diff options
| author | Cameron Gutman <aicommander@gmail.com> | 2017-08-31 11:52:20 -0700 |
|---|---|---|
| committer | Greg Kroah-Hartman <gregkh@linuxfoundation.org> | 2018-12-01 09:46:39 +0100 |
| commit | 0021e15690c466540a334da7db074f55b138c1fc (patch) | |
| tree | 5f51352ead77e246825fa64cf0afd83e37e114d7 /include/linux/debugobjects.h | |
| parent | 0eeff53be05de4c8658f6cb6fe6cccef65adb2c1 (diff) | |
Input: xpad - fix PowerA init quirk for some gamepad models
[ Upstream commit f5308d1b83eba20e69df5e0926ba7257c8dd9074 ]
The PowerA gamepad initialization quirk worked with the PowerA
wired gamepad I had around (0x24c6:0x543a), but a user reported [0]
that it didn't work for him, even though our gamepads shared the
same vendor and product IDs.
When I initially implemented the PowerA quirk, I wanted to avoid
actually triggering the rumble action during init. My tests showed
that my gamepad would work correctly even if it received a rumble
of 0 intensity, so that's what I went with.
Unfortunately, this apparently isn't true for all models (perhaps
a firmware difference?). This non-working gamepad seems to require
the real magic rumble packet that the Microsoft driver sends, which
actually vibrates the gamepad. To counteract this effect, I still
send the old zero-rumble PowerA quirk packet which cancels the
rumble effect before the motors can spin up enough to vibrate.
[0]: https://github.com/paroj/xpad/issues/48#issuecomment-313904867
Reported-by: Kyle Beauchamp <kyleabeauchamp@gmail.com>
Tested-by: Kyle Beauchamp <kyleabeauchamp@gmail.com>
Fixes: 81093c9848a7 ("Input: xpad - support some quirky Xbox One pads")
Cc: stable@vger.kernel.org # v4.12
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Signed-off-by: Sasha Levin <sashal@kernel.org>
Diffstat (limited to 'include/linux/debugobjects.h')
0 files changed, 0 insertions, 0 deletions
