963c406f33
The virtual Steam Deck is validated glass-to-glass on a Deck: it appears as a
distinct second Steam controller, a held A drives Steam's overlay ("Resume
Game"), and a button press registers in a real game (confirmed in-game).
gadget_preferred() now defaults ON for SteamOS hosts (/etc/os-release ID=steamos
or ID_LIKE), OFF elsewhere where the universal UHID path stays the default;
PUNKTFUNK_STEAM_GADGET=1/0 forces it. A Deck-as-host with a physical Deck never
reaches this path — resolve_gamepad's conflict gate degrades SteamDeck → DualSense
first, so the two-Deck case never happens in production (it was only a test-rig
confound on the dev Deck).
The feature is complete: a virtual Steam Deck that Steam Input recognizes +
promotes, churn-free, with input flowing to games. Workspace clippy/fmt/test
green. Not pushed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
101 lines
6.5 KiB
Markdown
101 lines
6.5 KiB
Markdown
# Virtual Steam Deck via USB gadget — true Steam Input recognition
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**Proven on a real Steam Deck (SteamOS 3.8.11), 2026-06-29.** A `raw_gadget` userspace emulator of a
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real 3-interface USB Steam Deck (`28DE:1205`) — mouse = interface 0, keyboard = 1, **controller =
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interface 2** — bound to a `dummy_hcd` loopback UDC, so the host's own Steam sees a genuine
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interface-2 Deck and **promotes it through Steam Input** (XInput pad emission, glyphs, bindings).
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## Why this exists (the interface-2 wall)
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A virtual Deck created via **UHID** (the `inject/proto/steam_proto.rs` / `steam_controller.rs` path)
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binds the kernel `hid-steam` driver, but **Steam Input will not manage it**: Steam filters the Deck's
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controller to USB **interface 2**, and a UHID device has no USB interface number (`Interface: -1` in
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Steam's `controller.txt`), so Steam enumerates it but never promotes it. A single-interface DualSense
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is accepted at `-1` (no ambiguity), but the multi-interface Deck specifically needs interface 2. See
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`design/steam-controller-deck-support.md` §11.
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A real multi-interface USB device with the controller on interface 2 requires a **USB gadget**.
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SteamOS ships every piece (`CONFIG_USB_DUMMY_HCD=m`, `CONFIG_USB_RAW_GADGET=m`,
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`CONFIG_USB_CONFIGFS_F_HID=y`), so this runs on a Deck with no module-building.
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## What's here
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- **`deck_raw_gadget.c`** — the working emulator. Presents the 3-interface Deck with descriptors
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captured verbatim from a physical Deck (incl. the real 38-byte controller report descriptor), and
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— crucially — answers **every** control transfer, including the HID feature reports (`f_hid` can't,
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so it produced a "zombie controller" in Steam). Streams the 64-byte state report on the interface-2
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interrupt-IN endpoint. Build static (the Deck has no compiler):
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```sh
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gcc -O2 -static -pthread -o deck_raw_gadget deck_raw_gadget.c
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```
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Run as root with `dummy_hcd` + `raw_gadget` loaded: `./deck_raw_gadget [seconds]`.
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- **`configfs_gadget_up.sh` / `_down.sh`** — the simpler **configfs `f_hid`** variant. It proves the
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structure (interface 2 → `hid-steam` binds → Steam *opens* it + *reserves an XInput slot*) but
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`f_hid` cannot serve HID feature reports, so Steam can't read controller details and drops it as a
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zombie. Kept as the minimal reproducer of the interface-2 result.
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## Result (raw_gadget, live)
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```
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hid-steam ... Steam Controller 'PFDECK000' connected
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input: Steam Deck / Steam Deck Motion Sensors (kernel gamepad + IMU evdevs)
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controller.txt: Interface: 2 ... device opened for index 14 ... reserving XInput slot 1
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input: Microsoft X-Box 360 pad 1 (Steam Input's XInput output — promoted)
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```
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Stable (1 connect, 0 disconnects), no zombie. The kernel `"Steam Deck"` evdev is then grabbed by
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Steam Input, which exposes its own X-Box 360 pad — exactly a real Deck's behaviour.
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## Key implementation gotchas (all real, all cost time)
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- `struct usb_endpoint_descriptor` (ch9.h) is **9 bytes** (audio `bRefresh`/`bSynchAddress`); the wire
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descriptor needs **7** — use a packed 7-byte struct in the config blob or the kernel mis-parses it.
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- raw_gadget EP0: a **no-data OUT** control (`SET_CONFIGURATION`, `SET_INTERFACE`, `SET_IDLE`,
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`SET_PROTOCOL`) is completed with a zero-length **`EP0_READ`**, not `EP0_WRITE` (using write →
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`EBUSY`/`can't set config error -110`). IN controls (`GET_*`) use `EP0_WRITE`.
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- Don't start the input streamer until after `SET_CONFIGURATION` is fully acked, or its blocking
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`EP_WRITE` starves the control path.
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- `dummy_hcd` + `raw_gadget` must both be loaded and `/dev/raw-gadget` present before launch.
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## Host backend (shipped — default on for SteamOS)
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The C PoC's transport is ported to a Rust host gamepad backend:
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`crates/punktfunk-host/src/inject/linux/steam_gadget.rs` (`SteamDeckGadget`), driven by the same
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`steam_proto` serializer as the UHID `SteamDeckPad`. The Steam-Deck manager
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(`inject/linux/steam_controller.rs`) selects per-pad between **UHID** (universal) and the **USB
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gadget**: the gadget is the **default on SteamOS hosts** (`gadget_preferred()` → `ID=steamos`;
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best-effort `modprobe dummy_hcd raw_gadget`, graceful fallback to UHID if `/dev/raw-gadget` is
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unusable), and off elsewhere where UHID stays the default. `PUNKTFUNK_STEAM_GADGET=1`/`0` forces it.
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A Deck-as-host with a *physical* Deck never uses it — `resolve_gamepad`'s conflict gate degrades
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`SteamDeck` → DualSense first.
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The Rust transport is **validated on the Deck** (a static musl test binary that `#[path]`-includes the
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real module): it enumerates the 3-interface Deck, hid-steam binds it + reads our serial + creates the
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`Steam Deck` + `Motion Sensors` evdevs — identical to the C PoC. A real USB-stack bug it caught: on
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musl, `ioctl(fd, RUN)` with no third arg passes a garbage `value`, and raw_gadget's `RUN`/`CONFIGURE`/
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`EP0_STALL` reject a non-zero `value` with `EINVAL` — so the no-arg ioctls must pass an explicit `0`.
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## Feature contract (hardened — churn fixed)
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Steam's `GetControllerInfo` reads HID **feature reports**; serving the real ones is what stops Steam
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re-probing (which was destroying + recreating the gamepad evdev — the "churn"). The contract was
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captured from a physical Deck (`get_deck_attrs.c`, hidraw `HIDIOCGFEATURE`; usbmon truncates to 32B):
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- **`0x83` GET_ATTRIBUTES_VALUES** — `[83, 2d, 9× (attr-id, u32-LE)]`: product id `0x1205`, a unit
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serial (`0x0a`/`0x04` — we stamp a per-instance value so a gadget never collides with a real Deck),
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and capability attrs (`0x09=0x2e`, `0x0b=0x0fa0`, `0x02/0x0c/0x0d/0x0e=0`). **This blob is the fix.**
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- **`0xAE` GET_STRING_ATTRIBUTE** — `[ae, len, attr, ascii]`: serial (attr 1), board serial (attr 0).
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- Other commands (e.g. `0x87` settings) read back the last write (echo).
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Result on the Deck (`feature_reply` in `steam_gadget.rs`): **1 connect / 0 disconnect / 1 gamepad
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evdev** (was constant churn), and Steam *activates* the controller cleanly (no `GetControllerInfo
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failed`, no zombie) and emits its **X-Box 360 pad**. usbmon on the gadget's bus confirms our state
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reports (with the pressed button at byte 8) are delivered on the interrupt-IN and consumed by
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hid-steam — so the input transport is proven end-to-end.
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## Remaining
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- **Glass confirmation of the XInput mapping** — Steam Input only maps the gadget's raw input onto its
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X-Box pad while a game using Steam Input is focused; confirm a button reaches a real game, then
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default the gadget on for SteamOS hosts (it's strictly better than the non-promoted UHID path).
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- A `punktfunk-host` build for SteamOS to exercise the integrated path end-to-end with a live client.
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