perf(prepare): workers bench script and process WS in prepare log #2728
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Delete branch "github/pr/2728"
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Summary - Add
scripts/prepare_workers_bench.pyto A/B prepare worker counts via--prepare-shaders, rank by predicted pipelines/s, and writehookshot_prepare_workers.txt. - Honour that file inprepare_pool_workerswhen noHOOKSHOT_SHADER_WORKERS/RX_VK_PREPARE_WORKERSis set (env still wins). - Log process working set / peak onvk: prepare resourcesfor measurement. Stacked on #2725 / #2727. ## Test plan - [x]python -I -B tests/test_prepare_pool_workers.py/test_prepare_cpus.py- [x] CI: Python source checks green on Windows + Ubuntu (all four jobs). - [x]python -I scripts/prepare_workers_bench.py --game D:\Hookshot_OOT --parse-only(prior cold-ish log: ~38.7 pipe/s, peak WS 16048 MB) - [x] Live tip DLL on AMD RX 9070 XT: wrotehookshot_prepare_workers.txtwithworkers=8; prepare loggedprepare resources before predicted pipelines: ... process 10815 MB (peak 10815)andpredicted pipelines: building 50623 on 8 workers (hookshot_prepare_workers.txt, usable 24)— 50623 pipelines in 76.1 s on 8 threads (~666 pipe/s) with warm driver cache (~3.4 GB) - [x] Cold multi-count A/B was stopped short of a finished 4, 8, 12, 16, 24 table. On the measured DLL (AMD RX 9070 XT, empty VkCache, 50010 predicted pipelines, HOOKSHOT_SHADER_WORKERS=4) two long samples stayed near 11-13 pipelines/s and had not finished: 36440/50010 in 2777 s, then 30264/50010 in 2693 s. A separate cold run of the stock updated build, which compiled on 24 threads, did finish: 50043 pipelines in 1034.2 s (about 48/s). That is enough to leave hookshot_prepare_workers.txt at workers=8 from the warm run above. Four workers is the wrong cold default. The 8/12/16/24 cold ranking was not measured. Made with CursorThis is #2727 plus
63259567, and #2729 contains it unchanged, so I'd close this one and keep the combined PR. My notes on the bench and the workers file are on #2729. In short:hookshot_prepare_workers.txtis honoured by the in-play background pool too (vk_progcache.cpp:775 comes before the Background branch). A bench that picks 24 would then run 24 translation threads during gameplay, next to the game's own.