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author | Cameron Gutman <aicommander@gmail.com> | 2017-08-31 21:52:20 +0300 |
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committer | Dmitry Torokhov <dmitry.torokhov@gmail.com> | 2017-08-31 21:55:11 +0300 |
commit | f5308d1b83eba20e69df5e0926ba7257c8dd9074 (patch) | |
tree | f29a5ea76884ac37e1197bef1941f62fda3f7b99 /drivers/net/phy/marvell.c | |
parent | 3f9db52dc87b003a1732f3e03f7f5fc8701ef4ad (diff) | |
download | linux-f5308d1b83eba20e69df5e0926ba7257c8dd9074.tar.xz |
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>
Diffstat (limited to 'drivers/net/phy/marvell.c')
0 files changed, 0 insertions, 0 deletions