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punktfunk/packaging/linux/steam-deck-gadget/README.md
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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

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# 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):
```sh
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.