On 3/23/16 12:20 AM, Roderick Colenbrander wrote:
On Tue, Mar 22, 2016 at 5:35 AM, Aric Stewart aric@codeweavers.com wrote:
On 3/21/16 7:27 PM, Roderick Colenbrander wrote:
On Sat, Mar 19, 2016 at 10:59 AM, Juan Jose Gonzalez juanj.gh@gmail.com wrote:
Hi,
On 03/16/2016 02:45 AM, Roderick Colenbrander wrote:
Hi Juan,
Let me reply to the start of the thread before diving into the specifics on calibration.
In my opinion, I'm not sure what the best way would be to handle passing of HID data to xinput. The main thing to consider as part of this is handling of non-native xinput devices (e.g. DS4 or SteamController) provided we want to support this. Aside from passing up the HID data the other challenge for xinput devices is the enumeration part, which many (older) games do through a mixture of WMI, dinput and xinput. For this to work we need to report an actual xinput gamepad.
Wine is supposed to mimic Windows' behavior as well as possible. Thus, the proper way to implement xinput would be to access the USB devices directly. The hid->xinput mapping is already non-compliant with the windows behavior, but currently necessary. However, in my opinion, we should only try to parse those HID descriptors that correspond to XInput devices, as provided by common XInput->HID drivers on different host OSs. Nevertheless, once wine's HID->Xinput backend is finished, the end-users can (locally) add their own mappings for any HID controller they want to use. I just wouldn't add those mappings to the wine repo. I would like to get some input on that, however. Do you think we should add mappings for non-xinput devices?
Thank you for pointing out the enumeration process. The reason I implemented Xinput was to play a game that didn't support any other input method, so until now, I hadn't given it much thought. According to https://msdn.microsoft.com/en-us/library/windows/desktop/ee417014%28v=vs.85%... , an XInput device shows up in DInput with an ID containing "IG_", which is what developers should use to filter them out. This might make things a bit difficult, since in Wine, both DInput and XInput devices are supposed to be created from a common HID base, so Wine's DInput cannot know anything about whether a device is an XInput device or not.
My feeling would be for xinput to be quite stupid like it is on Windows and feed it xbox controller compatible HID reports with the same axes ranges, rumble ranges as the xbox controller. For more custom devices you may want to support special handling e.g. button emulation using touchpad on DS4 or maybe even on SteamController.
The problem is that there is not a unique HID descriptor set for XInput. Each driver on each OS maps the xinput controls to a different layout, so we need some logic on the Wine XInput driver to tell those apart and map them back to XInput controls.
Nonetheless a mapping is needed from evdev, optionally Linux hidraw and whatever backend other OSes use. HID is nice in theory, but in practice it is quite messy (many buggy devices, spec abuses, custom HID requests to enable a device..). My feeling is to handle the mapping to x360 at a level below xinput to avoid the mapping issues in xinput. Depending on what other non-native xinput devices we may want to handle (ds3, ds4, wii u controller, steam controller are all easy) you may want more control at a lower level to handle custom functionality, which could optionally need handling through many different fields in the HID descriptor (e.g. touch).
The grand hope is that we can move all the platform specific code to HID and not have it reproduces in 3 different locations. We write dinput, winmm and Xinput to all be HID clients.
You give a number of reasons that HID is messy, but I assume you are talking about windows native HID? Since right now we would be going through our own hid and hid minidrivers we are able to avoid a lot of that messiness.
The main concern with HID is the way it is implemented by different devices. Spec abuse, custom initialization logic for different devices through device specific features requests, power management handling. Among places I would recommend to have a look at the many HID drivers in the Linux kernel patching up HID descriptors, doing custom device initialization (power management, wireless pairing).
My main worry is the amount of device specific code needed in Wine to make HID useful for input and interpretation of HID data. For some of the popular devices it will be like writing a custom driver. I understand the desire for HID as maybe a way to avoid drivers e.g. on OSX where there is a decent layer but many people don't install gamepad drivers.
What are the specific areas that HID will be insufficient for xinput? Having specific examples will be helpful in figuring out a course of action.
I see HID as a fine transport layer from xinput down to some lower layer (I think for the xinput use case we need to standardize on a certain layout). I'm worried about using it for the layers underneath as I will explain below mostly because I expect we will need much device specific code.
Right now, and for the foreseeable future, we control all the code from hid.dll down to the platform. So that includes hid.dll, hidclass.sys, the minidrivers and the plug and play driver/implementation. So HID is being used as a transport layer from xinput(dinput, winmm) down to the lower layer.
On Linux I have written both a evdev and hidraw connection, mostly because the hidraw one was very easy. Now that the evdev one is working pretty well if you feel the hidraw one would be nothing but heart ache then I can drop that.
As you have seen the xbox controller lacks proper HID descriptors and on Windows the drivers fake descriptors to allow DirectInput to work as well. We would be doing something not to different. For the DirectInput I would report the real device name and the real ranges, similar if games use raw input (not sure if there are games which do this).
On Wine, this would work the other way around. We would have raw (HID) devices as a base, and create DInput and XInput devices from those.
I understand that part. What I meant is that Windows reports 2 different devices one with HID and one without. I was suggesting this as a way to potentially handle non-native xinput devices, e.g. the non-native device is made to appear like the xbox one on windows with the missing descriptors etcetera. Though this still wouldn't handle the enumeration situation for apps using wmi.
Can we just have the minidrivers for evdev / OSX / hidraw implement this? Do you have specs on what things they would need to report? What are the missing descriptors?
Depending on the design we could have the minidriver layer handle maybe mimicking the 2 devices and emulation for non-native devices.
For the x360 controller as I mentioned in this email, the report descriptors are missing and the device is not marked as a HID device and hence in general is not available through raw hid libraries (!). OS drivers can spoof the report descriptor and make the device be HID (not done on Linux for x360, not sure about FreeBSD or OSX). Provided an OS allows you to talk HID to it, Wine would have to spoof the report descriptors and white list all the x360 controllers, last time I checked the Linux xpad driver supported 100 devices for which we would have to embed list the vendor/product ids. In general I expect x360 access to require raw USB access e.g. through libusb. Also at least on Linux raw USB access or raw HID access requires additional permissions e.g. though udev rules, which can be considered a security risk.
My plan was to require support in the underlying OS. So yes, the x360 controller does not appear in hidraw, but it does appear in evdev so that is where we access it. Same on the mac, the user has to install a custom XBox controller driver for the xbox controller to appear to the IOHid layer.
After having dealt with input for quite a while, I'm not entirely sure how I would design Wine's input layer. A 'fake' HID layer is reasonable just as the layer just below xinput / dinput / winmm. For the layer underneath I would just use evdev and the other APIs supported on different OSes and probably skip HID, because I really expect it will be like writing many custom device drivers for within Wine. Though with the mini drivers doing a mapping back to HID is a little tricky since you can't get the exact report and different features need different device specific code paths (e.g. sysfs entries to set player LED states). Even for mini drivers I expect device specific code, which can't use sharing between different OSes. No matter what path is taken I think it will become very messy and I would urge to keep the mess to below dinput / xinput / winmm.
I think we are on the same page here actually. The HID layer is a layer below xinput / dinput / winmm but then connects to the platform via evdev, or IOHid on the mac. When I am talking about Minidrivers I am talking about the connection between win32 HID and the platform (evdev, etc...)
-aric
Thanks, Roderick
thanks! -aric
- Juan
Thanks, Roderick
On Thu, Mar 3, 2016 at 12:39 AM, Juan Jose Gonzalez juanj.gh@gmail.com wrote:
Hi,
I got a bit stuck and would like to hear your opinion on the XInput HID backend, specifically on the mappings, i.e. the code that "accepts" a certain device based on its properties and then maps its buttons and axes to XInput buttons and axes.
As long as the mappings are fixed, i.e. are not supposed to be extended or edited by the user, everything can be compiled into xinput1_3.dll. However, I would like to provide a "xinput.cpl" control panel node for xinput similar to "joy.cpl", where the user can not only test the XInput gamepads, but also manage the XInput-HID backend mappings. The first part can be accomplished by using xinput1_3.dll. However, in order to load and persist different mappings, the second part requires access to the functions that serialize and deserialize the mappings. It also needs some way of getting raw capabilities and changes in HID devices in order to be able to create new mappings.
Here are some possible ways of solving it:
Extend xinput1_3.dll with the required management functions and add a "wine/xinput_hid_mgmt.h" or similar header that declares those methods. xinput.cpl could then simply use xinput1_3.dll to perform all management functions. I'm not sure if this would break anything due to the additional exports in the dll. Extract the mapping load and store logic into a separate "xinputhid.dll" or similar. I this case both xinput1_3.dll and xinput.cpl would access this library to load and store mappings. Move the xinput core and backends into a driver and let xinput1_3.dll access it via IOCTLs. I believe this is the way it works on windows, although there doesn't seem to be any freely available documentation regarding the internal architecture. The XInput-HID backend could then create its own kernel object as a management interface, which could be accessed by xinput.cpl. This would have the added effect of having a single instance managing the xinput devices if several programs are running at the same time, which mimics the behavior of windows.
What do you think would be the best option? Is there another way I haven't mentioned?
- Juan