XInput and HID - architecture

Roderick Colenbrander thunderbird2k at gmail.com
Wed Mar 23 00:20:23 CDT 2016


On Tue, Mar 22, 2016 at 5:35 AM, Aric Stewart <aric at 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 at 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%29.aspx
>>> , 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.
>
>
>>>>
>>>> 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.

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.

Thanks,
Roderick


> thanks!
> -aric
>
>>
>>>
>>> - Juan
>>>> Thanks,
>>>> Roderick
>>>>
>>>>
>>>>
>>>>
>>>> On Thu, Mar 3, 2016 at 12:39 AM, Juan Jose Gonzalez <juanj.gh at 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
>>>>>
>>>>>
>>>>>
>>>>>
>>>



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