Пример #1
0
BOOL CImage::Create()
{
	// if a command list was not passed in then create one
	if (!lpCmdList)
    {
    	// if we don't have a command list, create one
 		lpCmdList = CreateCommandList();
    	if ( !lpCmdList)
        	return(FALSE);
    }
	// link command list back to image
	lpCmdList->ThreadData.lpImage = this;

	// setup image information for easy access

	LPFRAME lpFrame = GetBaseEditFrame();

	npix      = FrameXSize(lpFrame);
	nlin      = FrameYSize(lpFrame);

	// if using threading and no command list already existence
	// create the command thread
	#ifdef WIN32
	if (Control.UseThreading)
    	{
    	lstrcpy(lpCmdList->ThreadData.ThreadInfo.szThreadName,
            	filename(CurFile));
    	}
	#endif
	return(TRUE);
} 
Пример #2
0
    inline void ID3D12DeviceEx::createCommandContext(CommandContext<T, N, L>* commandContext,
                                                     const bool isHighPriority,
                                                     const bool disableGpuTimeout) {
        static_assert(N > 0 && L > 0, "Invalid command context parameters.");
        assert(commandContext);
        // Fill out the command queue description.
        const D3D12_COMMAND_QUEUE_DESC queueDesc = {
            /* Type */     static_cast<D3D12_COMMAND_LIST_TYPE>(T),
            /* Priority */ isHighPriority ? D3D12_COMMAND_QUEUE_PRIORITY_HIGH
                                          : D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
            /* Flags */    disableGpuTimeout ? D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT
                                             : D3D12_COMMAND_QUEUE_FLAG_NONE,
            /* NodeMask */ nodeMask
        };
        // Create a command queue.
        CHECK_CALL(CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandContext->m_commandQueue)),
                   "Failed to create a command queue.");
        // Create command allocators.
        for (size_t i = 0; i < N; ++i) {
            for (size_t j = 0; j < L; ++j) {
                CHECK_CALL(CreateCommandAllocator(static_cast<D3D12_COMMAND_LIST_TYPE>(T),
                           IID_PPV_ARGS(&commandContext->m_commandAllocators[i][j])),
                           "Failed to create a command list allocator.");
            }
        }
        // Set the initial frame allocator set index to 0.
        commandContext->m_frameAllocatorSet = 0;
        // Create command lists in the closed, NULL state using the initial allocator.
        for (size_t i = 0; i < L; ++i) {
            CHECK_CALL(CreateCommandList(nodeMask, static_cast<D3D12_COMMAND_LIST_TYPE>(T),
                                         commandContext->m_commandAllocators[0][i].Get(), nullptr,
                                         IID_PPV_ARGS(&commandContext->m_commandLists[i])),
                       "Failed to create a command list.");
            CHECK_CALL(commandContext->m_commandLists[i]->Close(),
                       "Failed to close the command list.");

        }
        // Create a 0-initialized fence object.
        commandContext->m_fenceValue = 0;
        CHECK_CALL(CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&commandContext->m_fence)),
                   "Failed to create a fence object.");
        // Set the last fence value for each command allocator to 0.
        for (size_t i = 0; i < N; ++i) {
            commandContext->m_lastFenceValues[i] = 0;
        }
        // Create a synchronization event.
        commandContext->m_syncEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
        if (!commandContext->m_syncEvent) {
            CHECK_CALL(HRESULT_FROM_WIN32(GetLastError()),
                       "Failed to create a synchronization event.");
        }
    }
Пример #3
0
// --------------------------------------------------------------------------------------------------------------------
bool DynamicStreamingD3D12Bundle::Init(size_t _maxVertexCount)
{
	m_VertexData = 0;

	if (!CreatePSO())
		return false;
	
	if (!CreateGeometryBuffer(_maxVertexCount))
		return false;

	if (!CreateCommandList())
		return false;	

	return true;
}
Пример #4
0
	void CubeObject::OnCreate() {
		CreateBuffers();
		m_Scale = Vec3(1.0f, 1.0f, 1.0f);
		m_Qt.identity();
		m_Pos = Vec3(0, 0, 0.0);
		///ルートシグネチャ作成
		CreateRootSignature();
		///デスクプリタヒープ作成
		CreateDescriptorHeap();
		///コンスタントバッファ作成
		CreateConstantBuffer();
		///パイプラインステート作成
		CreatePipelineState();
		///コマンドリスト作成
		CreateCommandList();
		//コンスタントバッファの更新
		UpdateConstantBuffer();
	}
Пример #5
0
void Renderer::Initialize()
{ 
	if (TargetWindow.GetHandle() == nullptr)
	{
		Utility::Throw(L"Window Handle is invalid!");
	}

	CreateSwapChain();
	CreateRTVHeap();
	CreateDSVHeap();
	CreateDepthStencilView();
	InitializeRenderTargets();

	CreateCommandList();

	const Window::WindowSize & WindowSize = TargetWindow.GetWindowSize();
	Camera.UpdateCamera(WindowSize);
	UpdateViewportAndScissorRect(WindowSize);

	Fence.Initialize(DeviceContext.GetDevice());
}
Пример #6
0
bool DXManager::InitDX12(HWND hWnd, int windowHeight, int windowWidth)
{
	HRESULT hr = S_FALSE;

	hr = CreateFactory();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Factory.");
		return false;
	}

	hr = CreateAdapter();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Adapter.");
		return false;
	}

	hr = CreateAdapterOutput();
	if (FAILED(hr))
	{
		Log::LogError("DXManager Can't Create Adapter Output.");
		return false;
	}

	hr = CreateDisplayModList();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Display Mod List.");
		return false;
	}

	hr = CreateAdapterDesc();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Adapter Desc.");
		return false;
	}

	hr = CreateDivice();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Device.");
		return false;
	}

	hr = CreateComandQueue();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Command Queue.");
		return false;
	}

	hr = CreateSwapChain();
	if (FAILED(hr))
	{
		Log::LogError("DXManager Can't Create Swap Chain.");
		return false;
	}

	hr = CreateCommandAllocator();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Command Allocator.");
		return false;
	}

	hr = CreateCommandList();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Command List.");
		return false;
	}
	
	hr = CreateFence();
	if (FAILED(hr))
	{
		Log::LogError("DXManager::Can't Create Fence.");
		return false;
	}

	return true;
}
Пример #7
0
		void SampleRenderer::Initialize()
		{
			m_RenderQueue = new ::Dispatch::WorkQueue("RenderQueue", ::Concurrency::ThreadPriority::High);
			m_RenderQueue->Loop();
			isInitialized = false;

			float aspectRatio = 1900.f/700;
			float fovAngleY = 70.0f * XM_PI / 180.0f;

			if (aspectRatio < 1.0f)
			{
				fovAngleY *= 2.0f;
			}

			XMMATRIX perspectiveMatrix = XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f);
			XMStoreFloat4x4(&m_MVP.projection, XMMatrixTranspose(perspectiveMatrix));

			static const XMVECTORF32 eye = { 0.0f, 0.7f, 1.5f, 0.0f };
			static const XMVECTORF32 at = { 0.0f, -0.1f, 0.0f, 0.0f };
			static const XMVECTORF32 up = { 0.0f, 1.0f, 0.0f, 0.0f };
			XMStoreFloat4x4(&m_MVP.model, XMMatrixTranspose(XMMatrixRotationY(1.57)));
			XMStoreFloat4x4(&m_MVP.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up)));

			auto d3dDevice = gD3DDevice->GetD3DDevice();


			CD3DX12_ROOT_PARAMETER parameter[3];

			CD3DX12_DESCRIPTOR_RANGE range;
			range.Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);
			parameter[0].InitAsDescriptorTable(1, &range, D3D12_SHADER_VISIBILITY_VERTEX);

			CD3DX12_DESCRIPTOR_RANGE range2;
			range2.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
			parameter[1].InitAsDescriptorTable(1, &range2, D3D12_SHADER_VISIBILITY_PIXEL);

			CD3DX12_DESCRIPTOR_RANGE range3;
			range3.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
			parameter[2].InitAsDescriptorTable(1, &range3, D3D12_SHADER_VISIBILITY_PIXEL);

			D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
				D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
				D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
				D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
				D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
				D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;

			CD3DX12_ROOT_SIGNATURE_DESC descRootSignature;
			descRootSignature.Init(3, parameter, 0, nullptr, rootSignatureFlags);

			PtrBlob pSignature, pError;
			ThrowIfFailed(D3D12SerializeRootSignature(&descRootSignature, D3D_ROOT_SIGNATURE_VERSION_1, pSignature.GetInitReference(), pError.GetInitReference()));
			ThrowIfFailed(d3dDevice->CreateRootSignature(0, pSignature->GetBufferPointer(), pSignature->GetBufferSize(), IID_PPV_ARGS(m_RootSignature.GetInitReference())));
			
			m_CopyQueue = new CopyQueue_tr(d3dDevice);
			m_CopyQueue->StartLoop();


			m_RenderQueue->Queue(::Dispatch::Bind([this, d3dDevice]() {
				m_VS.Load("/Data/Test/Test.vso");
				m_PS.Load("/Data/Test/Test.pso");

				static const D3D12_INPUT_ELEMENT_DESC inputLayout[] =
				{
					{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
					{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
				};

				D3D12_GRAPHICS_PIPELINE_STATE_DESC state = {};
				state.InputLayout = { inputLayout, _countof(inputLayout) };
				state.pRootSignature = m_RootSignature;
				state.VS = { m_VS.GetBlob()->GetBufferPointer(), m_VS.GetBlob()->GetBufferSize() };
				state.PS = { m_PS.GetBlob()->GetBufferPointer(), m_PS.GetBlob()->GetBufferSize() };
				state.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
				state.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
				state.DepthStencilState.DepthEnable = FALSE;
				state.DepthStencilState.StencilEnable = FALSE;
				state.SampleMask = UINT_MAX;
				state.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
				state.NumRenderTargets = 1;
				state.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
				state.SampleDesc.Count = 1;

				ThrowIfFailed(d3dDevice->CreateGraphicsPipelineState(&state, IID_PPV_ARGS(m_PipeLineState.GetInitReference())));

				LogUtil::Out("Renderer", ::Concurrency::Thread::GetCurrentThreadName());

			}));

			m_RenderQueue->Queue(::Dispatch::Bind([this, d3dDevice]() {
				ThrowIfFailed(d3dDevice->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, gD3DDevice->GetCommandAllocator(), m_PipeLineState, IID_PPV_ARGS(m_CmdList.GetInitReference())));

				D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
				heapDesc.NumDescriptors = DeviceManager::GetFrameCount();
				heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
				heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
				ThrowIfFailed(d3dDevice->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(m_CBVHeap.GetInitReference())));
				m_CBVHeap->SetName(L"Constant Buffer Heap");
				
				m_samplerHeap.Create(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE::D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1, true);
				D3D12_SAMPLER_DESC samplerDesc = {};
				samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
				samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
				samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
				samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
				samplerDesc.MipLODBias = 0.0f;
				samplerDesc.MaxAnisotropy = 1;
				samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
				samplerDesc.MinLOD = 0;
				samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
				d3dDevice->CreateSampler(&samplerDesc, m_samplerHeap.hCPU(0));

				m_CubeMesh = new CubeMesh(d3dDevice, m_CmdList);

				this->m_CopyQueue->SubmitTexture(L"\\Data\\Test\\seafloor2bc1.dds", m_CubeMesh);

				m_CBO = new UniformBuffer<ModelViewProjectionConstantBuffer>("ModeViewMatrix", d3dDevice, 1U);
				m_CBO->CreateOnHeap(m_CBVHeap, d3dDevice);

				m_ConstantBuffer = m_CBO->Map();
				ZeroMemory(m_ConstantBuffer, DeviceManager::GetFrameCount() * m_CBO->sAlignedConstantBufferSize);

				ThrowIfFailed(m_CmdList->Close());
				ID3D12CommandList* ppCommandLists[] = { m_CmdList };
				gD3DDevice->GetCommandQueue()->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
				gD3DDevice->WaitForGPU();

				isInitialized = true; 
			}));
		}
Пример #8
0
BOOL PlayMacro(LPCMDLIST lpCmdList, LPTSTR lpFileName, int nRepeat,
				BOOL fSequenceAll, LPLIST lpMacroList, HWND hParent,
				int PhotoCDResOverride, LPTSTR lpMacroName)
/***********************************************************************/
{
LPIMAGE lpImage;
LPCMDLIST lpNewList;
int nActivates, iCount;
ITEMID idCommand;
STRING szString, szAppName;
BOOL fError;
BOOL fSequence, fCmdSequence, fCopyPackets;
LIST MacroList;
LPCMDPKT lpCmdPkt, lpNextPkt;
MACROSETUP Setup;
COMMAND_TYPE CommandType;
HWND hDlg = NULL;

lpAbortProc = NULL;
if (!hParent)
	hParent = PictPubApp.Get_hWndAstral();

// see if we need to copy our packets
fCopyPackets = nRepeat > 1;

if (!lpMacroList)
	{
	// read in the entire macro file for faster processing
	if (!ReadMacro(lpFileName, &MacroList))
		return(FALSE);
	lpMacroList = &MacroList;
	}

// count the number of activates in the macro file
// because it affects sequencing
nActivates = CountType(lpMacroList, CT_ACTIVATE);

// turn of macro play mode and tell the world
MacroMode = MM_PLAY;
if ( AstralStrEx( IDS_APPNAME, szAppName, sizeof(szAppName) ) )
	{
	if ( AstralStrEx( IDS_MACROPLAY, szString, sizeof(szString) ) )
		{
		lstrcat( szAppName, szString );
		SetWindowText( PictPubApp.Get_hWndAstral(), szAppName );
		}
	}

// reset untitled number so that if a macro is played it
// can deal with untitled images the same
Control.UntitledNo = 0;

// If no command list passed in to work on (Macro Batch Mode)
// then get command list for active image
if (!lpCmdList)
	{
	if (lpImage = GetActiveImage())
		lpCmdList = lpImage->lpCmdList;
	else
		lpCmdList = NULL;
	}

// See if the macro contains any low res loads and
// if so ask to user if he'd like to convert them
// to hi res loads and if so do the convert
if (FindCommand(lpMacroList, IDS_CMD_LOWRESLOAD))
	if (AstralAffirm(IDS_CONVERTLOWRES))
		if (!ConvertLowResLoad(lpMacroList))
			{
			DestroyPacketList(lpMacroList);
			return(FALSE);
			}

// disable all mouse and keyboard input during macro play
EnableWindow(hParent, FALSE);

// if not in a threading environment and caller wants us
// to display a progress dialog, then set it up and do it
if (!Control.UseThreading)
	{
	iCount = ListGetCount(lpMacroList) - nActivates;
	iCount *= nRepeat;
	Setup.iTotal = iCount;
	Setup.idDialog = IDD_MACRO_STATUS;
	Setup.lpFileName = NULL;
    hDlg = AstralDlgParam( YES, PictPubApp.GetResourceHandle(), hParent, IDD_MACRO_STATUS,
						DlgMacroStatusProc,
						(LPARAM)(LPVOID)&Setup );
	if (hDlg)
		{
		if (lpMacroName)
			{
			STRING szString;

			GetWindowText(hDlg, szString, sizeof(szString));
			lstrcat(szString, _T(" - "));
			lstrcat(szString, lpMacroName);
			SetWindowText(hDlg, szString);
			}

		UpdateWindow(hDlg);
		}
	}

// Repeat macro nRepeat number of times
fError = FALSE;
while (--nRepeat >= 0 && !fError)
	{
	if (lpAbortProc && (*lpAbortProc)())
		break;
	// back to beginning of macro file
	lpNextPkt = (LPCMDPKT)ListGetHead(lpMacroList);

	// initialize sequencing
	fSequence = fSequenceAll;

	while (!fError && lpNextPkt)
		{
		if (lpAbortProc && (*lpAbortProc)())
			{
			fError = TRUE;
			break;
			}
		// get the packet to work on
		if (fCopyPackets)
			{
			lpCmdPkt = CopyPacket(lpNextPkt);
			if (!lpCmdPkt)
				{
				fError = TRUE;
				break;
				}
			}
		else
			{
			ListUnlink(lpMacroList, lpNextPkt);
			lpCmdPkt = lpNextPkt;
			}

		// get command id and parms for this command
		idCommand = lpCmdPkt->idCommand;

		// Find out whether this command requires sequencing
		// set it here, so command can change it if needed before
		// we actually set fSequence
		fCmdSequence = GetCommandSequence(idCommand);
		CommandType = GetCommandType(idCommand);

		// Handle the different types of commands
		switch (CommandType)
			{
			case CT_LOAD:
				// create new command list for load
				lpNewList = CreateCommandList();
				if (lpNewList)
					{
					ListAddTail(&lpNewList->PacketList, lpCmdPkt);

					// if we already have a command list containing commands,
					// kick off the execution of those commands before we
					// switch to the new command list
					if (lpCmdList && !ListIsEmpty(&lpCmdList->PacketList))
						{
						PlaybackCommands(lpCmdList);
						// if some command in the command list affects
						// sequencing force the whole command list to
						// be processed
						if (fSequence)
							{
							FlushCommands(lpCmdList);
							fSequence = fSequenceAll;
							}
						}
					// setup new command list for us to work with
					lpCmdList = lpNewList;
					lpCmdList->PhotoCDResOverride = PhotoCDResOverride;

					// If there are any activates in this macro make sure a
					// command that creates an image processes immediately
					if (nActivates)
						{
						PlaybackCommands(lpCmdList);
						FlushCommands(lpCmdList);
						fSequence = fSequenceAll;
						fCmdSequence = NO; // already sequenced
						}
					}
				break;

			case CT_COPY:
				// Make sure we have a command list to work with
				if (!lpCmdList)
					{
				 	Message(IDS_NOIMAGETOWORKON);
					fError = TRUE;
					break;
					}
				// Just add this command to the command list
				ListAddTail(&lpCmdList->PacketList, lpCmdPkt);

				// If there are any activates in this macro make sure a
				// command that creates an image processes immediately
				if (nActivates)
					{
					PlaybackCommands(lpCmdList);
					FlushCommands(lpCmdList);
					fSequence = fSequenceAll;
					fCmdSequence = NO; // already sequenced
					}
				break;

			case CT_SAVE:
			case CT_EDIT:
			case CT_MASK:
			case CT_MODE:
			case CT_EDITUNDO:
			case CT_MASKUNDO:
			case CT_EDITOBJ:
			case CT_CLOSE:
				// Make sure we have a command list to work with
				if (!lpCmdList)
					{
				 	Message(IDS_NOIMAGETOWORKON);
					fError = TRUE;
					break;
					}
				if (CommandType == CT_SAVE)
					{
					PlaybackCommands(lpCmdList);
					if (!lpCmdList->ThreadData.lpImage)
						{
				 		Message(IDS_NOIMAGETOWORKON);
						fError = TRUE;
						break;
						}
					}

				// Just add this command to the command list
				ListAddTail(&lpCmdList->PacketList, lpCmdPkt);
				if (CommandType != CT_CLOSE)
					break;

			case CT_ACTIVATE:
				// Program or commands that affect window activation
				// are processed here
				switch (idCommand)
					{
					case IDS_CMD_CLOSE:
					case IDS_CMD_ACTIVATEWINDOW:
						{
						// if we already have a command list containing commands,
						// kick of the execution of those commands before we
						// switch to the new command list
						if (lpCmdList && !ListIsEmpty(&lpCmdList->PacketList))
							{
							PlaybackCommands(lpCmdList);
							// if some command in the command list affects
							// sequencing force the whole command list to
							// be processed
							if (fSequence)
								{
								FlushCommands(lpCmdList);
								fSequence = fSequenceAll;
								}
							}
						// if this was a close command, then wack the command list pointer
						if (idCommand == IDS_CMD_CLOSE)
							lpCmdList = NULL;
						else
							{
							// now process the activate and get a new command list
							lpNewList = ProgActivateWindow(
									(LPACTIVATEWINDOW_PARMS)lpCmdPkt->lpParms);
							// setup the new command list if we got one
							if (lpNewList)
								lpCmdList = lpNewList;
							else
								{
								CommandError(idCommand);
								fError = TRUE;
								}
							// activate don't go through command processing
							// so we have to free it up here
							FreeUpPacket(lpCmdPkt);
							}
						}
					break;

					default:
					break;
					}
				break;

			default:
				break;
			}
		// if command just handled requires sequencing
		// set sequencing flag
		if (fCmdSequence)
			fSequence = YES;
		if (fCopyPackets)
			// get next command packet in macro list
			lpNextPkt = (LPCMDPKT)ListGetNext(lpNextPkt);
		else
			// head of list will be next one if we're not copying
			lpNextPkt = (LPCMDPKT)ListGetHead(lpMacroList);
		}
	}
// get rid of macro list
DestroyPacketList(lpMacroList);

// if we already have a command list containing commands,
// kick off the execution of those commands
if (lpCmdList && !ListIsEmpty(&lpCmdList->PacketList))
	{
	PlaybackCommands(lpCmdList);
	if (fSequenceAll)
		FlushCommands(lpCmdList);
	}

// turn off the macro mode
EnableWindow(hParent, TRUE);
if ( AstralStrEx( IDS_APPNAME, szAppName, sizeof(szAppName) ) )
	SetWindowText( PictPubApp.Get_hWndAstral(), szAppName );
// if we have a progress dialog, nuke it
if (hDlg)
	AstralDlgEnd(hDlg, TRUE);
// if we are display the macro status for another modal dialog 
// make sure the main app stuff is still disabled
if (hParent != PictPubApp.Get_hWndAstral())
	{
	EnableOverlappedWindow( PictPubApp.Get_hWndAstral(), FALSE );
	EnableWindow(PictPubApp.Get_hWndAstral(), FALSE);
	}
MacroMode = MM_NONE;
return(TRUE);
}