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);