跳到正文
研踪PaperTrail
← 研踪 PaperTrail

arXiv:2611.04331 · v1

Warpline: Binary-Level Tracing and Unified Evidence for Agentic GPU Kernel Optimization

首次提交 2026-11-03 13:15
版本更新 2026-11-03 13:15
雷达观测 2026-11-04 23:40
arXiv ↗PDF ↗

摘要

LLM agents are becoming GPU kernel engineers, but they still tune kernels without seeing where the time goes. Hardware profilers report how busy each unit was, not where each warp's time went; intra-kernel tracers can show it, but only with hand-placed probes and a recompilation that alters the very kernel being measured. We present Warpline, which gives agents this view automatically while leaving the kernel essentially unchanged. Warpline analyzes the binary to decide which events to record and inserts probes into the binary itself without recompilation or any manual step. It then aligns the trace with hardware profiling data on one unified timeline. Because it needs only the binary, it can regenerate this evidence for every new version of the kernel at whatever level the agent edits it (source, IR, or PTX), closing the optimization loop without human intervention. On NVIDIA B200, across 35 kernels in Triton, CuTe DSL, and CUDA C++, Warpline adds a median overhead of 1.2% and leaves a median 99.9% of executed instructions unchanged, whereas existing tracers have median overheads of 1.6% to 13.2% and leave only 4.6% to 32.7% unchanged. Warpline also traces closed-source kernels, which these tracers cannot. On 10 SOL-ExecBench problems, agents using Warpline spend less time and fewer model requests than a bare coding agent and NVIDIA's Kernel Design Agents (KDA), yet lead both after every round in geometric mean and reach a 7.69$\times$ geometric-mean speedup, against 6.94$\times$ and 6.13$\times$. Two case studies further demonstrate that Warpline reveals hidden bottlenecks and provides actionable optimization insights.

作者备注:14 pages, 7 figures, 2 tables

AI 论文解读

基于摘要 · 非全文审阅

此版本尚未生成 AI 解读。解读由后台任务生成并按论文版本保存,登录后共享已有结果。

版本差异

目前只观测到一个版本,无法比较变化。之后收录新版本时,会在这里对照标题、作者、分类和摘要。

观测到的版本

相邻记录可能跳过中间版本;首次发现 v2 及以上也会标为版本更新。

v1 · 2026-11-03 13:15 · 最新观测版本

Warpline: Binary-Level Tracing and Unified Evidence for Agentic GPU Kernel Optimization

LLM agents are becoming GPU kernel engineers, but they still tune kernels without seeing where the time goes. Hardware profilers report how busy each unit was, not where each warp's time went; intra-kernel tracers can show it, but only with hand-placed probes and a recompilation that alters the very kernel being measured. We present Warpline, which gives agents this view automatically while leaving the kernel essentially unchanged. Warpline analyzes the binary to decide which events to record and inserts probes into the binary itself without recompilation or any manual step. It then aligns the trace with hardware profiling data on one unified timeline. Because it needs only the binary, it can regenerate this evidence for every new version of the kernel at whatever level the agent edits it (source, IR, or PTX), closing the optimization loop without human intervention. On NVIDIA B200, across 35 kernels in Triton, CuTe DSL, and CUDA C++, Warpline adds a median overhead of 1.2% and leaves a median 99.9% of executed instructions unchanged, whereas existing tracers have median overheads of 1.6% to 13.2% and leave only 4.6% to 32.7% unchanged. Warpline also traces closed-source kernels, which these tracers cannot. On 10 SOL-ExecBench problems, agents using Warpline spend less time and fewer model requests than a bare coding agent and NVIDIA's Kernel Design Agents (KDA), yet lead both after every round in geometric mean and reach a 7.69$\times$ geometric-mean speedup, against 6.94$\times$ and 6.13$\times$. Two case studies further demonstrate that Warpline reveals hidden bottlenecks and provides actionable optimization insights.

查看此版本解读 →查看此版本原文 ↗