From: "Silvan Jegen" <s.jegen@gmail.com>
To: Vicki Pfau <vi@endrift.com>
Cc: Dmitry Torokhov <dmitry.torokhov@gmail.com>,
Jiri Kosina <jikos@kernel.org>,
Benjamin Tissoires <bentiss@kernel.org>,
linux-input@vger.kernel.org
Subject: Re: [PATCH v11 2/3] HID: nintendo: Add rumble support for Switch 2 controllers
Date: Sun, 05 Jul 2026 16:13:34 +0200 [thread overview]
Message-ID: <39MSC7NQF6IO8.2E4BHGFFF82H4@homearch.localdomain> (raw)
In-Reply-To: <20260702214704.1859350-3-vi@endrift.com>
Heyhey!
Just one comment below.
Vicki Pfau <vi@endrift.com> wrote:
> This adds rumble support for both the "HD Rumble" linear resonant actuator
> type as used in the Joy-Cons and Pro Controller, as well as the eccentric
> rotating mass type used in the GameCube controller. Note that since there's
> currently no API for exposing full control of LRAs with evdev, it only
> simulates a basic rumble for now.
>
> Signed-off-by: Vicki Pfau <vi@endrift.com>
> ---
> drivers/hid/Kconfig | 8 +-
> drivers/hid/hid-nintendo.c | 211 ++++++++++++++++++++++++++++++++++++-
> 2 files changed, 213 insertions(+), 6 deletions(-)
>
> diff --git a/drivers/hid/Kconfig b/drivers/hid/Kconfig
> index 19c77c323ec9..851eed76c236 100644
> --- a/drivers/hid/Kconfig
> +++ b/drivers/hid/Kconfig
> @@ -859,10 +859,10 @@ config NINTENDO_FF
> depends on HID_NINTENDO
> select INPUT_FF_MEMLESS
> help
> - Say Y here if you have a Nintendo Switch controller and want to enable
> - force feedback support for it. This works for both joy-cons, the pro
> - controller, and the NSO N64 controller. For the pro controller, both
> - rumble motors can be controlled individually.
> + Say Y here if you have a Nintendo Switch or Switch 2 controller and want
> + to enable force feedback support for it. This works for Joy-Cons, the Pro
> + Controllers, and the NSO N64 and GameCube controller. For the Pro
> + Controller, both rumble motors can be controlled individually.
>
> config HID_NTI
> tristate "NTI keyboard adapters"
> diff --git a/drivers/hid/hid-nintendo.c b/drivers/hid/hid-nintendo.c
> index e21c36921832..a36f4fd9a1da 100644
> --- a/drivers/hid/hid-nintendo.c
> +++ b/drivers/hid/hid-nintendo.c
> @@ -37,6 +37,7 @@
> #include <linux/unaligned.h>
> #include <linux/delay.h>
> #include <linux/device.h>
> +#include <linux/devm-helpers.h>
> #include <linux/kernel.h>
> #include <linux/hid.h>
> #include <linux/idr.h>
> @@ -2989,6 +2990,7 @@ enum switch2_init_step {
> NS2_INIT_READ_USER_SECONDARY_CALIB,
> NS2_INIT_SET_FEATURE_MASK,
> NS2_INIT_ENABLE_FEATURES,
> + NS2_INIT_ENABLE_RUMBLE,
> NS2_INIT_GRIP_BUTTONS,
> NS2_INIT_REPORT_FORMAT,
> NS2_INIT_INPUT,
> @@ -3020,6 +3022,18 @@ struct switch2_stick_calibration {
> struct switch2_axis_calibration y;
> };
>
> +struct switch2_hd_rumble {
> + uint16_t hi_freq : 10;
> + uint16_t hi_amp : 10;
> + uint16_t lo_freq : 10;
> + uint16_t lo_amp : 10;
> +} __packed;
> +
> +struct switch2_erm_rumble {
> + uint16_t error;
> + uint16_t amplitude;
> +};
> +
> struct switch2_controller {
> struct hid_device *hdev;
> struct switch2_cfg_intf *cfg;
> @@ -3043,8 +3057,45 @@ struct switch2_controller {
>
> uint32_t player_id;
> struct led_classdev *leds;
> +
> +#if IS_ENABLED(CONFIG_NINTENDO_FF)
> + spinlock_t rumble_lock;
> + uint8_t rumble_seq;
> + union {
> + struct switch2_hd_rumble hd;
> + struct switch2_erm_rumble sd;
> + } rumble;
> + uint64_t last_rumble_work;
> + struct delayed_work rumble_work;
> + uint8_t *rumble_buffer;
> +#endif
> };
>
> +enum gc_rumble {
> + GC_RUMBLE_OFF = 0,
> + GC_RUMBLE_ON = 1,
> + GC_RUMBLE_STOP = 2,
> +};
> +
> +/*
> + * The highest rumble level for "HD Rumble" is strong enough to potentially damage the controller,
> + * and also leaves your hands feeling like melted jelly, so we set a semi-arbitrary scaling factor
> + * to artificially limit the maximum for safety and comfort. It is currently unknown if the Switch
> + * 2 itself does something similar, but it's quite likely.
> + *
> + * This value must be between 0 and 1024, otherwise the math below will overflow.
> + */
> +#define RUMBLE_MAX 450u
> +
> +/*
> + * Semi-arbitrary values used to simulate the "rumble" sensation of an eccentric rotating
> + * mass type haptic motor on the Switch 2 controllers' linear resonant actuator type haptics.
> + *
> + * The units used are unknown, but the values must be between 0 and 1023.
> + */
> +#define RUMBLE_HI_FREQ 0x187
> +#define RUMBLE_LO_FREQ 0x112
> +
> static DEFINE_MUTEX(switch2_controllers_lock);
> static LIST_HEAD(switch2_controllers);
>
> @@ -3136,7 +3187,7 @@ static const uint8_t switch2_init_cmd_data[] = {
> static const uint8_t switch2_one_data[] = { 0x01, 0x00, 0x00, 0x00 };
>
> static const uint8_t switch2_feature_mask[] = {
> - NS2_FEATURE_BUTTONS | NS2_FEATURE_ANALOG | NS2_FEATURE_IMU,
> + NS2_FEATURE_BUTTONS | NS2_FEATURE_ANALOG | NS2_FEATURE_IMU | NS2_FEATURE_RUMBLE,
> 0x00, 0x00, 0x00
> };
>
> @@ -3209,6 +3260,125 @@ static void switch2_kref_put(struct kref *refcount)
> kfree(ns2);
> }
>
> +#if IS_ENABLED(CONFIG_NINTENDO_FF)
> +static void switch2_encode_rumble(struct switch2_hd_rumble *rumble, uint8_t buffer[5])
> +{
> + buffer[0] = rumble->hi_freq;
> + buffer[1] = (rumble->hi_freq >> 8) | (rumble->hi_amp << 2);
> + buffer[2] = (rumble->hi_amp >> 6) | (rumble->lo_freq << 4);
> + buffer[3] = (rumble->lo_freq >> 4) | (rumble->lo_amp << 6);
> + buffer[4] = rumble->lo_amp >> 2;
> +}
> +
> +static int switch2_play_effect(struct input_dev *dev, void *data, struct ff_effect *effect)
> +{
> + struct switch2_controller *ns2 = input_get_drvdata(dev);
We might want to check ns2 for NULL here (like we do in
switch2_player_led_brightness_set).
Cheers,
Silvan
> + unsigned long flags;
> +
> + if (effect->type != FF_RUMBLE)
> + return 0;
> +
> + spin_lock_irqsave(&ns2->rumble_lock, flags);
> + if (ns2->ctlr_type == NS2_CTLR_TYPE_GC) {
> + ns2->rumble.sd.amplitude = max(effect->u.rumble.strong_magnitude,
> + (uint16_t) (effect->u.rumble.weak_magnitude >> 1));
> + } else {
> + ns2->rumble.hd.hi_freq = RUMBLE_HI_FREQ;
> + ns2->rumble.hd.lo_freq = RUMBLE_LO_FREQ;
> + ns2->rumble.hd.hi_amp = effect->u.rumble.weak_magnitude * RUMBLE_MAX >> 16;
> + ns2->rumble.hd.lo_amp = effect->u.rumble.strong_magnitude * RUMBLE_MAX >> 16;
> + }
> + spin_unlock_irqrestore(&ns2->rumble_lock, flags);
> +
> + schedule_delayed_work(&ns2->rumble_work, 0);
> +
> + return 0;
> +}
> +
> +static void switch2_rumble_work(struct work_struct *work)
> +{
> + struct switch2_controller *ns2 = container_of(to_delayed_work(work),
> + struct switch2_controller, rumble_work);
> + unsigned long flags;
> + bool active;
> + int ret = 0;
> +
> + spin_lock_irqsave(&ns2->rumble_lock, flags);
> + ns2->rumble_buffer[0x1] = 0x50 | ns2->rumble_seq;
> + if (ns2->ctlr_type == NS2_CTLR_TYPE_GC) {
> + ns2->rumble_buffer[0] = 3;
> + if (ns2->rumble.sd.amplitude == 0) {
> + ns2->rumble_buffer[2] = GC_RUMBLE_STOP;
> + ns2->rumble.sd.error = 0;
> + active = false;
> + } else {
> + if (ns2->rumble.sd.error < ns2->rumble.sd.amplitude) {
> + ns2->rumble_buffer[2] = GC_RUMBLE_ON;
> + ns2->rumble.sd.error += U16_MAX - ns2->rumble.sd.amplitude;
> + } else {
> + ns2->rumble_buffer[2] = GC_RUMBLE_OFF;
> + ns2->rumble.sd.error -= ns2->rumble.sd.amplitude;
> + }
> + active = true;
> + }
> + } else {
> + ns2->rumble_buffer[0] = 1;
> + switch2_encode_rumble(&ns2->rumble.hd, &ns2->rumble_buffer[0x2]);
> + active = ns2->rumble.hd.hi_amp || ns2->rumble.hd.lo_amp;
> + if (ns2->ctlr_type == NS2_CTLR_TYPE_PRO) {
> + /*
> + * The Pro Controller contains separate LRAs on each
> + * side that can be controlled individually.
> + */
> + ns2->rumble_buffer[0] = 2;
> + ns2->rumble_buffer[0x11] = 0x50 | ns2->rumble_seq;
> + switch2_encode_rumble(&ns2->rumble.hd, &ns2->rumble_buffer[0x12]);
> + }
> + }
> + ns2->rumble_seq = (ns2->rumble_seq + 1) & 0xF;
> + spin_unlock_irqrestore(&ns2->rumble_lock, flags);
> +
> + if (active) {
> + unsigned long interval = msecs_to_jiffies(4);
> + uint64_t current_jiffies = get_jiffies_64();
> +
> + if (!ns2->last_rumble_work)
> + ns2->last_rumble_work = current_jiffies;
> + else
> + ns2->last_rumble_work += interval;
> +
> + /* Reschedule a little early to make sure the buffer never underruns */
> + interval -= msecs_to_jiffies(2);
> + if (ns2->last_rumble_work + interval >= current_jiffies)
> + schedule_delayed_work(&ns2->rumble_work,
> + ns2->last_rumble_work + interval - current_jiffies);
> + else
> + schedule_delayed_work(&ns2->rumble_work, 0);
> + } else {
> + ns2->last_rumble_work = 0;
> + }
> +
> + mutex_lock(&ns2->lock);
> + if (!ns2->hdev) {
> + cancel_delayed_work(&ns2->rumble_work);
> + } else {
> + ret = hid_hw_output_report(ns2->hdev, ns2->rumble_buffer, 64);
> + /*
> + * Don't log on ENODEV, ESHUTDOWN, or EPROTO, which can happen
> + * mid-hotplug. Also cancel any further work on ENODEV or
> + * ESHUTDOWN as they're clear indications that the endpoint
> + * is dead.
> + */
> + if (ret == -ENODEV || ret == -ESHUTDOWN)
> + cancel_delayed_work(&ns2->rumble_work);
> + else if (ret < 0 && ret != -EPROTO)
> + hid_warn_ratelimited(ns2->hdev,
> + "Failed to send output report ret=%d\n", ret);
> + }
> + mutex_unlock(&ns2->lock);
> +}
> +#endif
> +
> static int switch2_set_leds(struct switch2_controller *ns2)
> {
> int i;
> @@ -3332,6 +3502,26 @@ static int switch2_init_input(struct switch2_controller *ns2)
> return -EINVAL;
> }
>
> +#if IS_ENABLED(CONFIG_NINTENDO_FF)
> + ns2->rumble_buffer = devm_kzalloc(&input->dev, 64, GFP_KERNEL);
> + if (!ns2->rumble_buffer) {
> + input_free_device(input);
> + return -ENOMEM;
> + }
> + ret = devm_delayed_work_autocancel(&input->dev, &ns2->rumble_work, switch2_rumble_work);
> + if (ret < 0) {
> + input_free_device(input);
> + return ret;
> + }
> +
> + input_set_capability(input, EV_FF, FF_RUMBLE);
> + ret = input_ff_create_memless(input, NULL, switch2_play_effect);
> + if (ret) {
> + input_free_device(input);
> + return ret;
> + }
> +#endif
> +
> hid_info(ns2->hdev, "Firmware version %u.%u.%u (type %i)\n", ns2->version.major,
> ns2->version.minor, ns2->version.patch, ns2->version.ctlr_type);
> if (ns2->version.dsp_type >= 0)
> @@ -3765,7 +3955,16 @@ int switch2_init_controller(struct switch2_controller *ns2)
> return ns2->cfg->send_command(NS2_CMD_FEATSEL, NS2_SUBCMD_FEATSEL_SET_MASK,
> switch2_feature_mask, sizeof(switch2_feature_mask), ns2->cfg);
> case NS2_INIT_ENABLE_FEATURES:
> - return switch2_features_enable(ns2, NS2_FEATURE_BUTTONS | NS2_FEATURE_ANALOG);
> + return switch2_features_enable(ns2, NS2_FEATURE_BUTTONS |
> + NS2_FEATURE_ANALOG | NS2_FEATURE_RUMBLE);
> + case NS2_INIT_ENABLE_RUMBLE:
> + /*
> + * It is unclear what this packet is supposed to be for, but it
> + * appears to be needed for rumble to work reliably. The reply
> + * data indicates it might be a query of some sort, but we
> + * ignore the reply so long as it doesn't return an error.
> + */
> + return ns2->cfg->send_command(0x11, 1, NULL, 0, ns2->cfg);
> case NS2_INIT_GRIP_BUTTONS:
> if (!switch2_ctlr_is_joycon(ns2->ctlr_type)) {
> switch2_init_step_done(ns2, ns2->init_step);
> @@ -3878,6 +4077,10 @@ int switch2_receive_command(struct switch2_controller *ns2,
> switch2_init_step_done(ns2, NS2_INIT_GET_FIRMWARE_INFO);
> }
> break;
> + case 0x11:
> + if (header->subcommand == 1)
> + switch2_init_step_done(ns2, NS2_INIT_ENABLE_RUMBLE);
> + break;
> default:
> break;
> }
> @@ -3997,6 +4200,10 @@ static int switch2_probe(struct hid_device *hdev, const struct hid_device_id *id
> else
> ns2->player_id = ret;
>
> +#if IS_ENABLED(CONFIG_NINTENDO_FF)
> + spin_lock_init(&ns2->rumble_lock);
> +#endif
> +
> ret = hid_hw_start(hdev, HID_CONNECT_HIDRAW);
> if (ret) {
> hid_err(hdev, "hw_start failed %d\n", ret);
next prev parent reply other threads:[~2026-07-05 14:13 UTC|newest]
Thread overview: 9+ messages / expand[flat|nested] mbox.gz Atom feed top
2026-07-02 21:46 [PATCH v11 0/3] HID: nintendo: Add preliminary Switch 2 controller Vicki Pfau
2026-07-02 21:47 ` [PATCH v11 1/3] HID: nintendo: Add preliminary Switch 2 controller driver Vicki Pfau
2026-07-02 22:04 ` sashiko-bot
2026-07-04 19:36 ` Silvan Jegen
2026-07-02 21:47 ` [PATCH v11 2/3] HID: nintendo: Add rumble support for Switch 2 controllers Vicki Pfau
2026-07-02 22:04 ` sashiko-bot
2026-07-05 14:13 ` Silvan Jegen [this message]
2026-07-02 21:47 ` [PATCH v11 3/3] HID: nintendo: Add unified report format support Vicki Pfau
2026-07-05 14:27 ` Silvan Jegen
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