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That thread is talking about SPIR (the OpenCL binary shader format) in the OpenCL implementation, not SPIR-V (the Vulkan binary shader format, which has also been adopted by other APIs) in the Vulkan implementation.
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That thread is talking about SPIR (the OpenCL binary shader format) in the OpenCL implementation, not SPIR-V (the Vulkan binary shader format, which has also been adopted by other APIs) in the Vulkan implementation.