GPUBindGroupLayout: label property
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The label
property of the
GPUBindGroupLayout
interface provides a label that can be used to identify the object, for example in GPUError
messages or console warnings.
This can be set by providing a label
property in the descriptor object passed into the originating GPUDevice.createBindGroupLayout()
call, or you can get and set it directly on the GPUBindGroupLayout
object.
Value
A string. If this has not been previously set as described above, it will be an empty string.
Examples
Setting and getting a label via GPUBindGroupLayout.label
:
js
// ...
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: "storage",
},
},
],
});
bindGroupLayout.label = "mybindgrouplayout";
console.log(bindGroupLayout.label); // "mybindgrouplayout";
Setting a label via the originating GPUDevice.createBindGroupLayout()
call, and then getting it via GPUBindGroupLayout.label
:
js
// ...
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: "storage",
},
},
],
label: "mybindgrouplayout",
});
console.log(bindGroupLayout.label); // "mybindgrouplayout";
Specifications
Specification |
---|
WebGPU # dom-gpuobjectbase-label |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API