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.
A string. If no label value has previously been set, getting the label returns an empty string.
Setting and getting a label via GPURenderPassEncoder.label
:
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);
Setting a label via the originating GPUCommandEncoder.beginRenderPass()
call, and then getting it via GPURenderPassEncoder.label
:
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);