GPUTexture: label property
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The label
property of the
GPUTexture
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.createTexture()
call, or you can get and set it directly on the GPUTexture
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 GPUTexture.label
:
js
// ...
const depthTexture = device.createTexture({
size: [canvas.width, canvas.height],
format: "depth24plus",
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
depthTexture.label = "mytexture";
console.log(depthTexture.label); // "mytexture"
Setting a label via the originating GPUDevice.createTexture()
call, and then getting it via GPUTexture.label
:
js
// ...
const depthTexture = device.createTexture({
size: [canvas.width, canvas.height],
format: "depth24plus",
usage: GPUTextureUsage.RENDER_ATTACHMENT,
label: "mytexture",
});
console.log(depthTexture.label); // "mytexture"
Specifications
Specification |
---|
WebGPU # dom-gpuobjectbase-label |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API