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Windows virtual gamepads now have zero external dependencies - ViGEmBus is removed. - DualShock 4: Windows UMDF backend (inject/dualshock4_windows.rs + dualshock4_proto.rs), reusing the DualSense SwDeviceCreate game-detection identity fix. The one UMDF driver serves the DS5 or DS4 identity/descriptor/features/strings per a device_type byte the host stamps into shared memory. Driver also gains IOCTL_HID_GET_STRING and a 41-byte calibration feature. - Xbox 360: a new UMDF2 XUSB companion driver (packaging/windows/xusb-driver/) that registers GUID_DEVINTERFACE_XUSB and answers the buffered XInput IOCTLs from a shared section, so classic XInputGetState/SetState work with no kernel bus driver. inject/gamepad_windows.rs is rewritten to drive it and the vigem-client dependency is removed. Xbox One folds to the 360 XInput path. - Installer: vendor + pnputil-install the three UMDF drivers (packaging/windows/gamepad-drivers/ + install-gamepad-drivers.ps1, wired into pack-host-installer.ps1 + punktfunk-host.iss). - Multi-pad: the host stamps each pad index into the device Location (pszDeviceLocation); the driver reads it via WdfDeviceAllocAndQueryProperty to map its own *-shm-<index>, with UmdfHostProcessSharing=ProcessSharingDisabled giving each pad its own host (per-pad statics). Validated live on the Windows host: Cyberpunk native DualSense detection, DS4 identity + descriptor, XInputGetState + rumble round-trip, two pads -> two distinct XInput slots, and a full installer build. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
242 lines
18 KiB
Markdown
242 lines
18 KiB
Markdown
# Windows virtual DualSense — game detection handoff
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Goal: get the host's virtual DualSense **detected and usable in games** (Cyberpunk's native PS5 path +
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others) on the Windows host. This doc is the portable handoff (the investigation lives here, not in any
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one agent's memory). Run the experiments **on the Windows host** (`.173`, repo at
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`C:\Users\Public\punktfunk-native`).
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## Status (2026-06-22)
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- **Input works.** Client → host → virtual DualSense → games read input. Verified in Steam's controller
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test (buttons/sticks).
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- **The HID is a CORRECT, COMPLETE DualSense.** An SDL3 probe reports our live device as
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`name='DualSense Wireless Controller' vid=0x054C pid=0x0CE6 isGamepad=True gamepadType=PS5`. SDL =
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HIDAPI = what Steam (and many games) build on → that's why Steam works. So the report descriptor,
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feature reports, and identity are right; this is **not** a descriptor/feature-report problem.
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- **Cyberpunk's native DualSense path does NOT detect it at all.** (Steam Input was off — Cyberpunk was
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reading the raw HID.)
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- **Rumble:** host-side is proven working (driver captures the game's `0x02`, `parse_ds_output` extracts
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the motors, host forwards `0xCA` — log: `rumble: forwarding to client (0xCA) low=16128 high=16128`).
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The break is the **client** (macOS) not rendering `0xCA` onto the physical pad. Separate task/agent.
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## Root cause — CONFIRMED (2026-06-22, run live on the interactive desktop, console session 3)
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The break is the device's **PnP identity / device-interface path**, not the HID descriptor or feature
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reports. `hidclass` derives the HID child's path token and its `HID\VID_054C&PID_0CE6` hardware-ids from the
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**parent bus device's hardware-id**. Our parent is the software (SWD) devnode `SWD\PUNKTFUNK\PF_PAD_0` whose
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hardware-id is `pf_dualsense` (no VID/PID), so hidclass emits only the *VendorID+usage* fallback and **no
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PID**. Measured on this box (one virtual pad live + one real 8BitDo present):
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HID-child hardware-ids (`DEVPKEY_Device_HardwareIds`, CompatibleIds empty):
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`HID\pf_dualsense` · `HID\VID_054C&UP:0001_U:0005` · `HID_DEVICE_SYSTEM_GAME` · `HID_DEVICE_UP:0001_U:0005`
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· `HID_DEVICE` — **note the absent `HID\VID_054C&PID_0CE6`.** `HIDD_ATTRIBUTES` itself is correct (VID 054C
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/ PID 0CE6), which is why attribute-readers work.
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Device-interface paths (from `HKLM\SYSTEM\CurrentControlSet\Control\DeviceClasses\{4d1e55b2-…}`):
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| Device | HID interface path |
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| --- | --- |
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| **Ours (virtual)** | `\\?\HID#punktfunk#1&ca418da&0&0000#{…}` — **no `VID_/PID_` token** |
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| Real DualShock 4 (USB, registry remnant) | `\\?\HID#VID_054C&PID_05C4&REV_0100#…` |
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| Real DualSense (BT, registry remnant) | `\\?\HID#{00001124-…}_VID&0002054c_PID&0ce6#…` |
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**Cross-API enumeration (the decisive experiment — impossible over SSH, run live in the console session):**
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| API | Sees our virtual DS5? | Identity reported | Reads from |
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| --- | --- | --- | --- |
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| SDL3 / HIDAPI | ✅ | 054C:0CE6, type=PS5 | `HIDD_ATTRIBUTES` → Steam works |
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| RawInput | ✅ | 054C:0CE6 | `HIDD_ATTRIBUTES` |
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| WGI `RawGameController` | ✅ | 054C:0CE6 | `HIDD_ATTRIBUTES` |
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| WGI `Gamepad` | ❌ empty | — | (empty for *all* pads on this box — no Xbox-profile pad; not DS-specific) |
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| **MS GameInput** | ✅ enumerates it | **vid=0x0000 pid=0x0000** | **PnP path / hardware-ids** |
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| Cyberpunk native PS5 | ❌ | — | needs the DS5 VID/PID identity |
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The GameInput result is the clincher: it **does** enumerate our pad — descriptor fingerprint matches exactly
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(15 buttons, 6 axes, 1 hat, usage Game Pad 0x05) — but reports **vid/pid = 0**, while it reads the real
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8BitDo's `vid=0x3434` correctly. So GameInput (and, by the same logic, a native PS5 path) takes VID/PID from
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the **PnP device path / hardware-ids, NOT from `HIDD_ATTRIBUTES`**, and ours carry no `VID_054C&PID_0CE6`.
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Everything that reads attributes directly (SDL / RawInput / WGI-raw) is fine; everything that keys off the
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device *identity/path* (GameInput, native DualSense detection) sees a generic, unidentified gamepad → no
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PS5 path.
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**⇒ The fix must put `VID_054C&PID_0CE6` into the device-interface path and the `HID\VID&PID` hardware-ids**
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(give the device a real-USB-like PnP identity), not merely correct `HIDD_ATTRIBUTES`. See "Fix options".
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**Secondary driver gaps found (not the detection blocker, but fix while here):**
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- `IOCTL_HID_GET_STRING` (id 4, ioctl `0x000b0013`) returns `STATUS_NOT_IMPLEMENTED` — a game polls it
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repeatedly (seen live in `pfds-driver.log`). Implement manufacturer / product / serial strings
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(`"DualSense Wireless Controller"`, a serial). Native PS5 code can read the serial to tell USB from BT.
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- `DS_FEATURE_CALIBRATION` is **42** bytes but the report descriptor declares feature `0x05` as **41**
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(`0x95 0x28` = 40 data + 1 id). Trim to 41 (motion-only; SDL accepts it regardless).
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## Fix — implemented & validated at the identity layer (2026-06-22)
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`create_swdevice` (`inject/dualsense_windows.rs`) now sets, via **`SW_DEVICE_CREATE_INFO` struct fields**
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(NOT `pProperties` — empirically a `DEVPROPERTY` write of these PnP-owned identity keys is ignored; the
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create-time struct fields are the supported lever, confirmed on `.173`):
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- **`pszzCompatibleIds`** = `USB\VID_054C&PID_0CE6`, `USB\Class_03&SubClass_00&Prot_00`, `USB\Class_03`
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(Windows appends `SWD\Generic`). HIDAPI/SDL/libScePad walk HID-child → `CM_Get_Parent` → this parent's
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CompatibleIds and string-match `"USB"` → **`bus_type` now resolves to USB** (was UNKNOWN).
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- **`pszzHardwareIds`** = `pf_dualsense` **first** (so the INF still binds our UMDF driver), then
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`USB\VID_054C&PID_0CE6&REV_0100`, `USB\VID_054C&PID_0CE6`. hidclass then derives the real-DS5 child ids
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**`HID\VID_054C&PID_0CE6[&REV_0100]`** (previously only `HID\VID_054C&UP:0001_U:0005`).
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- **`pContainerId`** = a deterministic per-pad GUID `{50464453-0000-0000-0000-00000000000<idx>}` ("PFDS")
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(avoids the null-sentinel-ContainerId `xinput1_4` slot-skip bug; groups the pad's devnodes).
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**Validated live** (real shipping path, `dualsense-windows-test --index 1` alongside the running service's
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pad 0): INF still binds (`Service=MsHidUmdf`), parent CompatibleIds/HardwareIds + per-pad ContainerId set,
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the HID child gains `HID\VID_054C&PID_0CE6`, and the HIDAPI parent-walk reports **bus_type=USB**.
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SDL / RawInput / WGI `RawGameController` identity stays correct (054C:0CE6).
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**Remaining gap (NOT fixed by the above): GameInput VID/PID still reads 0.** GameInput parses VID/PID from
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the HID child's **instance path** (`HID\punktfunk\1&…`), which carries no `VID_…&PID_…` token; neither
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CompatibleIds nor HardwareIds change the instance path. Only a real USB-bus instance path
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(`HID\VID_054C&PID_0CE6\…`) does — i.e. a **ViGEm-style KMDF USB-emulating bus driver** (the rank-3, last
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resort). Pursue only if a target title uses GameInput AND the identity fix above doesn't satisfy it; prior
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art (HIDMaestro) shows pure user-mode pads ARE accepted by WGI/GameInput, so other parity (descriptor /
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strings / mapping) may matter more than a genuine USB bus.
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## Next steps
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> **Deployed to `.173` (2026-06-22):** the host identity fix is live in the `PunktfunkHost` service (release
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> rebuilt + restarted) and the driver fixes are installed + signed (`oem74.inf`, `punktfunk-ds-test` cert).
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> The box is ready for the decisive on-glass test. A rollback copy of the prior driver is at
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> `C:\Users\Public\giprobe\driver-backup-oem74`.
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1. **Decisive on-glass test (only the user can run):** launch Cyberpunk 2077 with Steam Input OFF against a
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virtual DS5 carrying the new identity; check the in-game glyphs/prompt switch to DualSense. Cleanest
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single-pad test (frees the service's pad 0 so only the new-identity pad is present):
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`sc stop PunktfunkHost` → `target\debug\punktfunk-host.exe dualsense-windows-test --index 0 --seconds 600`
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(new identity + live cycling Cross/stick), launch the game; then deploy the release + restart with
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`scripts\windows\deploy-host.ps1`.
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2. **Driver-side correctness — DONE & installed (2026-06-22).** Rebuilt/resigned/reinstalled per the recipe
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below; validated live (`hidstrings` probe + `pfds-driver.log`):
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- `IOCTL_HID_GET_STRING` now implemented (was `STATUS_NOT_IMPLEMENTED`). **Discovery:** Windows polls
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this device's string slots with low-word ids **`0x0E`/`0x0F`/`0x10`** (lang `0x0409`) cyclically — NOT
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the `0/1/2` `HID_STRING_ID_*` constants. The handler maps them (+ `0/1/2` as fallbacks):
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`0x0E`→manufacturer "Sony Interactive Entertainment", `0x0F`→product "DualSense Wireless Controller",
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`0x10`→serial "35533AD6E774" (the `0x09` pairing-report MAC). Verified: `HidD_GetManufacturer/Product/
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SerialNumberString` now return those three distinct strings.
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- `DS_FEATURE_CALIBRATION` trimmed 42 → 41 bytes (1 id + 40 data) to match the descriptor's feature
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`0x05` (`0x95 0x28`).
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- The repo source (`packaging/windows/dualsense-driver/src/lib.rs`) and the m0 build copy were diverged
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by *formatting only*; they are now back in sync (the repo file was copied to m0 before building).
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3. If a GameInput-only title needs the real VID/PID → the rank-3 KMDF USB-emulating bus driver.
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## On-box experiment tooling (built 2026-06-22, `C:\Users\Public\giprobe\`)
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- `probe.cpp` (+`build.bat`) — GameInput enumeration/fingerprint via `LoadLibrary("GameInput.dll")` +
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`GameInputCreate`/`RegisterDeviceCallback` (GDK header). Prints each device's vid/pid/usage/counts —
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this is what proved GameInput reads our pad as vid=0.
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- `swexp.cpp` (+`build-swexp.bat`) — standalone `SwDeviceCreate` identity experiment: variations for
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`pszzCompatibleIds` (struct field) vs `DEVPKEY_Device_CompatibleIds` (pProperties — ignored),
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`pszzHardwareIds` USB ids, `pContainerId`. Create at a spare instance id, hold, inspect. Built with the
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VS18 MSVC toolchain via `vcvars64.bat`.
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- WGI probe: Windows PowerShell **5.1** WinRT projection of `RawGameController`/`Gamepad` (pump the message
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loop; subscribe `RawGameControllerAdded` to kick enumeration).
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- Parent-walk bus check: from the HID child, `DEVPKEY_Device_Parent` → that node's
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`DEVPKEY_Device_CompatibleIds`, match `^USB`/`^BTH` — mirrors HIDAPI's `hid_internal_detect_bus_type()`.
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- NOTE: the agent shell's PowerShell tool chokes on inline `@'…'@` here-strings feeding `Add-Type` (throws
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a spurious "Remove-Item on system path '/' is blocked"); write C#/scripts to a file and run them instead.
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## How to reproduce / iterate (on `.173`)
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### 1. Spawn a live virtual DualSense to test against
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```
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C:\Users\Public\punktfunk-native\target\debug\punktfunk-host.exe dualsense-windows-test --seconds 60
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```
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Creates `SWD\PUNKTFUNK\PF_PAD_0` (+ its HID child) and holds it, pushing a cycling input. Or just connect
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a client — the real session creates the identical device. (Build with the env `CMAKE_POLICY_VERSION_MINIMUM=3.5`.)
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### 2. SDL3 detection oracle (already set up: `C:\Users\Public\sdltest\SDL3.dll`)
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Confirms HID-level recognition (HIDAPI). Run while a device from step 1 is live. PowerShell + C# (note:
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PS 5.1's Add-Type is C# 5 — **no** interpolated strings, **no** inline `out` vars, **no**
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`Marshal.PtrToStringUTF8`; SDL3 bools are 1 byte → `[return: MarshalAs(UnmanagedType.I1)]`):
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```powershell
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$cs = @'
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using System; using System.Runtime.InteropServices; using System.Text;
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public static class S {
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const string D = @"C:\Users\Public\sdltest\SDL3.dll";
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[DllImport(D)][return: MarshalAs(UnmanagedType.I1)] public static extern bool SDL_Init(uint f);
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[DllImport(D)] public static extern IntPtr SDL_GetJoysticks(out int c);
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[DllImport(D)] public static extern IntPtr SDL_GetJoystickNameForID(uint id);
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[DllImport(D)] public static extern ushort SDL_GetJoystickVendorForID(uint id);
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[DllImport(D)] public static extern ushort SDL_GetJoystickProductForID(uint id);
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[DllImport(D)][return: MarshalAs(UnmanagedType.I1)] public static extern bool SDL_IsGamepad(uint id);
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[DllImport(D)] public static extern IntPtr SDL_OpenGamepad(uint id);
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[DllImport(D)] public static extern int SDL_GetGamepadType(IntPtr g);
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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); }
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public static string Run(){ if(!SDL_Init(0x2000))return"init fail"; System.Threading.Thread.Sleep(1500);
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int n=0; IntPtr a=SDL_GetJoysticks(out n); StringBuilder sb=new StringBuilder("joysticks: "+n+"\n");
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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;
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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)"); }
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return sb.ToString(); }
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}
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'@
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Add-Type -TypeDefinition $cs; [S]::Run()
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```
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Expected today: it lists our device with `type=6` (PS5). That's the baseline "HID is correct".
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## Next experiments — MUST run ON THE INTERACTIVE DESKTOP, not over SSH
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WGI / RawInput / GameInput enumeration returns **empty from a headless SSH session** (no window/message
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pump) — only HIDAPI works headless. So these must run in the logged-in desktop session (RDP in, or run
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locally) while a DualSense session is live:
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1. **Determine which API Cyberpunk uses and whether it sees the SWD device.** Enumerate via, separately:
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- `Windows.Gaming.Input` (`RawGameController.RawGameControllers`, `Gamepad.Gamepads`),
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- RawInput (`GetRawInputDeviceList` → filter HID gamepad usage 01/05),
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- GameInput (`GameInputCreate` → `EnumerateDevices`) — `GameInputRedistService` is installed on `.173`.
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Compare which list our `VID_054C&PID_0CE6` appears in. The one(s) it's *missing from* point at the API
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Cyberpunk uses.
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2. **If WGI/GameInput exclude it:** make the SwDeviceCreate device enumerate more like a real USB device.
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`SwDeviceCreate` takes a `pProperties` (`DEVPROPERTY[]`) array — try setting bus-type / container-id /
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compatible-IDs so the newer APIs accept it. If that's insufficient, the heavyweight option is a
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USB-emulating bus driver (the way ViGEmBus presents a real-looking device) instead of SwDeviceCreate +
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UMDF-HID.
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3. **Rule out an XInput device taking priority** (a leftover ViGEm pad, etc.).
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4. **Correctness (not the detection blocker):** `DS_FEATURE_CALIBRATION` in the driver is **42 bytes**
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but the report descriptor declares feature `0x05` as **41** (1 id + 40 data, `0x95 0x28`). Trim to 41;
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wrong calibration only affects motion, and SDL accepts the device regardless.
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## On-box layout (`.173`, builds + tools)
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- **Host repo / build:** `C:\Users\Public\punktfunk-native` → `cargo build -p punktfunk-host`
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(debug for `dualsense-windows-test`; `--release --features nvenc` is what the service runs). The
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build env is persisted Machine-scope (`PUNKTFUNK_NVENC_LIB_DIR`, `LIBCLANG_PATH`,
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`CMAKE_POLICY_VERSION_MINIMUM`) — see `scripts\windows\`. **One-call rebuild+redeploy of the
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service: `scripts\windows\deploy-host.ps1`** (stop → build → restart, `.bak` rollback); web:
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`scripts\windows\build-web.ps1`. bun=`C:\Users\Public\bun`, node=`C:\Users\Public\node-v22.11.0-win-x64`.
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- **Host service:** scheduled task / SCM `PunktfunkHost` runs `…\target\release\punktfunk-host.exe
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service run` → spawns `serve` (currently native-only, `PUNKTFUNK_HOST_CMD=serve` in
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`C:\ProgramData\punktfunk\host.env`). Restart: `sc stop/start PunktfunkHost`. Native port 9777, mgmt
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47990. (NB: Sunshine/Apollo conflicts on the GameStream ports — keep it stopped, or run native-only.)
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- **UMDF driver build project:** `C:\Users\Public\m0\windows-drivers-rs\examples\pf-dualsense`
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(`pf_dualsense.inx` + `src\lib.rs` live here; the canonical copies are in the repo under
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`packaging/windows/dualsense-driver/` — keep them in sync). Rebuild + reinstall recipe (e.g. after the
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calibration fix), all from that dir, env `LIBCLANG_PATH=C:\Program Files\LLVM\bin`,
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`Version_Number=10.0.26100.0`:
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1. `cargo make` → `target\debug\pf_dualsense_package\`
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2. **Clear the FORCE_INTEGRITY PE bit** (wdk-build sets `/INTEGRITYCHECK`, which blocks self-signed
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load): clear bit 0x80 at `PE_header_offset+0x5e` of `pf_dualsense.dll`, then re-sign.
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3. `signtool sign /fd SHA256 /sha1 6A52984E54376C45A1C236B1A2C8A746C5AB6131 pf_dualsense.dll`
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4. `Inf2Cat /driver:<pkg> /os:10_x64` → re-sign the `.cat` with the same thumbprint.
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5. `pnputil /delete-driver <old oemNN.inf> /uninstall /force` then `pnputil /add-driver
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pf_dualsense.inf /install`. (Self-signed cert is already trusted on `.173`; Secure Boot ON, HVCI off.)
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- **SDL oracle:** `C:\Users\Public\sdltest\SDL3.dll`. **Test device:** `punktfunk-host.exe
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dualsense-windows-test --seconds N` creates one `SWD\PUNKTFUNK\PF_PAD_0` and holds it.
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## Key code
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| What | File |
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| --- | --- |
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| Host backend (`create_swdevice`, the `Global\pfds-shm-<idx>` section, write_state/service/pump) | `crates/punktfunk-host/src/inject/dualsense_windows.rs` |
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| UMDF driver (HID descriptor, feature reports, `on_output_report`) | `packaging/windows/dualsense-driver/src/lib.rs` |
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| Shared report codec (`serialize_state` input, `parse_ds_output` feedback) | `crates/punktfunk-host/src/inject/dualsense_proto.rs` |
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| Pad seam (`PadBackend`, `pump` → rumble `0xCA` / hidout `0xCD`) | `crates/punktfunk-host/src/punktfunk1.rs` |
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## Facts proven (don't re-litigate)
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- `SwDeviceCreate` requirements: enumerator must have **no underscore** (`punktfunk`); the completion
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**callback is mandatory** (NULL → E_INVALIDARG). Per-session device works; auto-removed on disconnect.
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- HID descriptor + feature reports are DS5-accurate enough that **SDL identifies it as PS5**.
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- Host-side rumble works end to end; the client (macOS) rendering of `0xCA` is the open rumble bug.
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