GPURenderPassEncoder: label property

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The label read-only property of the GPURenderPassEncoder interface is a string providing 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 GPUCommandEncoder.beginRenderPass() call, or you can get and set it directly on the GPURenderPassEncoder object.

Value

A string. If no label value has previously been set, getting the label returns an empty string.

Examples

Setting and getting a label via GPURenderPassEncoder.label:

js

const commandEncoder = device.createCommandEncoder();

const renderPassDescriptor = {
  colorAttachments: [
    {
      clearValue: clearColor,
      loadOp: "clear",
      storeOp: "store",
      view: context.getCurrentTexture().createView(),
    },
  ],
};

const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.label = "myrenderpassencoder";

console.log(passEncoder.label); // "myrenderpassencoder"

Setting a label via the originating GPUCommandEncoder.beginRenderPass() call, and then getting it via GPURenderPassEncoder.label:

js

const commandEncoder = device.createCommandEncoder();

const renderPassDescriptor = {
  colorAttachments: [
    {
      clearValue: clearColor,
      loadOp: "clear",
      storeOp: "store",
      view: context.getCurrentTexture().createView(),
    },
  ],
  label: "myrenderpassencoder",
};

const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);

console.log(passEncoder.label); // "myrenderpassencoder"

Specifications

Specification
WebGPU
# dom-gpuobjectbase-label

Browser compatibility

BCD tables only load in the browser

See also