Replaced the FrameMapper's omp task with omp for ordered, and it now runs fully multi-threaded... while still keeping the resampling calls in order.

This commit is contained in:
Jonathan Thomas
2015-03-09 15:17:56 -05:00
parent 820e8a2095
commit 5a9ca1909a
2 changed files with 16 additions and 27 deletions

View File

@@ -48,7 +48,7 @@ int main(int argc, char* argv[])
r9.debug = false;
// Mapper
FrameMapper map(&r9, Fraction(30,1), PULLDOWN_NONE, 48000, 2, LAYOUT_STEREO);
FrameMapper map(&r9, Fraction(24,1), PULLDOWN_NONE, 48000, 2, LAYOUT_STEREO);
map.DisplayInfo();
map.debug = true;
map.Open();
@@ -85,7 +85,7 @@ int main(int argc, char* argv[])
// 147000 frames, 28100 frames
//for (int frame = 1; frame <= (r9.info.video_length - 1); frame++)
//for (int z = 0; z < 2; z++)
for (int frame = 1; frame <= 1000; frame++)
for (int frame = 1; frame <= 300; frame++)
//int frame = 1;
//while (true)
{
@@ -96,7 +96,7 @@ int main(int argc, char* argv[])
tr1::shared_ptr<Frame> f = map.GetFrame(frame_number);
cout << "display it (" << f->number << ", " << f << ")" << endl;
//r9.GetFrame(frame_number)->DisplayWaveform();
//if (frame == 49)
//if (frame >= 65)
// f->DisplayWaveform();
//f->AddColor(r9.info.width, r9.info.height, "blue");
w9.WriteFrame(f);