FAILED: patch "[PATCH] HID: pidff: Use correct effect type in effect update" failed to apply to 6.6-stable tree
Subsystems (4)
[email protected]
maintainerThe 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
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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).
drivers/hid/usbhid/hid-pidff.c +1 -1
@@ -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);