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.
 
A string. If this has not been previously set as described above, it will be an empty string.
 
Setting and getting a label via GPUBindGroupLayout.label:
 
const bindGroupLayout = device.createBindGroupLayout({
  entries: [
    {
      binding: 0,
      visibility: GPUShaderStage.COMPUTE,
      buffer: {
        type: "storage",
      },
    },
  ],
});
bindGroupLayout.label = "mybindgrouplayout";
console.log(bindGroupLayout.label); 
  Setting a label via the originating GPUDevice.createBindGroupLayout() call, and then getting it via GPUBindGroupLayout.label:
 
const bindGroupLayout = device.createBindGroupLayout({
  entries: [
    {
      binding: 0,
      visibility: GPUShaderStage.COMPUTE,
      buffer: {
        type: "storage",
      },
    },
  ],
  label: "mybindgrouplayout",
});
console.log(bindGroupLayout.label);