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punktfunk/packaging/linux/steam-deck-gadget
enricobuehler ef39050dbc
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docs: repo-wide housekeeping — sync README & docs with the code as shipped
Six parallel audits swept the root docs, docs-site, every per-directory
README, and the packaging docs; every claim below was verified against
the source before editing.

- README: Layout gains the six missing crates (pf-client-core,
  pf-presenter, pf-console-ui, pf-ffvk, pf-driver-proto, punktfunk-tray),
  clients/session, api/ and ci/; Linux/Windows client rows reflect the
  shell + Vulkan-session split and the Vulkan Video -> VAAPI/D3D11VA ->
  software decode chains; the "every client over a C ABI" claim is
  corrected (Rust clients link the core directly); tiered stats overlay
  + console shell noted; Apple row mentions AV1.
- CONTRIBUTING: drop the dead CLAUDE.md link (deliberately untracked);
  point at the README's build/invariants sections. SECURITY: 0.9.0.
- host-cli/pairing: --allow-pairing/--require-pairing are no-op legacy
  names — pairing is required by default, --allow-tofu is the real flag;
  document --data-port and --idle-timeout-ms.
- configuration: document PUNKTFUNK_RECOVER_SESSION_CMD (session-crash
  recovery hook), PUNKTFUNK_MDNS, PUNKTFUNK_DATA_PORT.
- virtual-displays/gnome: GNOME per-client scaling shipped (host-
  persisted) — flip the  to  and describe how it works.
- stats: new "Detail levels" section (Off/Compact/Normal/Detailed +
  per-platform cycle gestures); retire the GTK hand-off note.
- clients/install-client/status/roadmap: decode chains, Windows client
  validation narrowed to HDR-only pending, adaptive bitrate, console
  shell, Apple AV1, Windows host vendor list.
- Sub-READMEs: clients/linux rewritten for the re-architecture; session
  Windows decode rung + d3d11va knob; Windows tiered overlay; Android
  minSdk 28; decky file table; host zerocopy/ path; scripts port
  47992 and steamos-host.md; pf-dualsense source path.
- packaging: canary version bases are tag-derived (<next-minor> via
  pf-version.sh/.ps1), codecs-extra not ffmpeg-full, document the
  pinned offline-Skia tarball + SKIA_BINARIES_URL and vulkan-headers.
- Convert 15 dangling design/*.md links to the punktfunk-planning
  prose convention (those docs live in the private planning repo).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 09:13:42 +02:00
..

Virtual Steam Deck via USB gadget — true Steam Input recognition

Proven on a real Steam Deck (SteamOS 3.8.11), 2026-06-29. A raw_gadget userspace emulator of a real 3-interface USB Steam Deck (28DE:1205) — mouse = interface 0, keyboard = 1, controller = interface 2 — bound to a dummy_hcd loopback UDC, so the host's own Steam sees a genuine interface-2 Deck and promotes it through Steam Input (XInput pad emission, glyphs, bindings).

Why this exists (the interface-2 wall)

A virtual Deck created via UHID (the inject/proto/steam_proto.rs / steam_controller.rs path) binds the kernel hid-steam driver, but Steam Input will not manage it: Steam filters the Deck's controller to USB interface 2, and a UHID device has no USB interface number (Interface: -1 in Steam's controller.txt), so Steam enumerates it but never promotes it. A single-interface DualSense is accepted at -1 (no ambiguity), but the multi-interface Deck specifically needs interface 2. See punktfunk-planning: steam-controller-deck-support.md §11.

A real multi-interface USB device with the controller on interface 2 requires a USB gadget. SteamOS ships every piece (CONFIG_USB_DUMMY_HCD=m, CONFIG_USB_RAW_GADGET=m, CONFIG_USB_CONFIGFS_F_HID=y), so this runs on a Deck with no module-building.

What's here

  • deck_raw_gadget.c — the working emulator. Presents the 3-interface Deck with descriptors captured verbatim from a physical Deck (incl. the real 38-byte controller report descriptor), and — crucially — answers every control transfer, including the HID feature reports (f_hid can't, so it produced a "zombie controller" in Steam). Streams the 64-byte state report on the interface-2 interrupt-IN endpoint. Build static (the Deck has no compiler):
    gcc -O2 -static -pthread -o deck_raw_gadget deck_raw_gadget.c
    
    Run as root with dummy_hcd + raw_gadget loaded: ./deck_raw_gadget [seconds].
  • configfs_gadget_up.sh / _down.sh — the simpler configfs f_hid variant. It proves the structure (interface 2 → hid-steam binds → Steam opens it + reserves an XInput slot) but f_hid cannot serve HID feature reports, so Steam can't read controller details and drops it as a zombie. Kept as the minimal reproducer of the interface-2 result.

Result (raw_gadget, live)

hid-steam ... Steam Controller 'PFDECK000' connected
input: Steam Deck / Steam Deck Motion Sensors            (kernel gamepad + IMU evdevs)
controller.txt: Interface: 2 ... device opened for index 14 ... reserving XInput slot 1
input: Microsoft X-Box 360 pad 1                          (Steam Input's XInput output — promoted)

Stable (1 connect, 0 disconnects), no zombie. The kernel "Steam Deck" evdev is then grabbed by Steam Input, which exposes its own X-Box 360 pad — exactly a real Deck's behaviour.

Key implementation gotchas (all real, all cost time)

  • struct usb_endpoint_descriptor (ch9.h) is 9 bytes (audio bRefresh/bSynchAddress); the wire descriptor needs 7 — use a packed 7-byte struct in the config blob or the kernel mis-parses it.
  • raw_gadget EP0: a no-data OUT control (SET_CONFIGURATION, SET_INTERFACE, SET_IDLE, SET_PROTOCOL) is completed with a zero-length EP0_READ, not EP0_WRITE (using write → EBUSY/can't set config error -110). IN controls (GET_*) use EP0_WRITE.
  • Don't start the input streamer until after SET_CONFIGURATION is fully acked, or its blocking EP_WRITE starves the control path.
  • dummy_hcd + raw_gadget must both be loaded and /dev/raw-gadget present before launch.

Host backend (shipped — default on for SteamOS)

The C PoC's transport is ported to a Rust host gamepad backend: crates/punktfunk-host/src/inject/linux/steam_gadget.rs (SteamDeckGadget), driven by the same steam_proto serializer as the UHID SteamDeckPad. The Steam-Deck manager (inject/linux/steam_controller.rs) selects per-pad between UHID (universal) and the USB gadget: the gadget is the default on SteamOS hosts (gadget_preferred()ID=steamos; best-effort modprobe dummy_hcd raw_gadget, graceful fallback to UHID if /dev/raw-gadget is unusable), and off elsewhere where UHID stays the default. PUNKTFUNK_STEAM_GADGET=1/0 forces it. A Deck-as-host with a physical Deck never uses it — resolve_gamepad's conflict gate degrades SteamDeck → DualSense first.

The Rust transport is validated on the Deck (a static musl test binary that #[path]-includes the real module): it enumerates the 3-interface Deck, hid-steam binds it + reads our serial + creates the Steam Deck + Motion Sensors evdevs — identical to the C PoC. A real USB-stack bug it caught: on musl, ioctl(fd, RUN) with no third arg passes a garbage value, and raw_gadget's RUN/CONFIGURE/ EP0_STALL reject a non-zero value with EINVAL — so the no-arg ioctls must pass an explicit 0.

Feature contract (hardened — churn fixed)

Steam's GetControllerInfo reads HID feature reports; serving the real ones is what stops Steam re-probing (which was destroying + recreating the gamepad evdev — the "churn"). The contract was captured from a physical Deck (get_deck_attrs.c, hidraw HIDIOCGFEATURE; usbmon truncates to 32B):

  • 0x83 GET_ATTRIBUTES_VALUES[83, 2d, 9× (attr-id, u32-LE)]: product id 0x1205, a unit serial (0x0a/0x04 — we stamp a per-instance value so a gadget never collides with a real Deck), and capability attrs (0x09=0x2e, 0x0b=0x0fa0, 0x02/0x0c/0x0d/0x0e=0). This blob is the fix.
  • 0xAE GET_STRING_ATTRIBUTE[ae, len, attr, ascii]: serial (attr 1), board serial (attr 0).
  • Other commands (e.g. 0x87 settings) read back the last write (echo).

Result on the Deck (feature_reply in steam_gadget.rs): 1 connect / 0 disconnect / 1 gamepad evdev (was constant churn), and Steam activates the controller cleanly (no GetControllerInfo failed, no zombie) and emits its X-Box 360 pad. usbmon on the gadget's bus confirms our state reports (with the pressed button at byte 8) are delivered on the interrupt-IN and consumed by hid-steam — so the input transport is proven end-to-end.

Remaining

  • Glass confirmation of the XInput mapping — Steam Input only maps the gadget's raw input onto its X-Box pad while a game using Steam Input is focused; confirm a button reaches a real game, then default the gadget on for SteamOS hosts (it's strictly better than the non-promoted UHID path).
  • A punktfunk-host build for SteamOS to exercise the integrated path end-to-end with a live client.