Files
punktfunk/design/windows-dualsense-game-detection.md
T
enricobuehler d01a8fd17a
ci / web (push) Failing after 22s
windows-host / package (push) Failing after 4m16s
ci / rust (push) Failing after 4m56s
ci / docs-site (push) Successful in 1m7s
android / android (push) Successful in 9m19s
ci / bench (push) Successful in 4m47s
decky / build-publish (push) Successful in 11s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Failing after 3s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 3s
docker / deploy-docs (push) Has been skipped
deb / build-publish (push) Failing after 6m29s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Failing after 7m4s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Failing after 7m17s
apple / swift (push) Successful in 1m13s
apple / screenshots (push) Successful in 5m27s
feat(host): HDR Vulkan layer so Vulkan games get HDR on the virtual display
NVIDIA/AMD Vulkan ICDs refuse to *advertise* an HDR color space for a surface on an
IddCx indirect/virtual display, so Vulkan games (Doom: The Dark Ages, id Tech, Indiana
Jones, …) report "device does not support HDR" — even though Windows HDR, DWM compose,
and the client PQ stream all work, and the ICD happily *accepts + presents* a forced HDR
swapchain there. The whole gap is enumeration; the community (Apollo/Sunshine/VDD) wrote
this off as kernel-side / unfixable.

Add VK_LAYER_PUNKTFUNK_hdr_inject (packaging/windows/pf-vkhdr-layer/): a standalone
cdylib Vulkan implicit layer that appends {A2B10G10R10, HDR10_ST2084} + {RGBA16F, scRGB}
to vkGetPhysicalDeviceSurfaceFormats[2]KHR (no need to hook vkCreateSwapchainKHR — the
ICD doesn't validate the color space there). Self-gated on the surface monitor's actual
advanced-color state (DisplayConfig GET_ADVANCED_COLOR_INFO), so it is a complete no-op
on SDR sessions and real monitors (dedup). Always-on (registry-discovered) so it works
regardless of how a game is launched — env-scoping silently fails for already-running
Steam. Escape hatches: DISABLE_PF_VKHDR, PF_VKHDR_EXCLUDE, and a built-in kernel-anti-
cheat denylist.

The installer builds/signs/stages it and registers it under
HKLM64\SOFTWARE\Khronos\Vulkan\ImplicitLayers (opt-out "Install the HDR Vulkan layer"
task); windows-host CI fmt+clippy-gates it (msvc-only FFI).

Live-validated on the RTX box: Doom: The Dark Ages enables HDR over the pf-vdisplay
virtual display.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 11:33:20 +00:00

242 lines
18 KiB
Markdown

# Windows virtual DualSense — game detection handoff
Goal: get the host's virtual DualSense **detected and usable in games** (Cyberpunk's native PS5 path +
others) on the Windows host. This doc is the portable handoff (the investigation lives here, not in any
one agent's memory). Run the experiments **on the Windows host** (`.173`, repo at
`C:\Users\Public\punktfunk-native`).
## Status (2026-06-22)
- **Input works.** Client → host → virtual DualSense → games read input. Verified in Steam's controller
test (buttons/sticks).
- **The HID is a CORRECT, COMPLETE DualSense.** An SDL3 probe reports our 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. So the report descriptor,
feature reports, and identity are right; 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.)
- **Rumble:** host-side is proven working (driver captures the game's `0x02`, `parse_ds_output` extracts
the motors, host forwards `0xCA` — log: `rumble: forwarding to client (0xCA) low=16128 high=16128`).
The break is the **client** (macOS) not rendering `0xCA` onto the physical pad. Separate task/agent.
## Root cause — CONFIRMED (2026-06-22, run live on the interactive desktop, 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_DEVICE`**note 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 (the decisive experiment — impossible over SSH, run live in the console session):**
| 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`**, and ours carry no `VID_054C&PID_0CE6`.
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`. See "Fix options".
**Secondary driver gaps found (not the detection blocker, but fix while here):**
- `IOCTL_HID_GET_STRING` (id 4, ioctl `0x000b0013`) returns `STATUS_NOT_IMPLEMENTED` — a game polls it
repeatedly (seen live in `pfds-driver.log`). Implement manufacturer / product / serial strings
(`"DualSense Wireless Controller"`, a serial). Native PS5 code can read the serial to tell USB from BT.
- `DS_FEATURE_CALIBRATION` is **42** bytes but the report descriptor declares feature `0x05` as **41**
(`0x95 0x28` = 40 data + 1 id). Trim to 41 (motion-only; SDL accepts it regardless).
## Fix — implemented & validated at the identity layer (2026-06-22)
`create_swdevice` (`inject/dualsense_windows.rs`) now sets, via **`SW_DEVICE_CREATE_INFO` struct fields**
(NOT `pProperties` — empirically a `DEVPROPERTY` write of these PnP-owned identity keys is 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; 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).
**Remaining gap (NOT fixed by the above): GameInput VID/PID still reads 0.** 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** (the rank-3, last
resort). Pursue only if a target title uses GameInput AND the identity fix above doesn't satisfy it; 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.
## Next steps
> **Deployed to `.173` (2026-06-22):** the host identity fix is live in the `PunktfunkHost` service (release
> rebuilt + restarted) and the driver fixes are installed + signed (`oem74.inf`, `punktfunk-ds-test` cert).
> The box is ready for the decisive on-glass test. A rollback copy of the prior driver is at
> `C:\Users\Public\giprobe\driver-backup-oem74`.
1. **Decisive on-glass test (only the user can run):** launch Cyberpunk 2077 with Steam Input OFF against a
virtual DS5 carrying the new identity; check the in-game glyphs/prompt switch to DualSense. Cleanest
single-pad test (frees the service's pad 0 so only the new-identity pad is present):
`sc stop PunktfunkHost``target\debug\punktfunk-host.exe dualsense-windows-test --index 0 --seconds 600`
(new identity + live cycling Cross/stick), launch the game; then deploy the release + restart with
`scripts\windows\deploy-host.ps1`.
2. **Driver-side correctness — DONE & installed (2026-06-22).** Rebuilt/resigned/reinstalled per the recipe
below; validated live (`hidstrings` probe + `pfds-driver.log`):
- `IOCTL_HID_GET_STRING` now implemented (was `STATUS_NOT_IMPLEMENTED`). **Discovery:** Windows polls
this device's string slots with low-word ids **`0x0E`/`0x0F`/`0x10`** (lang `0x0409`) cyclically — NOT
the `0/1/2` `HID_STRING_ID_*` constants. The handler maps them (+ `0/1/2` as fallbacks):
`0x0E`→manufacturer "Sony Interactive Entertainment", `0x0F`→product "DualSense Wireless Controller",
`0x10`→serial "35533AD6E774" (the `0x09` pairing-report MAC). Verified: `HidD_GetManufacturer/Product/
SerialNumberString` now return those three distinct strings.
- `DS_FEATURE_CALIBRATION` trimmed 42 → 41 bytes (1 id + 40 data) to match the descriptor's feature
`0x05` (`0x95 0x28`).
- The repo source (`packaging/windows/dualsense-driver/src/lib.rs`) and the m0 build copy were diverged
by *formatting only*; they are now back in sync (the repo file was copied to m0 before building).
3. If a GameInput-only title needs the real VID/PID → the rank-3 KMDF USB-emulating bus driver.
## On-box experiment tooling (built 2026-06-22, `C:\Users\Public\giprobe\`)
- `probe.cpp` (+`build.bat`) — GameInput enumeration/fingerprint via `LoadLibrary("GameInput.dll")` +
`GameInputCreate`/`RegisterDeviceCallback` (GDK header). Prints each device's vid/pid/usage/counts —
this is what proved GameInput reads our pad as vid=0.
- `swexp.cpp` (+`build-swexp.bat`) — standalone `SwDeviceCreate` identity experiment: variations for
`pszzCompatibleIds` (struct field) vs `DEVPKEY_Device_CompatibleIds` (pProperties — ignored),
`pszzHardwareIds` USB ids, `pContainerId`. Create at a spare instance id, hold, inspect. Built with the
VS18 MSVC toolchain via `vcvars64.bat`.
- WGI probe: Windows PowerShell **5.1** WinRT projection of `RawGameController`/`Gamepad` (pump the message
loop; subscribe `RawGameControllerAdded` to kick enumeration).
- Parent-walk bus check: from the HID child, `DEVPKEY_Device_Parent` → that node's
`DEVPKEY_Device_CompatibleIds`, match `^USB`/`^BTH` — mirrors HIDAPI's `hid_internal_detect_bus_type()`.
- NOTE: the agent shell's PowerShell tool chokes on inline `@'…'@` here-strings feeding `Add-Type` (throws
a spurious "Remove-Item on system path '/' is blocked"); write C#/scripts to a file and run them instead.
## How to reproduce / iterate (on `.173`)
### 1. Spawn a live virtual DualSense to test against
```
C:\Users\Public\punktfunk-native\target\debug\punktfunk-host.exe dualsense-windows-test --seconds 60
```
Creates `SWD\PUNKTFUNK\PF_PAD_0` (+ its HID child) and holds it, pushing a cycling input. Or just connect
a client — the real session creates the identical device. (Build with the env `CMAKE_POLICY_VERSION_MINIMUM=3.5`.)
### 2. SDL3 detection oracle (already set up: `C:\Users\Public\sdltest\SDL3.dll`)
Confirms HID-level recognition (HIDAPI). Run while a device from step 1 is live. PowerShell + C# (note:
PS 5.1's Add-Type is C# 5 — **no** interpolated strings, **no** inline `out` vars, **no**
`Marshal.PtrToStringUTF8`; SDL3 bools are 1 byte → `[return: MarshalAs(UnmanagedType.I1)]`):
```powershell
$cs = @'
using System; using System.Runtime.InteropServices; using System.Text;
public static class S {
const string D = @"C:\Users\Public\sdltest\SDL3.dll";
[DllImport(D)][return: MarshalAs(UnmanagedType.I1)] public static extern bool SDL_Init(uint f);
[DllImport(D)] public static extern IntPtr SDL_GetJoysticks(out int c);
[DllImport(D)] public static extern IntPtr SDL_GetJoystickNameForID(uint id);
[DllImport(D)] public static extern ushort SDL_GetJoystickVendorForID(uint id);
[DllImport(D)] public static extern ushort SDL_GetJoystickProductForID(uint id);
[DllImport(D)][return: MarshalAs(UnmanagedType.I1)] public static extern bool SDL_IsGamepad(uint id);
[DllImport(D)] public static extern IntPtr SDL_OpenGamepad(uint id);
[DllImport(D)] public static extern int SDL_GetGamepadType(IntPtr g);
static string U(IntPtr p){ if(p==IntPtr.Zero)return""; int n=0; while(Marshal.ReadByte(p,n)!=0)n++; byte[] b=new byte[n]; Marshal.Copy(p,b,0,n); return Encoding.UTF8.GetString(b); }
public static string Run(){ if(!SDL_Init(0x2000))return"init fail"; System.Threading.Thread.Sleep(1500);
int n=0; IntPtr a=SDL_GetJoysticks(out n); StringBuilder sb=new StringBuilder("joysticks: "+n+"\n");
for(int i=0;i<n;i++){ uint id=(uint)Marshal.ReadInt32(a,i*4); bool ig=SDL_IsGamepad(id); int t=ig?SDL_GetGamepadType(SDL_OpenGamepad(id)):-1;
sb.AppendLine(" '"+U(SDL_GetJoystickNameForID(id))+"' vid=0x"+SDL_GetJoystickVendorForID(id).ToString("x4")+" pid=0x"+SDL_GetJoystickProductForID(id).ToString("x4")+" isGamepad="+ig+" type="+t+" (PS5=6)"); }
return sb.ToString(); }
}
'@
Add-Type -TypeDefinition $cs; [S]::Run()
```
Expected today: it lists our device with `type=6` (PS5). That's the baseline "HID is correct".
## Next experiments — MUST run ON THE INTERACTIVE DESKTOP, not over SSH
WGI / RawInput / GameInput enumeration returns **empty from a headless SSH session** (no window/message
pump) — only HIDAPI works headless. So these must run in the logged-in desktop session (RDP in, or run
locally) while a DualSense session is live:
1. **Determine which API Cyberpunk uses and whether it sees the SWD device.** Enumerate via, separately:
- `Windows.Gaming.Input` (`RawGameController.RawGameControllers`, `Gamepad.Gamepads`),
- RawInput (`GetRawInputDeviceList` → filter HID gamepad usage 01/05),
- GameInput (`GameInputCreate``EnumerateDevices`) — `GameInputRedistService` is installed on `.173`.
Compare which list our `VID_054C&PID_0CE6` appears in. The one(s) it's *missing from* point at the API
Cyberpunk uses.
2. **If WGI/GameInput exclude it:** make the SwDeviceCreate device enumerate more like a real USB device.
`SwDeviceCreate` takes a `pProperties` (`DEVPROPERTY[]`) array — try setting bus-type / container-id /
compatible-IDs so the newer APIs accept it. If that's insufficient, the heavyweight option is a
USB-emulating bus driver (the way ViGEmBus presents a real-looking device) instead of SwDeviceCreate +
UMDF-HID.
3. **Rule out an XInput device taking priority** (a leftover ViGEm pad, etc.).
4. **Correctness (not the detection blocker):** `DS_FEATURE_CALIBRATION` in the driver is **42 bytes**
but the report descriptor declares feature `0x05` as **41** (1 id + 40 data, `0x95 0x28`). Trim to 41;
wrong calibration only affects motion, and SDL accepts the device regardless.
## On-box layout (`.173`, builds + tools)
- **Host repo / build:** `C:\Users\Public\punktfunk-native``cargo build -p punktfunk-host`
(debug for `dualsense-windows-test`; `--release --features nvenc` is what the service runs). The
build env is persisted Machine-scope (`PUNKTFUNK_NVENC_LIB_DIR`, `LIBCLANG_PATH`,
`CMAKE_POLICY_VERSION_MINIMUM`) — see `scripts\windows\`. **One-call rebuild+redeploy of the
service: `scripts\windows\deploy-host.ps1`** (stop → build → restart, `.bak` rollback); web:
`scripts\windows\build-web.ps1`. bun=`C:\Users\Public\bun`, node=`C:\Users\Public\node-v22.11.0-win-x64`.
- **Host service:** scheduled task / SCM `PunktfunkHost` runs `…\target\release\punktfunk-host.exe
service run` → spawns `serve` (currently native-only, `PUNKTFUNK_HOST_CMD=serve` in
`C:\ProgramData\punktfunk\host.env`). Restart: `sc stop/start PunktfunkHost`. Native port 9777, mgmt
47990. (NB: Sunshine/Apollo conflicts on the GameStream ports — keep it stopped, or run native-only.)
- **UMDF driver build project:** `C:\Users\Public\m0\windows-drivers-rs\examples\pf-dualsense`
(`pf_dualsense.inx` + `src\lib.rs` live here; the canonical copies are in the repo under
`packaging/windows/dualsense-driver/` — keep them in sync). Rebuild + reinstall recipe (e.g. after the
calibration fix), all from that dir, env `LIBCLANG_PATH=C:\Program Files\LLVM\bin`,
`Version_Number=10.0.26100.0`:
1. `cargo make` → `target\debug\pf_dualsense_package\`
2. **Clear the FORCE_INTEGRITY PE bit** (wdk-build sets `/INTEGRITYCHECK`, which blocks self-signed
load): clear bit 0x80 at `PE_header_offset+0x5e` of `pf_dualsense.dll`, then re-sign.
3. `signtool sign /fd SHA256 /sha1 6A52984E54376C45A1C236B1A2C8A746C5AB6131 pf_dualsense.dll`
4. `Inf2Cat /driver:<pkg> /os:10_x64` → re-sign the `.cat` with the same thumbprint.
5. `pnputil /delete-driver <old oemNN.inf> /uninstall /force` then `pnputil /add-driver
pf_dualsense.inf /install`. (Self-signed cert is already trusted on `.173`; Secure Boot ON, HVCI off.)
- **SDL oracle:** `C:\Users\Public\sdltest\SDL3.dll`. **Test device:** `punktfunk-host.exe
dualsense-windows-test --seconds N` creates one `SWD\PUNKTFUNK\PF_PAD_0` and holds it.
## Key code
| What | File |
| --- | --- |
| Host backend (`create_swdevice`, the `Global\pfds-shm-<idx>` section, write_state/service/pump) | `crates/punktfunk-host/src/inject/dualsense_windows.rs` |
| UMDF driver (HID descriptor, feature reports, `on_output_report`) | `packaging/windows/dualsense-driver/src/lib.rs` |
| Shared report codec (`serialize_state` input, `parse_ds_output` feedback) | `crates/punktfunk-host/src/inject/dualsense_proto.rs` |
| Pad seam (`PadBackend`, `pump` → rumble `0xCA` / hidout `0xCD`) | `crates/punktfunk-host/src/punktfunk1.rs` |
## 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.
- HID descriptor + feature reports are DS5-accurate enough that **SDL identifies it as PS5**.
- Host-side rumble works end to end; the client (macOS) rendering of `0xCA` is the open rumble bug.