Used in Vulkan's graphics pipelines in this tutorial. It is a format thatĬan be used to write graphics and compute shaders, but we will focus on shaders To be used with both Vulkan and OpenCL (both Khronos APIs). Unlike earlier APIs, shader code in Vulkan has to be specified in a bytecodeįormat as opposed to human-readable syntax like GLSLīytecode format is called SPIR-V and is designed