Files
punktfunk/design/windows-dualsense-game-detection.md
enricobuehler 7b99b41ede docs(design): trim shipped plans, consolidate cluster, add index
Much of design/ described work that has since shipped. Trim each doc to
its durable rationale + still-open items (the code is the source of truth
for shipped detail; git history holds the full originals).

- Shipped plans -> status stubs: stats-capture, gamestream-host-plan,
  apple-stage2-presenter, windows-service.
- Trimmed completed-out / open-kept: implementation-plan, hdr-pipeline,
  host-latency, gpu-contention (fixed stale status table), game-library,
  linux-setup (fixed m0->spike + stale zero-copy claim),
  session-aware-host-followups, windows-client-bootstrap,
  windows-dualsense-{scoping,game-detection}, windows-virtual-display,
  security-review (per-finding status table; #12 still open),
  apollo-comparison (shipped backlog collapsed to one-liners).
- Windows-host cluster consolidated: windows-host.md -> redirect into
  windows-host-rewrite.md (whose stale scorecard is corrected -- goal1 is
  merged, M4 done); windows-secure-desktop.md archived (now a fallback
  behind IDD-push primary).
- Kept evergreen: ci.md, gamescope-multiuser.md, windows-build-and-packaging.md.
- New design/README.md: per-doc status table + consolidated open-items
  roll-up so nothing is tracked in only one buried doc.
- Repoint 5 code comments to the archived secure-desktop doc path.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 16:39:06 +00:00

9.7 KiB

Windows virtual DualSense — game detection handoff

Status: Identity fix SHIPPED (commits 6db3525, aa159df, 4a73102) — crates/punktfunk-host/src/inject/windows/dualsense_windows.rs (create_swdevice). This doc is trimmed to the root-cause analysis, the SwDeviceCreate identity rationale, the GameInput fallback design, and the still-open on-glass Cyberpunk verification. The implementation walkthrough, probe tooling, and the (now-fixed) secondary driver gaps are cut — the shipped code is the source of truth.

Goal: get the host's virtual DualSense detected and usable in games (Cyberpunk's native PS5 path + others) on the Windows host. Run the decisive experiments on the interactive desktop of the Windows host (.173) — not over SSH.

Where it works / where it doesn't

  • Input works. Client → host → virtual DualSense → games read input (verified in Steam's controller test).
  • The HID is a CORRECT, COMPLETE DualSense. SDL3 reports the live device as name='DualSense Wireless Controller' vid=0x054C pid=0x0CE6 isGamepad=True gamepadType=PS5. SDL = HIDAPI = what Steam (and many games) build on → that's why Steam works. This is not a descriptor/feature-report problem.
  • Cyberpunk's native DualSense path does NOT detect it at all (Steam Input was off — Cyberpunk was reading the raw HID). This is the problem the identity fix targets; on-glass confirmation is still open.

Root cause — the PnP identity, not the HID descriptor (CONFIRMED, run live in console session 3)

The break is the device's PnP identity / device-interface path, not the HID descriptor or feature reports. hidclass derives the HID child's path token and its HID\VID_054C&PID_0CE6 hardware-ids from the parent bus device's hardware-id. Our parent is the software (SWD) devnode SWD\PUNKTFUNK\PF_PAD_0 whose hardware-id is pf_dualsense (no VID/PID), so hidclass emits only the VendorID+usage fallback and no PID. Measured on this box (one virtual pad live + one real 8BitDo present):

HID-child hardware-ids (DEVPKEY_Device_HardwareIds, CompatibleIds empty): HID\pf_dualsense · HID\VID_054C&UP:0001_U:0005 · HID_DEVICE_SYSTEM_GAME · HID_DEVICE_UP:0001_U:0005 · HID_DEVICEnote the absent HID\VID_054C&PID_0CE6. HIDD_ATTRIBUTES itself is correct (VID 054C / PID 0CE6), which is why attribute-readers work.

Device-interface paths (from HKLM\SYSTEM\CurrentControlSet\Control\DeviceClasses\{4d1e55b2-…}):

Device HID interface path
Ours (virtual) \\?\HID#punktfunk#1&ca418da&0&0000#{…}no VID_/PID_ token
Real DualShock 4 (USB, registry remnant) \\?\HID#VID_054C&PID_05C4&REV_0100#…
Real DualSense (BT, registry remnant) \\?\HID#{00001124-…}_VID&0002054c_PID&0ce6#…

Cross-API enumeration matrix (the decisive experiment — impossible over SSH, run live in the console):

API Sees our virtual DS5? Identity reported Reads from
SDL3 / HIDAPI 054C:0CE6, type=PS5 HIDD_ATTRIBUTES → Steam works
RawInput 054C:0CE6 HIDD_ATTRIBUTES
WGI RawGameController 054C:0CE6 HIDD_ATTRIBUTES
WGI Gamepad empty (empty for all pads on this box — no Xbox-profile pad; not DS-specific)
MS GameInput enumerates it vid=0x0000 pid=0x0000 PnP path / hardware-ids
Cyberpunk native PS5 needs the DS5 VID/PID identity

The GameInput result is the clincher: it does enumerate our pad — descriptor fingerprint matches exactly (15 buttons, 6 axes, 1 hat, usage Game Pad 0x05) — but reports vid/pid = 0, while it reads the real 8BitDo's vid=0x3434 correctly. So GameInput (and, by the same logic, a native PS5 path) takes VID/PID from the PnP device path / hardware-ids, NOT from HIDD_ATTRIBUTES. Everything that reads attributes directly (SDL / RawInput / WGI-raw) is fine; everything that keys off the device identity/path (GameInput, native DualSense detection) sees a generic, unidentified gamepad → no PS5 path.

⇒ The fix must put VID_054C&PID_0CE6 into the device-interface path and the HID\VID&PID hardware-ids (give the device a real-USB-like PnP identity), not merely correct HIDD_ATTRIBUTES.

The fix — SwDeviceCreate identity (shipped)

create_swdevice sets the identity via SW_DEVICE_CREATE_INFO struct fields (NOT pProperties — a DEVPROPERTY write of these PnP-owned identity keys is empirically ignored; the create-time struct fields are the supported lever, confirmed on .173):

  • pszzCompatibleIds = USB\VID_054C&PID_0CE6, USB\Class_03&SubClass_00&Prot_00, USB\Class_03 (Windows appends SWD\Generic). HIDAPI/SDL/libScePad walk HID-child → CM_Get_Parent → this parent's CompatibleIds and string-match "USB"bus_type now resolves to USB (was UNKNOWN).
  • pszzHardwareIds = pf_dualsense first (so the INF still binds our UMDF driver), then USB\VID_054C&PID_0CE6&REV_0100, USB\VID_054C&PID_0CE6. hidclass then derives the real-DS5 child ids HID\VID_054C&PID_0CE6[&REV_0100] (previously only HID\VID_054C&UP:0001_U:0005).
  • pContainerId = a deterministic per-pad GUID {50464453-0000-0000-0000-00000000000<idx>} ("PFDS") — avoids the null-sentinel-ContainerId xinput1_4 slot-skip bug, and groups the pad's devnodes.

Validated live (real shipping path, dualsense-windows-test --index 1 alongside the running service's pad 0): INF still binds (Service=MsHidUmdf), parent CompatibleIds/HardwareIds + per-pad ContainerId set, the HID child gains HID\VID_054C&PID_0CE6, and the HIDAPI parent-walk reports bus_type=USB. SDL / RawInput / WGI RawGameController identity stays correct (054C:0CE6).

Why this may still not satisfy GameInput / a native PS5 path: GameInput parses VID/PID from the HID child's instance path (HID\punktfunk\1&…), which carries no VID_…&PID_… token; neither CompatibleIds nor HardwareIds change the instance path. Only a real USB-bus instance path (HID\VID_054C&PID_0CE6\…) does — i.e. a ViGEm-style KMDF USB-emulating bus driver (see fallback below). Prior art (HIDMaestro) shows pure user-mode pads ARE accepted by WGI/GameInput, so other parity (descriptor / strings / mapping) may matter more than a genuine USB bus.

GameInput fallback design (rank-3, only if needed)

If a target title uses GameInput AND the shipped identity fix above doesn't satisfy it, the last-resort option is a rank-3 KMDF USB-emulating bus driver (the way ViGEmBus presents a real-looking device) instead of SwDeviceCreate + UMDF-HID — it produces a genuine HID\VID_054C&PID_0CE6\… instance path, the one thing GameInput keys off. Pursue this only if required by a target title; it is heavier than the user-mode path and HIDMaestro suggests user-mode pads can be made acceptable to GameInput without it.

On-glass Cyberpunk verification procedure (open — only the user can run it)

Must run on the interactive desktop (RDP in or run locally) — WGI / RawInput / GameInput enumeration returns empty from a headless SSH session (no window/message pump); only HIDAPI works headless.

  1. Free the service's pad 0 so only the new-identity pad is present: sc stop PunktfunkHost
  2. Spawn a single virtual DS5 carrying the new identity (cycles Cross/stick so input is visible): target\debug\punktfunk-host.exe dualsense-windows-test --index 0 --seconds 600
  3. Launch Cyberpunk 2077 with Steam Input OFF (so the game reads the raw HID). Check the in-game glyphs/prompt switch to DualSense.
  4. Restore the service afterward: redeploy the release + restart with scripts\windows\deploy-host.ps1.

Key code

What File
Host backend (create_swdevice, the Global\pfds-shm-<idx> section, write_state/service/pump) crates/punktfunk-host/src/inject/windows/dualsense_windows.rs
UMDF driver (HID descriptor, feature reports, on_output_report) packaging/windows/drivers/pf-dualsense/src/lib.rs
Shared report codec (serialize_state input, parse_ds_output feedback) crates/punktfunk-host/src/inject/proto/dualsense_proto.rs
Pad seam (PadBackend, pump → rumble 0xCA / hidout 0xCD) crates/punktfunk-host/src/punktfunk1.rs

Open items

  1. Decisive on-glass Cyberpunk test — pending execution. Launch Cyberpunk 2077 with Steam Input OFF against a virtual DS5 carrying the new identity; verify the in-game glyphs switch to DualSense (procedure above).
  2. GameInput rank-3 KMDF USB-emulating bus-driver fallback — optional. Only if a GameInput-only title needs the real VID/PID and the shipped SwDeviceCreate identity fix doesn't satisfy it.

Facts proven (don't re-litigate)

  • SwDeviceCreate requirements: enumerator must have no underscore (punktfunk); the completion callback is mandatory (NULL → E_INVALIDARG). Per-session device works; auto-removed on disconnect.
  • The identity keys must be set via the SW_DEVICE_CREATE_INFO struct fields, not pProperties — a DEVPROPERTY write of the PnP-owned identity keys is ignored.
  • HID descriptor + feature reports are DS5-accurate enough that SDL identifies it as PS5.
  • The IOCTL_HID_GET_STRING and DS_FEATURE_CALIBRATION (42 → 41 bytes) driver gaps were fixed + shipped; the driver answers HidD_GetManufacturer/Product/SerialNumberString with distinct strings. (Detail in packaging/windows/drivers/pf-dualsense/src/lib.rs.)
  • Host-side rumble works end to end (driver captures the game's 0x02, parse_ds_output extracts the motors, host forwards 0xCA); the client (macOS) rendering of 0xCA onto the physical pad is a separate open bug, not part of game detection.