Hi Dmitry, > On Jun 12, 2023, at 2:43 PM, James Ogletree <James.Ogletree@xxxxxxxxxx> wrote: > > At present, the best way to define effects that > pre-exist in device memory is by utilizing > the custom_data field, which it was not intended > for, and requires arbitrary interpretation by > the driver to make meaningful. > > Provide option for defining pre-stored effects in > device memory. > > Signed-off-by: James Ogletree <james.ogletree@xxxxxxxxxx> > --- > include/uapi/linux/input.h | 32 ++++++++++++++++++++++---------- > 1 file changed, 22 insertions(+), 10 deletions(-) > > diff --git a/include/uapi/linux/input.h b/include/uapi/linux/input.h > index 2557eb7b0561..689e5fa10647 100644 > --- a/include/uapi/linux/input.h > +++ b/include/uapi/linux/input.h > @@ -428,17 +428,27 @@ struct ff_rumble_effect { > __u16 weak_magnitude; > }; > > +/** > + * struct ff_prestored_effect - defines parameters of a pre-stored force-feedback effect > + * @index: index of effect > + * @bank: memory bank of effect > + */ > +struct ff_prestored_effect { > + __u16 index; > + __u16 bank; > +}; > + > /** > * struct ff_effect - defines force feedback effect > * @type: type of the effect (FF_CONSTANT, FF_PERIODIC, FF_RAMP, FF_SPRING, > - * FF_FRICTION, FF_DAMPER, FF_RUMBLE, FF_INERTIA, or FF_CUSTOM) > + * FF_FRICTION, FF_DAMPER, FF_RUMBLE, FF_INERTIA, FF_PRESTORED, or FF_CUSTOM) > * @id: an unique id assigned to an effect > * @direction: direction of the effect > * @trigger: trigger conditions (struct ff_trigger) > * @replay: scheduling of the effect (struct ff_replay) > * @u: effect-specific structure (one of ff_constant_effect, ff_ramp_effect, > - * ff_periodic_effect, ff_condition_effect, ff_rumble_effect) further > - * defining effect parameters > + * ff_periodic_effect, ff_condition_effect, ff_rumble_effect, ff_prestored_effect) > + * further defining effect parameters > * > * This structure is sent through ioctl from the application to the driver. > * To create a new effect application should set its @id to -1; the kernel > @@ -464,6 +474,7 @@ struct ff_effect { > struct ff_periodic_effect periodic; > struct ff_condition_effect condition[2]; /* One for each axis */ > struct ff_rumble_effect rumble; > + struct ff_prestored_effect prestored; > } u; > }; > > @@ -479,20 +490,21 @@ struct ff_effect { > #define FF_DAMPER 0x55 > #define FF_INERTIA 0x56 > #define FF_RAMP 0x57 > +#define FF_PRESTORED 0x58 > > #define FF_EFFECT_MIN FF_RUMBLE > -#define FF_EFFECT_MAX FF_RAMP > +#define FF_EFFECT_MAX FF_PRESTORED > > /* > * Force feedback periodic effect types > */ > > -#define FF_SQUARE 0x58 > -#define FF_TRIANGLE 0x59 > -#define FF_SINE 0x5a > -#define FF_SAW_UP 0x5b > -#define FF_SAW_DOWN 0x5c > -#define FF_CUSTOM 0x5d > +#define FF_SQUARE 0x59 > +#define FF_TRIANGLE 0x5a > +#define FF_SINE 0x5b > +#define FF_SAW_UP 0x5c > +#define FF_SAW_DOWN 0x5d > +#define FF_CUSTOM 0x5e > > #define FF_WAVEFORM_MIN FF_SQUARE > #define FF_WAVEFORM_MAX FF_CUSTOM > -- > 2.25.1 > Is there something more you’d like to see or discuss before considering applying this? Best, James