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);