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FAILED: patch "[PATCH] HID: pidff: Use correct effect type in effect update" failed to apply to 6.6-stable tree

PATCH [email protected] 1 participant 1 message Jul 14

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The patch below does not apply to the 6.6-stable tree.
If someone wants it applied there, or to any other stable or longterm tree, then please email the backport, including the original git commit id to <[email protected]>.

To reproduce the conflict and resubmit, you may use the following commands:

git fetch https://git.kernel.org/pub/scm/linux/kernel/git/stable/linux.git/ linux-6.6.y
git checkout FETCH_HEAD
git cherry-pick -x b251598b8bf37300510868f739a79e07800d41ce
# <resolve conflicts, build, test, etc.>
git commit -s
git send-email --to '<[email protected]>' --in-reply-to '2026071445-massive-dimple-368f@gregkh' --subject-prefix 'PATCH 6.6.y' 'HEAD^..'

Possible dependencies:

thanks,

greg k-h

------------------ original commit in Linus's tree ------------------

From b251598b8bf37300510868f739a79e07800d41ce Mon Sep 17 00:00:00 2001
From: Oleg Makarenko <[email protected]>
Date: Tue, 9 Jun 2026 19:00:27 +0300
Subject: [PATCH] HID: pidff: Use correct effect type in effect update
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit

When updating an existing effect, the effect type from the last created effect was sent to the device instead of the updated one. This caused incorrect reports when a game creates multiple different effects and updates only one that is not the last created.

Fixes FFB in multiple games that create multiple simultaneous effects (Forza Horizon 5/6).

Fixes 224ee88fe395 ("Input: add force feedback driver for PID devices")
drivers/hid/usbhid/hid-pidff.c +1 -1
index c45f182d0448..5f4395f7c645 100644
@@ -522,7 +522,7 @@ static void pidff_set_effect_report(struct pidff_device *pidff,
 	pidff->set_effect[PID_EFFECT_BLOCK_INDEX].value[0] =
 		pidff->block_load[PID_EFFECT_BLOCK_INDEX].value[0];
 	pidff->set_effect_type->value[0] =
-		pidff->create_new_effect_type->value[0];
+		pidff_get_effect_type_id(pidff, effect);
 
 	pidff_set_duration(&pidff->set_effect[PID_DURATION],
 			   effect->replay.length);