SPIR-V
E653470
SPIR-V is a standardized intermediate binary language for representing shaders and compute kernels, primarily used in the Vulkan graphics and compute API ecosystem.
All labels observed (1)
| Label | Occurrences |
|---|---|
| SPIR-V canonical | 2 |
How this entity was disambiguated
This entity first appeared as the object of triple T7279322 — resolving that mention is where its identity was fixed. The disambiguator weighed these candidate entities and picked the highlighted one (or “None”, minting a new entity). This is how homonymy is resolved: the same surface form can point to different entities.
Target entity: SPIR-V Context triple: [Vulkan, shaderLanguage, SPIR-V]
-
A.
Metal Shading Language
Metal Shading Language is Apple’s C++-like GPU programming language used to write high-performance graphics and compute shaders for the Metal framework on iOS, macOS, and related platforms.
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B.
Vulkan
Vulkan is a low-overhead, cross-platform 3D graphics and compute API designed to provide high-performance access to modern GPUs.
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C.
NVIDIA OptiX
NVIDIA OptiX is a GPU-accelerated, programmable ray tracing engine and API from NVIDIA used to build high-performance, photorealistic rendering and simulation applications.
-
D.
HLSL
HLSL (High-Level Shading Language) is Microsoft's C-like programming language used to write shaders for real-time graphics on GPUs, primarily in the DirectX ecosystem.
-
E.
Universal Render Pipeline
Universal Render Pipeline is Unity’s optimized, scriptable rendering solution designed to deliver high-quality graphics across a wide range of platforms, from mobile devices to high-end consoles and PCs.
- F. None of above. chosen
- G. Unsure - the case is ambiguous/there is not enough information to decide.
Target entity: SPIR-V Target entity description: SPIR-V is a standardized intermediate binary language for representing shaders and compute kernels, primarily used in the Vulkan graphics and compute API ecosystem.
-
A.
Metal Shading Language
Metal Shading Language is Apple’s C++-like GPU programming language used to write high-performance graphics and compute shaders for the Metal framework on iOS, macOS, and related platforms.
-
B.
Vulkan
Vulkan is a low-overhead, cross-platform 3D graphics and compute API designed to provide high-performance access to modern GPUs.
-
C.
NVIDIA OptiX
NVIDIA OptiX is a GPU-accelerated, programmable ray tracing engine and API from NVIDIA used to build high-performance, photorealistic rendering and simulation applications.
-
D.
HLSL
HLSL (High-Level Shading Language) is Microsoft's C-like programming language used to write shaders for real-time graphics on GPUs, primarily in the DirectX ecosystem.
-
E.
Universal Render Pipeline
Universal Render Pipeline is Unity’s optimized, scriptable rendering solution designed to deliver high-quality graphics across a wide range of platforms, from mobile devices to high-end consoles and PCs.
- F. None of above. chosen
Statements (54)
| Predicate | Object |
|---|---|
| instanceOf |
binary intermediate language
ⓘ
intermediate representation ⓘ shader intermediate language ⓘ |
| dataFormat | binary ⓘ |
| designedFor | Vulkan API ecosystem NERFINISHED ⓘ |
| fileExtension | .spv ⓘ |
| governedBy | Khronos registry NERFINISHED ⓘ |
| hasFeature |
capabilities system
ⓘ
decorations for metadata ⓘ entry points ⓘ extensions mechanism ⓘ logical addressing model ⓘ modules ⓘ physical addressing model ⓘ specialization constants ⓘ static single assignment form ⓘ storage classes ⓘ structured control flow ⓘ validation rules ⓘ versioning scheme ⓘ |
| hasTooling |
DXC
NERFINISHED
ⓘ
SPIRV-Cross NERFINISHED ⓘ SPIRV-Tools NERFINISHED ⓘ glslang NERFINISHED ⓘ |
| inputFrom |
GLSL
NERFINISHED
ⓘ
HLSL NERFINISHED ⓘ OpenCL C NERFINISHED ⓘ high-level shading languages ⓘ |
| introducedFor | Vulkan 1.0 NERFINISHED ⓘ |
| outputTo | GPU drivers ⓘ |
| relatedTo | SPIR NERFINISHED ⓘ |
| replaces | SPIR in some use cases NERFINISHED ⓘ |
| specifiedIn | SPIR-V specification NERFINISHED ⓘ |
| standardizedBy | Khronos Group NERFINISHED ⓘ |
| supports |
compute pipeline
ⓘ
compute shaders ⓘ fragment shaders ⓘ geometry shaders ⓘ graphics pipeline ⓘ mesh shaders ⓘ ray tracing shaders ⓘ task shaders ⓘ tessellation control shaders ⓘ tessellation evaluation shaders ⓘ vertex shaders ⓘ |
| supportsEnvironment |
OpenCL environment
ⓘ
Shader capability subsets ⓘ Vulkan environment NERFINISHED ⓘ |
| usedFor |
GPU programming
ⓘ
compute kernels ⓘ graphics shaders ⓘ |
| usedIn |
OpenCL
NERFINISHED
ⓘ
Vulkan NERFINISHED ⓘ WebGPU NERFINISHED ⓘ |
How these facts were elicited
The pipeline generated the facts above by prompting gpt-5.1 with this entity's name + description and the instruction below.
You are a knowledge base construction expert. Given a subject entity and a description of it, return factual statements that you know for the subject as a JSON list of dictionaries(triples), where keys must be "subject", "predicate" and "object". The number of facts may be very high, between 25 to 50 or more, for very popular subjects. For less popular subjects, the number of facts can be very low, like 5 or 10. # Requirements - If you don't know the subject at all, return an empty list. - If the subject is not a named entity, return an empty list. - Include at least one triple where predicate is "instanceOf". - Do not get too wordy. - Separate several objects into multiple triples with one object.
Subject: SPIR-V Description of subject: SPIR-V is a standardized intermediate binary language for representing shaders and compute kernels, primarily used in the Vulkan graphics and compute API ecosystem.
Referenced by (2)
Full triples — surface form annotated when it differs from this entity's canonical label.