[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