface); on an Xbox target, optionally synthesized to the right stick behind a config toggle. - **Left trackpad** → left stick or relative mouse via the existing `InjectorService` pointer plane (config; default mouse, matching SteamOS desktop feel). - **Back buttons L4/L5/R4/R5** → `BTN_PADDLE1..4` → on a uinput Xbox pad, `BTN_TRIGGER_HAPPY1..4` (`0x2c0..0x2c3`, what Steam Input/SDL read as paddles); add the matching `UI_SET_KEYBIT` registrations in `create()`. **DS4/DualSense have no back-button HID slot** — paddles fall back to a configurable default (e.g. L4→L3, R4→R3) or are dropped, **documented, not silent**. - **DS4 100 ms motion-timestamp keepalive** applies whenever motion is forwarded onto a DS4 target — keep `apply_rich`/`heartbeat` flowing so the sensor `ts += 188` advances, or games reject motion as stale. A `RemapConfig` (env/config driven, e.g. `PUNKTFUNK_STEAM_REMAP=…`) holds the trackpad/back-button policy knobs. ## 8. Windows UMDF — a later, gated phase **Do not start until the Linux UHID device binds.** Linux proves the report descriptor + feature blobs + state layout against open-source `hid-steam.c` + SDL hidapi; Windows then only adds the unknown of **Steam's closed userspace driver** accepting the same contract over UMDF. Reuse the **entire** proven `pf-dualsense` UMDF path (the repo already proved a self-signed Rust UMDF HID minidriver loads under Secure Boot ON and is recognized as a genuine controller): - Fork `packaging/windows/drivers/pf-dualsense` → `pf-steamdeck`. Keep verbatim the `vhidmini2`-derived WDF scaffolding, the **FORCE_INTEGRITY PE-bit clear** (PE+0x5e), the timer-completes-pended-READ_REPORT pattern, the queue `NumberOfPresentedRequests=u32::MAX` and timer `ExecutionLevel/SynchronizationScope=InheritFromParent + AutomaticSerialization=TRUE` gotchas, the `Global\pfds-shm-` shared-memory channel, the multi-pad `pszDeviceLocation`/`UmdfHostProcessSharing=ProcessSharingDisabled` plumbing, the `Include=MsHidUmdf.inf`/`WUDFRD.inf` INF stanza, and `SwDeviceCreate` (enumerator `punktfunk`, hardware id `pf_steamdeck`). - Swap identity (VID `0x28DE` / PID `0x1205`), the hid-steam report descriptor, and — the **riskiest, non-derivable** part — the `0x83 GET_ATTRIBUTES_VALUES` + `0xA1 GET_DEVICE_INFO` feature blobs **captured from real hardware** (SDL #12166: Steam/SDL aborts the controller if these probes fail). Add ACK-only SET_FEATURE handlers for `0x81`/`0x87`/`0x8E`. - Host backend: a `SteamDeckWindows` reusing `inject/windows/dualsense_windows.rs` almost wholesale (SwDeviceCreate, map the section, pack the 64-byte state, read the haptic output slot). - Bundle `pf_steamdeck.{inf,cat,dll}` into the existing Inno installer + `install-gamepad-drivers .ps1` pnputil flow, identical to pf-dualsense/DS4/XUSB. **NEVER emulate `28DE:11FF`** — that is Steam's own emulated *output* pad, not an input device; emulating it risks a feedback loop where Steam ingests its own output. Watch for: Steam requiring a USB instance path a SwDevice lacks; Steam wanting the sibling emulated keyboard/mouse collections present; VAC/device-trust rejection of a self-signed virtual Steam Controller; and gating the Deck PID (`0x1205`) on Deck hardware (wired-SC `0x1102` may be the safer desktop identity). ## 9. Milestone plan (M0 is the go/no-go) See the structured `milestones`. The shape mirrors the DualSense effort: an **M0 feasibility gate** answers the recognition question before any pipeline is built. M1–M3 are Linux. M4–M5 are clients + protocol. M6 is the SteamOS-host conflict check. M7+ is the deferred Windows UMDF phase, itself re-gated on its own recognition spike. ## 10. Risks, open questions, validation ### Validation / test plan **Loopback (no hardware):** - Core: `RichInput::TouchpadEx` + `HidOutput::TrackpadHaptic` + `GamepadPref` 5/6 encode/decode round-trips + an old-peer-drops-unknown-kind assertion; the `from_gamepad` paddle/misc mapping; `steam_proto` report-offset + `parse_steam_output` unit tests (mirror `dualsense_proto`); the `steam_remap` fold policy. - `pick_gamepad`/`resolve_gamepad`: client SteamDeck + hid-steam present + Steam → SteamDeck; client SteamDeck + no module → DualSense in the Welcome; Auto + no Steam → DualSense; `PUNKTFUNK_GAMEPAD=steamdeck` forces it; Windows folds to Xbox360. Assert the Welcome echoes the real choice each time. **On-box (the box has `hid-steam` mainline + the udev rule):** - **BIND proof (Steam NOT running):** a tiny test main creates the device + heartbeats neutral. Confirm `dmesg` shows `hid-steam … Valve Software Steam Deck Controller`; the sysfs node binds `hid_steam`; a gamepad evdev AND a second IMU evdev appear (`udevadm info` → `ID_INPUT_JOYSTICK=1` + `INPUT_PROP_ACCELEROMETER`). - **RECOGNITION proof:** `sdl2-jstest --list` / an SDL3 app reports GUID `28de:1205` "Steam Deck"; `evtest` shows `BTN_SOUTH` etc.; toggle the A bit and watch the key event. - **STEAM proof (Steam running on the host):** Settings → Controller shows a "Steam Deck Controller"; the kernel evdev disappears (the `client_opened` standoff is expected); bind a back grip to a key in Steam Input and confirm a non-Steam test game sees it. - **RUMBLE proof:** `fftest` / a game triggers `FF_RUMBLE`; confirm a `0xEB` SET_REPORT arrives and our parser emits `(low, high)` on `0xCA` back to the client. - **Cross-machine:** the Linux client (paddles + both pads + gyro) over the LAN → the virtual Deck on the host → Steam re-emits `28DE:11FF` with working bindings + glyphs. - **GameStream regression:** confirm the new `buttonFlags2` consumption doesn't emit spurious back-grip/record events for a stock Moonlight client with a normal pad. (Full risks + open questions in the structured fields.) ## 11. The interface-2 ceiling — Steam Input won't manage a UHID virtual Deck (hardware-validated 2026-06-29) Validated on a SteamOS Steam Deck (`192.168.1.253`) + a Bazzite host (`192.168.1.41`), both running Steam, with a minimal C UHID probe (`28DE:1205` + the proven descriptor/handshake) run on Bazzite (no physical Steam controller, so a clean test bed). **What works.** The kernel `hid-steam` binds the virtual Deck by VID/PID on a second independent kernel (Bazzite 6.17.7) exactly as on the dev box (7.0): it accepts our serial (the M1 report-id-0 fix), and creates both the `"Steam Deck"` gamepad evdev and the `"Steam Deck Motion Sensors"` IMU evdev. So **any consumer that reads the kernel evdev or opens the hidraw via SDL's HIDAPI Steam Deck driver sees the full surface** — the four grips (`BTN_GRIPL/R/L2/R2`), both trackpads (`ABS_HAT0/1`), and the IMU. **What does NOT work: Steam Input promotion.** Steam's own controller driver *enumerates* the device — `controller.txt` logs `Local Device Found, type: 28de 1205, Product "Punktfunk Steam Deck", path /dev/hidraw1, Interface: -1` — but never promotes it: no `28DE:11FF` virtual XInput pad, no "Controller N connected". On the same Steam logs the **physical** Deck appears as **`Interface: 2`**. A real Steam Deck is a **3-interface USB device** (keyboard = interface 0, mouse = 1, **controller = 2**), and Steam binds the controller specifically on interface 2. A single `/dev/uhid` device is not a USB device and has no `bInterfaceNumber`, so Steam reads **`-1`** and filters it out. (Notably the `0x83 GET_ATTRIBUTES` / `0xA1 GET_DEVICE_INFO` probes the prior research feared — SDL #12166 — never fired: this is an interface filter, not an attribute-probe rejection. That blocker, if it exists, is Windows-driver-specific.) **Why UHID can't fix it.** UHID creates one HID interface with no USB interface number; you cannot set one, and creating three UHID devices wouldn't help (each is still interface-less / `-1`). Presenting a real multi-interface USB Deck with the controller on interface 2 needs a **USB gadget** (`dummy_hcd` + configfs) or a kernel USB bus driver — a much larger, less portable lift, and contrary to punktfunk's "no kernel bus driver" stance (ViGEm was deliberately removed). ### Strategic consequences - **The virtual Deck's real value is non-Steam / SDL games on Linux** (emulators, native SDL titles, anything reading the kernel evdev or SDL's HIDAPI Steam driver) — there it delivers grips + trackpads + gyro. It does **not** deliver Steam Input glyphs/bindings. - **For Steam-Input hosts, the virtual DualSense is the right path** on every platform: Steam *does* recognize a single-interface DualSense (it needs no interface filtering), giving the client gyro + a touchpad through Steam Input; the M5 paddle-fold carries the back grips onto standard buttons. This is why the M6 conflict gate degrades to DualSense, and why `Auto` already prefers it. - **M7 (a Windows UMDF virtual Steam Deck) is NOT recommended.** Windows Steam applies the same interface filter, and Windows has **no kernel-`hid-steam` evdev fallback** — Windows games consume XInput / RawInput / Windows.Gaming.Input, none of which a non-promoted virtual Deck feeds. So a Windows virtual Deck would be consumed by *nothing*. The existing Windows **virtual DualSense** already covers the Steam-Input + gyro/touchpad case there. ### What the M0–M6 work still delivers (not wasted) - The **protocol/wire** (back buttons, second trackpad, gyro/accel, trackpad haptics) and the **client capture** (paddles, both trackpads, gyro from a real Deck/SC) are general — they feed the virtual DualSense path (Deck client → Steam-Input host) just as well, with the grips folded in (M5). - The **virtual Deck backend** is the best option for non-Steam Linux games, and the **M5 motion rescale + fallback remap** + the **M6 conflict gate** make the cross-backend behavior correct. - The whole effort proved the greenfield `hid-steam` UHID device is real and kernel-validated on two kernels — the open question was always Steam-userspace promotion, and now it's answered. ### Remaining validation (no further construction recommended) 1. A **live SDL/non-Steam game** on a Linux host actually consuming the virtual Deck's grips/trackpads (the path that *does* work) — needs a real Deck/SC client + a Steam-Input-disabled consumer. 2. The **Moonlight paddle regression** from the M3 xpad-map change (stock paddle client → host).