The label property of the GPURenderPipeline 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.createRenderPipeline() or GPUDevice.createRenderPipelineAsync() call, or you can get and set it directly on the GPURenderPipeline 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 GPURenderPipeline.label:
 
const pipelineDescriptor = {
  vertex: {
    module: shaderModule,
    entryPoint: "vertex_main",
    buffers: vertexBuffers,
  },
  fragment: {
    module: shaderModule,
    entryPoint: "fragment_main",
    targets: [
      {
        format: navigator.gpu.getPreferredCanvasFormat(),
      },
    ],
  },
  primitive: {
    topology: "triangle-list",
  },
  layout: "auto",
};
const renderPipeline = device.createRenderPipeline(pipelineDescriptor);
renderPipeline.label = "myrenderpipeline";
console.log(renderPipeline.label); 
  Setting a label via a GPUDevice.createRenderPipeline() call, and then getting it via GPURenderPipeline.label:
 
const pipelineDescriptor = {
  vertex: {
    module: shaderModule,
    entryPoint: "vertex_main",
    buffers: vertexBuffers,
  },
  fragment: {
    module: shaderModule,
    entryPoint: "fragment_main",
    targets: [
      {
        format: navigator.gpu.getPreferredCanvasFormat(),
      },
    ],
  },
  primitive: {
    topology: "triangle-list",
  },
  layout: "auto",
  label: "myrenderpipeline",
};
const renderPipeline = device.createRenderPipeline(pipelineDescriptor);
console.log(renderPipeline.label);