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authorCameron Gutman <aicommander@gmail.com>2017-08-31 11:52:20 -0700
committerDmitry Torokhov <dmitry.torokhov@gmail.com>2017-08-31 11:55:11 -0700
commitf5308d1b83eba20e69df5e0926ba7257c8dd9074 (patch)
treef29a5ea76884ac37e1197bef1941f62fda3f7b99 /drivers/input/ff-core.c
parentInput: synaptics - fix device info appearing different on reconnect (diff)
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Input: xpad - fix PowerA init quirk for some gamepad models
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>
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