Thread (17 messages) 17 messages, 2 authors, 2d ago
WARM2d
Revisions (2)
  1. v2 current
  2. v3 [diff vs current]

[PATCH v2 05/10] HID: steam: Coalesce rumble packets

From: Vicki Pfau <hidden>
Date: 2026-07-07 23:33:53
Subsystem: hid core layer, the rest · Maintainers: Jiri Kosina, Benjamin Tissoires, Linus Torvalds

The Steam Deck resets the haptic pattern every time it receives a rumble
packet, leading to weird discontinuities or sometimes cutting out entirely.
Instead of overloading the interface, Steam interally rate-limits sending
these packets, so we should too.

Signed-off-by: Vicki Pfau <redacted>
---
 drivers/hid/hid-steam.c | 26 ++++++++++++++++++++++++++
 1 file changed, 26 insertions(+)
diff --git a/drivers/hid/hid-steam.c b/drivers/hid/hid-steam.c
index 6029c055a6cf..553748813901 100644
--- a/drivers/hid/hid-steam.c
+++ b/drivers/hid/hid-steam.c
@@ -343,6 +343,7 @@ struct steam_device {
 	bool did_mode_switch;
 	bool gamepad_mode;
 	struct work_struct rumble_work;
+	struct delayed_work coalesce_rumble_work;
 	u16 rumble_left;
 	u16 rumble_right;
 	unsigned int sensor_timestamp_us;
@@ -603,10 +604,24 @@ static void steam_haptic_rumble_cb(struct work_struct *work)
 {
 	struct steam_device *steam = container_of(work, struct steam_device,
 							rumble_work);
+
 	steam_haptic_rumble(steam, 0, steam->rumble_left,
 		steam->rumble_right, 2, 0);
 }
 
+static void steam_coalesce_rumble_cb(struct work_struct *work)
+{
+	struct steam_device *steam = container_of(to_delayed_work(work),
+							struct steam_device,
+							coalesce_rumble_work);
+
+	steam_haptic_rumble(steam, 0, steam->rumble_left,
+		steam->rumble_right, 2, 0);
+
+	if (steam->rumble_left || steam->rumble_right)
+		schedule_delayed_work(&steam->coalesce_rumble_work, HZ / 20);
+}
+
 #ifdef CONFIG_STEAM_FF
 static int steam_play_effect(struct input_dev *dev, void *data,
 				struct ff_effect *effect)
@@ -616,6 +631,14 @@ static int steam_play_effect(struct input_dev *dev, void *data,
 	steam->rumble_left = effect->u.rumble.strong_magnitude;
 	steam->rumble_right = effect->u.rumble.weak_magnitude;
 
+	/*
+	 * The interface gets somewhat overloaded when too many rumble
+	 * packets are sent in a row, so Steam throttles it to 20 Hz
+	 */
+	if (delayed_work_pending(&steam->coalesce_rumble_work))
+		return 0;
+
+	schedule_delayed_work(&steam->coalesce_rumble_work, HZ / 20);
 	return schedule_work(&steam->rumble_work);
 }
 #endif
@@ -1360,6 +1383,7 @@ static int steam_probe(struct hid_device *hdev,
 	INIT_DELAYED_WORK(&steam->mode_switch, steam_mode_switch_cb);
 	INIT_LIST_HEAD(&steam->list);
 	INIT_WORK(&steam->rumble_work, steam_haptic_rumble_cb);
+	INIT_DELAYED_WORK(&steam->coalesce_rumble_work, steam_coalesce_rumble_cb);
 	steam->sensor_timestamp_us = 0;
 	if (steam->quirks & STEAM_QUIRK_DECK)
 		steam->sensor_update_rate_us = 4000;
@@ -1426,6 +1450,7 @@ static int steam_probe(struct hid_device *hdev,
 	cancel_work_sync(&steam->work_connect);
 	cancel_delayed_work_sync(&steam->mode_switch);
 	cancel_work_sync(&steam->rumble_work);
+	cancel_delayed_work_sync(&steam->coalesce_rumble_work);
 	cancel_work_sync(&steam->unregister_work);
 
 	return ret;
@@ -1444,6 +1469,7 @@ static void steam_remove(struct hid_device *hdev)
 	cancel_delayed_work_sync(&steam->mode_switch);
 	cancel_work_sync(&steam->work_connect);
 	cancel_work_sync(&steam->rumble_work);
+	cancel_delayed_work_sync(&steam->coalesce_rumble_work);
 	cancel_work_sync(&steam->unregister_work);
 	steam->client_hdev = NULL;
 	steam->client_opened = 0;
-- 
2.54.0
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