Skip to contentSkip to conversation

Input: xpad - improve support for new Xbox One S pad

PATCH Applied Cameron Gutman 2 participants 5 messages Nov 25, 2016 – Nov 28, 2016

Subsystems (2)
lore
Share & tools
lore
#0 lore raw

v3 cover Input: xpad - improve support for new Xbox One S pad

This is another version of my Xbox One S support improvement series. Early this month, Microsoft released a firmware update that fixed the pad disconnect and stuck mode button issues. This considerably simplifies this patch series.

As a result, I've removed these patches from the series:

[PATCH v2 2/4] Input: xpad - fix One S pad disconnecting when not opened [PATCH v2 3/4] Input: xpad - fix stuck mode button on Xbox One S pad

It's up for debate whether the 2 removed patches from v2 should still be merged to support older firmware, but for now I'm sticking to the simple patches still useful on the latest firmware.

The rumble fix affects both Xbox One S and all previous Xbox One pads.

Cameron Gutman (2):
Input: xpad - add product ID for Xbox One S pad
Input: xpad - fix Xbox One rumble stopping after 2.5 secs

 drivers/input/joystick/xpad.c | 7 ++++---
 1 file changed, 4 insertions(+), 3 deletions(-)
Signature · 1 line
2.9.3
#1 lore raw

PATCH v3 1/2 Input: xpad - add product ID for Xbox One S pad

This is the new gamepad that ships with the Xbox One S which includes Bluetooth functionality.

---
No changes in v3.

---
 drivers/input/joystick/xpad.c | 1 +
 1 file changed, 1 insertion(+)
drivers/input/joystick/xpad.c +1 -0
index 83af17a..19886db 100644
@@ -134,6 +134,7 @@ static const struct xpad_device {
 	{ 0x045e, 0x02d1, "Microsoft X-Box One pad", 0, XTYPE_XBOXONE },
 	{ 0x045e, 0x02dd, "Microsoft X-Box One pad (Firmware 2015)", 0, XTYPE_XBOXONE },
 	{ 0x045e, 0x02e3, "Microsoft X-Box One Elite pad", 0, XTYPE_XBOXONE },
+	{ 0x045e, 0x02ea, "Microsoft X-Box One S pad", 0, XTYPE_XBOXONE },
 	{ 0x045e, 0x0291, "Xbox 360 Wireless Receiver (XBOX)", MAP_DPAD_TO_BUTTONS, XTYPE_XBOX360W },
 	{ 0x045e, 0x0719, "Xbox 360 Wireless Receiver", MAP_DPAD_TO_BUTTONS, XTYPE_XBOX360W },
 	{ 0x044f, 0x0f07, "Thrustmaster, Inc. Controller", 0, XTYPE_XBOX },
Signature · 1 line
2.9.3
maintainer Applied
#2 lore raw

Re: [PATCH v3 1/2] Input: xpad - add product ID for Xbox One S pad

Quoted 4 lines · Cameron Gutman

This is the new gamepad that ships with the Xbox One S which includes Bluetooth functionality.

Applied, thank you.

Quoted 22 lines

---
No changes in v3.

---
 drivers/input/joystick/xpad.c | 1 +
 1 file changed, 1 insertion(+)
drivers/input/joystick/xpad.c +1 -0
index 83af17a..19886db 100644
@@ -134,6 +134,7 @@ static const struct xpad_device {
 	{ 0x045e, 0x02d1, "Microsoft X-Box One pad", 0, XTYPE_XBOXONE },
 	{ 0x045e, 0x02dd, "Microsoft X-Box One pad (Firmware 2015)", 0, XTYPE_XBOXONE },
 	{ 0x045e, 0x02e3, "Microsoft X-Box One Elite pad", 0, XTYPE_XBOXONE },
+	{ 0x045e, 0x02ea, "Microsoft X-Box One S pad", 0, XTYPE_XBOXONE },
 	{ 0x045e, 0x0291, "Xbox 360 Wireless Receiver (XBOX)", MAP_DPAD_TO_BUTTONS, XTYPE_XBOX360W },
 	{ 0x045e, 0x0719, "Xbox 360 Wireless Receiver", MAP_DPAD_TO_BUTTONS, XTYPE_XBOX360W },
 	{ 0x044f, 0x0f07, "Thrustmaster, Inc. Controller", 0, XTYPE_XBOX },
Signature · 1 line
2.9.3
Signature · 1 line
Dmitry
#3 lore raw

PATCH v3 2/2 Input: xpad - fix Xbox One rumble stopping after 2.5 secs

In reply to Cameron Gutman

Unlike previous Xbox pads, the Xbox One pad doesn't have "sticky" rumble packets. The duration is encoded into the command and expiration is handled by the pad firmware.

ff-memless needs pseudo-sticky behavior for rumble effects to behave properly for long duration effects. We already specify the maximum rumble on duration in the command packets, but it's still only good for about 2.5 seconds of rumble. This is easily reproducable running fftest's sine vibration test.

It turns out there's a repeat count encoded in the rumble command. We can abuse that to get the pseudo-sticky behavior needed for rumble to behave as expected for effects with long duration.

By my math, this change should allow a single ff_effect to rumble for 10 minutes straight, which should be more than enough for most needs.

---
No changes in v3.

---
 drivers/input/joystick/xpad.c | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)
drivers/input/joystick/xpad.c +3 -3
index 19886db..6d94996 100644
@@ -1045,9 +1045,9 @@ static int xpad_play_effect(struct input_dev *dev, void *data, struct ff_effect
 		packet->data[7] = 0x00;
 		packet->data[8] = strong / 512;	/* left actuator */
 		packet->data[9] = weak / 512;	/* right actuator */
-		packet->data[10] = 0xFF;
-		packet->data[11] = 0x00;
-		packet->data[12] = 0x00;
+		packet->data[10] = 0xFF; /* on period */
+		packet->data[11] = 0x00; /* off period */
+		packet->data[12] = 0xFF; /* repeat count */
 		packet->len = 13;
 		packet->pending = true;
 		break;
Signature · 1 line
2.9.3
maintainer Applied
#4 lore raw

Re: [PATCH v3 2/2] Input: xpad - fix Xbox One rumble stopping after 2.5 secs

Quoted 16 lines · Cameron Gutman

Unlike previous Xbox pads, the Xbox One pad doesn't have "sticky" rumble packets. The duration is encoded into the command and expiration is handled by the pad firmware.

ff-memless needs pseudo-sticky behavior for rumble effects to behave properly for long duration effects. We already specify the maximum rumble on duration in the command packets, but it's still only good for about 2.5 seconds of rumble. This is easily reproducable running fftest's sine vibration test.

It turns out there's a repeat count encoded in the rumble command. We can abuse that to get the pseudo-sticky behavior needed for rumble to behave as expected for effects with long duration.

Quoted 5 lines

By my math, this change should allow a single ff_effect to rumble for 10 minutes straight, which should be more than enough for most needs.

Applied, thank you.

Quoted 27 lines

---
No changes in v3.

---
 drivers/input/joystick/xpad.c | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)
drivers/input/joystick/xpad.c +3 -3
index 19886db..6d94996 100644
@@ -1045,9 +1045,9 @@ static int xpad_play_effect(struct input_dev *dev, void *data, struct ff_effect
 		packet->data[7] = 0x00;
 		packet->data[8] = strong / 512;	/* left actuator */
 		packet->data[9] = weak / 512;	/* right actuator */
-		packet->data[10] = 0xFF;
-		packet->data[11] = 0x00;
-		packet->data[12] = 0x00;
+		packet->data[10] = 0xFF; /* on period */
+		packet->data[11] = 0x00; /* off period */
+		packet->data[12] = 0xFF; /* repeat count */
 		packet->len = 13;
 		packet->pending = true;
 		break;
Signature · 1 line
2.9.3
Signature · 1 line
Dmitry